![]() You can barely tell they're running, and they only hit performance by ~10%. Interestingly, the RT reflections have very minimal impact, since it's an AMD-sponsored title. It's good to see that even at 4k with HD textures he only got to 9.3GB VRAM used, but this is only with 10 minutes of gameplay. That includes his VRAM usage charts, which is well, stupid. But clearly AMD's hands were in the pickle barrel here.Įdit: From the Hardware Unboxed video, it appears they ONLY tested with HD textures enabled, so we don't really get any idea on the impact. That's a time-honored tradition in PC gaming and I'm fine with it. Not to imply that I have any problem with ultra settings targeting hardware that doesn't really exist yet. (below, for example, the Intel Sandy Bridge integrated GPU) and lumped under "other" so really that 1% is a best case. Looking at the Steam hardware survey, the representation of GPUs with >16GB VRAM is around 1% of the total. Maybe it'll get that high eventually if you've got the VRAM but it needs to swap out so infrequently that gameplay isn't really impacted? Is that so? I've seen reports that Far Cry New Dawn with its HD texture pack peaked around 11GB VRAM used after a couple hours of playing. DLSS Death Stranding for example has some issues with shimmering / temporal instability, a dumber, single frame upscaler like FSR would work better there even if it costs more GPU power. Yes XeSS and DLSS look even better, but that isn't a hard requirement. I used this like 20 years ago with Java NIO, why issue fread() and pay for a syscall when you can do that for free with a page fault? And yes that's why page fault counters are ever increasing, it doesn't always mean a read from swap.įSR and not real detail - well in high / ultra quality I can't really pick out the difference, so it might as well be native? It's still sharper than 4K on TV, H265 blocks are blurry as well. In normal programs, memory mapping a huge file doesn't load it all at once, but if you read from file_offset + 99999, it will block, copy that 8KB page into real memory, and continue automatically. I haven't seen any API yet but it sounds like similar to the mmap() solution, tell the GPU where all the textures are and let it pull data from the memory mapped page on demand. Subtitle size can be adjusted between small, medium and large. ![]() You just copy or mmap() it into memory and point the GPU at it - here are textures, have fun.ĭirectStorage aims to help avoiding having to load all of it in memory in advance or know what to load at all. Deathloop is a first-person action, adventure and shooter game developed by Arkane Lyon. These blocks, like JPEGs, are not compressible, so hardware accelerated / streaming decompression won't be any help. No point uploading full fat RGBA when BC1-7 will be better, it uses less VRAM and bandwidth as GPUs "speak" that natively. You never decompress textures other than in the GPU itself.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |