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SSR seems kinda messed up on Nvidia, latest drivers, GTX 570.
I imagine …
Shadows are a wholly in engine implementation/ in game setting (Nvidia drivers cannot turn them off or anything). Not every game allows players to wholly turn off shadows.
If the cvar were locked, you could not turn them off no matter wh…
Thanks for the replies guys. I hope this does eventually get looked into more. I would really love to actually play NS2 the way my rig should be able to run it.
(Quote) It intercepts DX calls in windows and inserts a shader between the game and your monitor displaying it in a post process. Hence how you can edit all these things like color, post process aa, sharpening, etc... in post through sweetFX.
Judging by the "experiencial" nature of the game, I am not sure right now which mechanics they are creating to help bring players back for a second play through.
I am not sure what the gameplay is though... so hard to c…
(Quote) Well, one can hope. That and the GPU stalling due to D3D9Device::Present are pretty brutal. I would rate the game as currently unplayable at high framerates. And even then... capping or running vsync @ 60 still induces this behavior.
(Quote) Those spikes IMO are pretty periodic would probably be pretty noticable to me on my screen. But alas.. .16,6 ms is all your screen shows(Quote) Your computer is pretty beastly excluding the GPU. I mean... mine in comparison is...
CPU: Core i7 930 @ 4.2 (you should look at overclocking your CPU especially since it is on water!)
CPU Cooling : Noctua DH-14
Thanks for the response. I will go through the p_log immediately and try and figure out what happens at the various hitching frame moments. Lik…Yeah I would love to set up FCAT (FCAT did great thing for multi-GPU drivers), but it does take some time. I will look into it.
And what you are saying about purposefully delaying a frame is true, but still at the MS rates we are talking…(Quote)
The delay occurs at the driver interaction game level. The driver is forcing the GPU to put out, perhaps delaying, and even discarding "runt" or frames way below the budgeted frame time. There is math to the pacing of course…(Quote) While you would have the downside of having screen tearing, you would not have the Vsync downside (tripple buiffreed or otherwise) of the frame rate halfing or going down by 1/3 even if you drop frametime below 16,6 or 8,3.
Th…(Quote) Based on your suggestion I benched a ton of different GPU limited/ non-GPU limited scenarios.
At your request:
All settings high, 1080p, shadows off / AO high, FPS cap of 200
in GPU BOUND Hitching (frametime disparity w/ higher GPU load) Comment by Dictator93 August 2014(Quote)
It could mean something like that. Although, since I have no idea how to lookin to the engine to see what is happening, hard to say if what I point out correlates to something true. Just something that happens.