For me, it will show between ~55 and ~95, depending on location and crowdedness (and perhaps settings). You can easily verify this yourself by going into the task manager ( Ctrl+Shift+Esc), going to the 'Details' tab, enabling the 'Threads' column if it isn't already, and inspecting Gw2.exe or Gw2-64.exe. Utilisation of multiple threads has increased significantly over the years, as ANet has continuously off-loaded work from the (heavy) main thread to separate threads. It can make good use of at least 6–8 threads. Even more so because DirectX 9 can only utilise one thread for sending draw calls to the GPU, but more on that later. This means that single-threaded performance is very important. Guild Wars 2, like most games, and certainly online games, has a heavy main thread. Let me try to clear up some things.įirst, some general facts unrelated to the DX11 announcement specifically but relevant to the topic: This significantly speeds up initial shader cache build process,Įspecially on multi core systems.So after seeing a lot of talk about the DX11 announcement, I noticed a lot of misinformation and misconceptions - as is usually the case when it comes to GW2's performance, the engine, versions of DirectX, and related topics. No extra steps or updates needed Shader compilation now uses multiple threads Shadows, transparency effects, reflections clipping, will now work out of the box, Now you can see it on startup! Shader profiles are not longer used There was lot of confusion about default hotkey combo. This allows tool to be used for number of other games that does not have 64-bit builds Added overlay toggle hotkey tip in overlay that is showed for number of seconds from startup Summary 32-bit builds are now available for manual installation Reduced GPU usage on always enabled atest&srgb emulations.Īdded some heuristics to select better config values automatically based on VRAM/RAM amountsĭisabled fullscreen mode - it was anyway broken, maybe will be fixed laterĭisabled async constructors for low core-count systems, to avoid performance penalty on said systems.įixed PSO inconsistency due to hash collisions & unsafe type widening Utilize hw based PSO cache: reduces precompile & compile timesįixed GPU being not fully utilized in GPU bound scenarios (maybe fixed GPU being underclocked due to that) Removed different debug binaries from release package: reduce download sizeĮnable cache save & load by default, but limit precompile size by 10k items: fixes character portraits & some pop-ins Removed AVX & AVX2 builds from release package: they are proven useless or even reducing performance Use win API instead of shell commands in installer: this should make various antivirus softwares happy all ingame postfx should be disabled for proper work (no AA, no postprocessing, no AO, no depth blur)įixed depth read/write barriers: fixes some crashes with 3-rd party overlays, drivers (special reshade currently available here ) for it to work you need a special/latest reshade + reshade_compat as primary iframe mod source allows feed reshade with a additional data for various purposes (like UI skip) This is WIP feature in general, better to wait for ready to use setups There is still room to improve, but right now it works quite stable and reasonable fast,Īllowing to utilize various "special" information from game for better postfx Somewhat final gw2e support implementation Fixed wrong rendering due to wrong StartInstanceLocation & MinVertexIndex usage Will make proxy load config & etc from q:/collection/d912pxy Putting proxy dll to q:/collection/games/awesome_game/bin/d3d9.dllĪnd d912pxy folder in q:/collection/d912pxy This fixes problems with some games that forbid adding/accesing folders/files to game installation (BnS, Lost Ark, etc) You can put d912pxy folder somewhere in game folder path, and just move d3d9.dll near game Allow installing d912pxy outside of game folder Now latest.pck will be correcly created even if pck folder is missing Fix startup/data save problems when pck folder is missing No more log reading to get why something is not working. Now when some critical error occurs - standard windows error popup will be showed. Allow selecting GPU that will be used via config fileĠ: VRAM: 005980 Mb | FL: FL_12_1 should work 100% (15) | NVIDIA GeForce RTX 2060ġ: VRAM: 000128 Mb | FL: FL_12_1 should work 100% (15) | Intel(R) UHD Graphics 630 Hw cache can be turned back on in config, as well as precache flags (for ones who want zero-lag-zero-pop-in) In long term latest.pck grows too big making proxy use extra RAM (1-3Gb) when hw cache is enabledĪnd precache flags was too old loading data that is not actually realtime-needed anymore Reduced memory usage by disabling hw cache by default & vfs precache flags tweaking
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