Firtasik wrote:A frame drop near terminals in the second level. :dead: […]
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Dege wrote:What performace do you get with Shogo?
A frame drop near terminals in the second level. 😵
Some observation of Blood 2/Shogo:
- similiar frame rate and drop downs at 640x480 and 1920x1200
Here (Calm before the storm)?
This is a place where true dynamic lighting is present as the green light is flashing. My fps dropped to 40-50 from constant 60 here with my cards and the old version.
I don't want to go into techincal detail, but it seems as if your driver is still syncing when mapping the textures in question into the address space as it does when copying between them immediately. I've changed the mapping type (read/write as needed to give more info to the driver) but I don't think it will help. 🙁
Uncapped I get around 450 fps with 8x AA.
Teleguy, thanks for the test!
Stereo3D, do you get 90fps only with 3Dvision or with plain mono rendering too?
BTW, the crosshair is OK, but it does not show up with 'bilinear blit stretch enabled' as ZellSF said.
One more idea: I incremented the wrapper and config version number in WIP3 but didn't checked if the new version can read the old config. Newer versions should read succesfully all previous config file versions, so it's backward compatible, but maybe I broke something and WIP3 cannot read your old config and so uses the default.
(Not that so many options we have but I don't understand how bilinear stretch got into enabled state otherwise, if that is the problem.)
3d vision only works with untransformed vertices that's why it doesn't work at all with nglide.
Hmm... I don't know if 'untransformed' means 'passed through a vertex shader' and 'transformed' means 'passed directly to the rasterizer'. (The latter can be done in D3D9.)