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If you start cranking up the settings in some of the mods that change draw distances, the FPS starts dropping off dramatically and seems to be severely single-thread CPU-bottlenecked. I compiled SkyGFX with debugging symbols enabled (the .pdb file) so I could get a better look at it's performance with ETW Event Tracing. From what I can tell, the renderer spends very long periods of time locked. According to this page from MS, that seems to be what's happening here.
RW seems to offer support for Dynamic Vertex buffers with the use of RwD3D9DynamicVertexBufferCreate RwD3D9DynamicVertexBufferDestroy RwD3D9DynamicVertexBufferLock RwD3D9DynamicVertexBufferUnlock
I'd test this myself and send a Pull Request but my graphics programming knowledge is basically nonexistent so I'm not sure how to implement this correctly, or if this would even help the performance at all.
The text was updated successfully, but these errors were encountered:
If you start cranking up the settings in some of the mods that change draw distances, the FPS starts dropping off dramatically and seems to be severely single-thread CPU-bottlenecked. I compiled SkyGFX with debugging symbols enabled (the .pdb file) so I could get a better look at it's performance with ETW Event Tracing. From what I can tell, the renderer spends very long periods of time locked. According to this page from MS, that seems to be what's happening here.
RW seems to offer support for Dynamic Vertex buffers with the use of
RwD3D9DynamicVertexBufferCreate
RwD3D9DynamicVertexBufferDestroy
RwD3D9DynamicVertexBufferLock
RwD3D9DynamicVertexBufferUnlock
I'd test this myself and send a Pull Request but my graphics programming knowledge is basically nonexistent so I'm not sure how to implement this correctly, or if this would even help the performance at all.
The text was updated successfully, but these errors were encountered: