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amilmand

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#147141   2018-08-08 15:52          
Thank you for the videos!
The fps measurement is thrown off with EnablePresentOnEndScene set to 0 because of the missing present calls I was aiming more for how the game feels with the two setups I don't think we can get reliable fps measurement in either setup. (the missing calls could confuse the measurement of nvidia aswell, if for example nvidia measures a longer ruining average and measure endscene-calls/seconds, this could account for the fps difference, reshade measures present-calls/seconds)
Unfortunately I don't think there is anything to be done (I'm working on some lighting related optimizations though which will ease the load on the cpu some maybe that'll help once I manage to find out how to track the creation of the damn lights...), naturally the game processes more with reshade active so the ~40 fps is believable with the enormous amount of draw calls the game operates with and the overhead of the render state parsing reshade does for the native shader overwrite.

If you find it actually feels choppy try it fullscreen vs windowed mode it does preform better in windowed mode for me (but this maybe irrelevant since the game is noticeably faster with reshade on my setup), or tone down on the effects (AmbientLight is a prime candidate to disable it is quite heavy) also I use a draw distance of 800 the fog is never further than this I found.