It's useful for height-mapped ground terrains to generate the optimum number of vertices for the given camera angle, and avoid copying so much data to the GPU (again slow). 'Tessellation' can be used to dynamically generating new vertices depending on where the camera is. In DX11 you can set up an array of transforms for each tank and draw ten at once, potentially saving a load of CPU time (each draw call is expensive). ten tanks, you set up the position/rotation of a tank and draw it, and repeat this ten times. 'Instancing' means drawing multiple copies of objects in one go. At the end you'll have a DX11 title that takes no advantage of the new features, but after that you can start to make improvements.įor a flavour of what could be improved, some of the headline features of DX11 over DX9 are instancing, tessellation and compute shaders (plus a bunch of other smaller things I've probably forgotten). The API changed significantly from DX9 to 10 (and a little from 10 to 11), so DX9 titles need major rewrites of their graphics code to move to DX11, which takes time. In fact DX11 will still run on DX9 GPUs, as long as you don't use any of the new features. Each version of DX is a superset of the previous one - it just adds new options and capabilities. Purely in itself, moving from DX9 to DX11 will have basically zero effect on the look of the game, or its performance. One thing I have started doing as house cleaning after each major update is deleting the DX cache and shaders and then open command prompt as an administrator and run the following:ĭism.exe /online /Cleanup-Image /checkhealthĭism.exe /online /Cleanup-Image /scanhealthĭism.exe /online /Cleanup-Image /Restorehealthĭism.exe /Online /Cleanup-Image /AnalyzeComponentStoreĭism.First post (hi everyone!), but I thought I'd chip in as I used to be a games graphics programmer using DX9 and DX11, and to maybe temper some of the excitement around DX11. Now the post update server stress has settled down I might switch back to DX11 tomorrow and see how it performs. The other thing I noticed right away is that my VRAM usage on DX12 shot up to around 17GB, I have never seen it that high on DX11 but I do believe VRAM will be higher with DX12. Not sure if they tweaked that behind the scenes. One thing I have noticed is that the TLOD seems better in SU12, I never touched my settings and verified they were the same as I had before the update and with a TLOD of 150 I seem to be getting more detail in the cruise in either the PMDG or Fenix. I can tell you that for a few days after SU12 dropped performance was not as good as it was with SU11 and this seemed to settle down which I attributed to server related stress. For the last 2 days I have been giving DX12 a try and on my pc I have found it to be generally smoother than SU12 with DX11. Isn't it just wonderful how this sim runs so differently on different pc's that are not too far away in specs. So are you saying that stutters can be caused (and why they happen sometimes and not others) are based on MS/Asobo's servers? I guess i never thought of that but it makes sense. I say this because sometimes I can depart at a really intense airport in a complex plane and have not a hint of a stutter, yet at the same airport get a few stutters next time out. Not necessarily server overload, but some elements in the sim that are remote to the local machine, some changes that Asobo can make to the sim w/o generating an "update" that we have to install, that are done in the background as it were. Also there is no question in my mind that there are elements of performance (not only frame rate, but presence of stutters and panning less than perfect as well) that have nothing to do w/ our installs-it's likely on the server side at some level. Fortunately it's pretty subtle overall and mostly good, just not the perfection I could dial in previously. TBH I have not emptied the Comm Folder to see if anything in it contributes to this so really don't know the source. I know I'm not answering your question re DX11/12 as at the moment thebFBW A320NX does not play well w/ DX12 so stuck w/ DX11 and prior to that was always using DX12 and had exquisite performance. I'm getting a few stutters now here and there that I didn't have in SU11 so my sense is something happened w/ SU12 to contribute to this. What has been the consensus lately in terms of DX11 vs DX12 particularly with stutters on final approach.
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