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Question about drawcalls and cpu usage


schakusa

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OP may not read this, but my guess would be shadows, and my suggestion would be Shadow Boost. Just allow shadows distance to get a lot shorter when FPS go below the threshold and see what happens.

But also look at your fBlendSplitDirShadow and try to put it to low, like 96-128, since too high values for that kind of make draw calls explode. I can't find where I have that from right now, but I do remember it was from someone who tested and showed comparisons, so I tested it for me and it made a huge difference (because I had put it way to high, might not do much for you if you never messed with it)

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On 5/27/2024 at 1:41 AM, fraquar said:

 

 

 

 

On 5/27/2024 at 1:41 AM, fraquar said:

50 FPS is perfectly playable.   What is the real problem?

Added:  This was a game made a decade ago based on hardware that had nowhere near the high end todays hardware has - so it can't leverage it anyway.

You could throw a 2035 1.2nm die Intel and a Nvidia 12090 at it - probably still going to have the same issue.

 

 

50 fps is not playable. It should always be exactly 60fps. Fixed. Otherwise, all constants of the havok physics engine increase. This drops fps even more (and, for example, boobs into the bargain). 🙂 If the engine works correctly, fps never changes. Always = 60fps.

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