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amilmand

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#147137   2018-08-08 14:16          
Been thinking about it and you can potentially experience longer loading times because the game does not unload objects in regard to frustum culling anymore and the initial position of the camera does affect the time the loading screen is up (if you have obscenely high draw distance this can be more noticeable)
but this is for good reason and it has great benefit regarding fps: here is a comparison video (we can see that the original (left) unloads objects(the car, buildings) and spends a lot of time reloading them when they eventually get into the view frustum which results in atrocious fps:



So we may account the longer loading times when loading tracks to the lack of frustum culling in other places though it may be another thing I recently added a (I think) erroneously missing present call on loading; the game previously did not call present only endscene when it was loading something but this should not have a noticeable impact though if you are playing the game on some higher resolution (>1080p) it may have an effect because previously the reshade did not post process these orphaned frames (ones with no present call) and now it does so the effects ofcourse take some additional time to render... (and this missing present call was the reason for frames rendered with no postprocessing on attaching or detaching a part to/from a car)

But alright let's find out if it's the fix with the present here is a version of the modified reshade with an option in the reflection settings (EnablePresentOnEndScene) try the game with it set to 0 if it goes back to normal (regarding the loading times).
LINK

For the fps issue can you record it perchance against the original? I find it quite surprising.