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#71
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I haven't applied the latest beta patch but wanted to try this conf.ini change anyway. Surprise, surprise! CloD picked up 2-3 fps in the each area of the fps counter in Black Death. Micro stutter\hesitations are much the same though........... much like IL2 46.
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#72
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#73
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This graphics engine is crazy. Same results as pupo162 regards sun glare. The GRAPHICS performace now is really nice - except by clouds - they are crap in therms of performance.
All my stutters now are "CPU related": lots of bombs droped, lots of plane shooting at the same time, etc. We are evolving. In a strange way, but let's see whats happens in future! ![]() |
#74
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Smoothed things out for me. GOOD FIND.
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#75
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Does anyone with graphics or programming expertise know what might be happening here? Or is the jury still out on whether or not this works?
If it is working, hope the devs read the forums- |
#76
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A side note... As I understand it, what happens if you have to little precision in you depth/z buffer, especially when rendering scenes with a lot of objects spread out over a large depth like in CoD? You get flickering. Especially in shadows as you don't have precision enough to tell which pixel should be shown (ie the shadow or the grass below it) - so every other frame you get alterations of who is the winner, the grass, the shadow? Recognize that from somewhere
![]() Anyway - being an old programmer working with server side software and not games I have just made a few attempts at doing directx games for fun in the Direct X 7-9 days. The new stuff in Dx10-11 is way to new for me, and besides I never really got the hang of all the 3D buffers and how to use them best etc... It worked rather good anyway with "standard" settings when you didn't have to render millions of objects ![]() EDIT: But to my knowledge, a depth buffer is always 32-bit, where you normally use 24 bits for depth and 8 for stencil, even though you can use all 32-bits for depth (would be nice for CoD:s shadows?). But the you loose the stencil buffer... And having 32-bit depth and 16 bit stencil should not be possible, but maybe in Dx10-11? And do you need 16-bit stencil? And different graphics hardware have different support for this so that could cause the differing results. Anyway - a larger depth buffer should improve the quality - but not performance?
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i7 2600k @ 4.5 | GTX580 1.5GB (latest drivers) | P8Z77-V Pro MB | 8GB DDR3 1600 Mhz | SSD (OS) + Raptor 150 (Games) + 1TB WD (Extra) | X-Fi Fatality Pro (PCI) | Windows 7 x64 | TrackIR 4 | G940 Hotas Last edited by mazex; 09-25-2011 at 12:39 AM. |
#77
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Judging from the hardware and reported results, its the low end machines that are seeing the most benefit. Those who are already pulling down 50fps or thereabouts are seeing proportionally less gain.
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#78
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As Maxed said, setting the Depth buffer to 32 you are killing the Stencil buffer, because a 28 bit depth buffer is necessary to use 8 bit Stencil buffer, and there no 16 bit Stencil buffer.
Switching off the Stencil buffer can boost overloaded systems, just set DepthBits=32 and StencilBits=0 and try, but it has consequences because the usage of this buffer is off. How is IL2COD using the Stencil buffer is what is unknown, it is used usually to add quality in shadows and reflections maps, may be poss processed effects too, so you are switching off some quality of the picture. Last edited by Buchon; 09-25-2011 at 04:20 AM. |
#79
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I thought this was just a download of the ubi splash video for those that had deleted it?
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#80
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Changed my settings in .../documents without any difference in qual or perf.
But glad that LoBiSoMeM saw yet another raise in quality and performance. ![]() |
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