Caporegime
- Joined
- 18 Sep 2009
- Posts
- 30,499
- Location
- Dormanstown.
It'd be hilarious if it's just the reason why Keplers performance is lower than intended.
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Whelp. This thread has now gone full tinfoil hat.
Oh no, they know! SHUT IT DOWN!!! Damage control!
Oh no, they know! SHUT IT DOWN!!! Damage control!
Someone here confirmed that Gameworks trashes performance even with settings disabled.
Remove files, get 10fps boost. Put em back, FPS takes a dive. Pretty much confirms my suspicions that gameworks contains "stub" code with a logic bomb designed to sabotage AMD & n-1 geforces.
It didn't make any difference for me on an AMD card.....
Quick test running about novigrad,no difference for me on 1.03 patch and TW3 game driver on a 970.
Popin/shimmering seemed a little less prevelant.But could just be to do with the part of town i was in.
Edit:Maybe its a keplar specific thing?
It didn't make any difference for me on an AMD card.....
But it has to! Keep trying, and try again. Just keep deleting files till it breaks your game completely then say... aha!
Lamp you should really get a hobby cause your clearly bored!
Arkham Knight released next month and I am sure there will be conspiracies everywhere!
I hear that with Arkham Knight, Nvidia will sneak into AMD users houses and remove the TIM from their GPUs.
Tessellation is very much driven by the source data, the required tessellation method and the level of fidelity (tessellation factor) required. Rather than sending geometry to the card as primitives (e.g. triangles) it is sent as patches (either tri/quad patches or isolines). To manage the entire tessellation process in hardware it was necessary to introduce additional stages to the pipeline; namely the hull shader, tessellator stage and the domain shader stage.
The hull shader is programmable and takes the incoming patch (tri, quad or line) and produces a corresponding geometry patch along with patch constants. This is then passed to the tessellator stage which takes the 'context' (domain) of the geometry patch and samples it to break it down into a higher density object structure (triangles, lines or points), connecting all these samples. Each sample in that domain is then passed to the domain shader and this is used to calculate a vertex position for that sample (i.e. the newly generated vertex position for the higher-detailed resulting geometry). The vertex can then be passed to the pixel shader as it would for a non-tessellated scenario. (This is a bit simplified but hopefully gives the general idea...)
The amount of tessellation is determined by the developer (which may vary depending on target system performance, etc). They effectively specify how much tessellation they want and then kick the process off. The low order surface (patch data) of the source geometry is sent to the hardware along with values stating the level of tessellation desired and whether the hardware is to deal with quad, tri or line data. Once that has been passed to the hardware, the GPU then wholly takes over and calculates the subdivided mesh along with additional control points, patch data, etc. The number of control points generated per patch is determined by the domain type and topology (again, quad, tri, etc). and the number of patches that need to be processed.
Meaningless waffle.
Meaningless waffle.