Soldato
It's not though is it, heard reports of that bogging down massively at times.
Slowing to a crawl or less than a single FPS.
Why can't everyone make something like the Fox Engine.
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It's not though is it, heard reports of that bogging down massively at times.
I didn't have any problems with my 970 at 1200p.
That can be tweaks in the GFE as well.
But on a serious note, Nvidia should be using an open source library of effects which AMD (and anyone else) can contribute too.
But Nvidia are not to blame for taking the initiative and developing their own library. Game after game, top AAA title after top AAA title are using it, so their doing something right.
But Nexus18, those are developer issues, not Nvidia.
The fix is simple just get an Nvidia card and you wouldn't have these issues.
Therein lies the problem. People think they are entitled to turn everything up to max and have it run perfectly on their old cards.
Its what was intimated in your last paragraph regarding Nvidia sponsored games being a buggy mess and AMD sponsored games being fine.
For those asking about the Gameworks Godrays/Volumetric Lighting implementation you may want to check the GDC 2014 presentation at the bottom of this blog post. It's not a tremendously complex method, and for the most part it doesn't seem too much hassle to implement. Its integration into Far Cry 4 "... took us one-man month to integrate it and one engineer..." according to one of the Ubi devs during a joint talk at GDC 2015 (24m10s). Completely different engines of course, but it does sound like a pretty decoupled system that any experienced team should be able to add to their engine, and without serious side-effects to performance beyond the effect doing what it's supposed to.
For those asking about the Gameworks Godrays/Volumetric Lighting implementation you may want to check the GDC 2014 .pdf presentation at the bottom of this blog post. It's not a tremendously complex method, and for the most part it doesn't seem too much hassle to implement. Its integration into Far Cry 4 "... took us one-man month to integrate it and one engineer..." according to one of the Ubi devs during a joint talk at GDC 2015 (27m10s). Completely different engines of course, but it does sound like a pretty decoupled system that any experienced team should be able to add to their engine, and without serious side-effects to performance beyond the effect doing what it's supposed to. The few run-time effect settings that should be configurable do seem to be exposed as in-game console commands too.
Why have 1 engineer spend 1 month when you can have an engineer spend a few days with a 3rd party library, no need to re-invent the wheel every time.
The implementation of god rays in FO4 is relatively comprehensive and "should" visually be significantly better than games using flare type systems for it i.e. far cry 1 but whether it is actually worth the extra performance hit and/or implemented efficiently is another matter.
I think the issue is it doesn't look much better over much less "intensive" games. I mean I'm not being funny but STALKER Clear Sky still has phenomenonal godrays, is open world, came out years ago and you could play that on a 5850. The effect isn't the issue. It's the pointless tessellation (again) that is.
I think the issue is it doesn't look much better over much less "intensive" games. I mean I'm not being funny but STALKER Clear Sky still has phenomenonal godrays, is open world, came out years ago and you could play that on a 5850. The effect isn't the issue. It's the pointless tessellation (again) that is.
I think the issue is it doesn't look much better over much less "intensive" games. I mean I'm not being funny but STALKER Clear Sky still has phenomenonal godrays, is open world, came out years ago and you could play that on a 5850. The effect isn't the issue. It's the pointless tessellation (again) that is.