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  1. #1
    Player
    Squa11_Leonhart's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,123
    Character
    Kaya Yuuna
    World
    Cerberus
    Main Class
    Archer Lv 70
    Welcome to Direct3D9.

    What you are seeing is a result of DirectX overhead, long known to exist in Direct3D9, reduced to a degree in D3D11 and being heavily focused on in Direct3D 12.

    The cause is dynamically updating effects such as reflections and shadows, coupled with the spamming of thousands of new draw calls everytime a new effect occurs (or the scene changes in some way) saturating the cpu core that the main game engine is running on.

    Unfortunately, there is no safe way (and few that actually improves fps) to multithread a direct3d9 engine where effects are used to such an extent, you would end up introducing thread locking which would drop fps to single digits or hang the process.
    (3)
    Last edited by Squa11_Leonhart; 07-10-2014 at 10:51 PM.

  2. #2
    Player
    InVizO's Avatar
    Join Date
    May 2013
    Posts
    108
    Character
    Invizo Stellar
    World
    Gilgamesh
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Squa11_Leonhart View Post
    Welcome to Direct3D9.

    What you are seeing is a result of DirectX overhead, long known to exist in Direct3D9, reduced to a degree in D3D11 and being heavily focused on in Direct3D 12.

    The cause is dynamically updating effects such as reflections and shadows, coupled with the spamming of thousands of new draw calls everytime a new effect occurs (or the scene changes in some way) saturating the cpu core that the main game engine is running on.

    Unfortunately, there is no safe way (and few that actually improves fps) to multithread a direct3d9 engine where effects are used to such an extent, you would end up introducing thread locking which would drop fps to single digits or hang the process.
    Thanks for that info.

    You would think that after a year of promising a native x64 DX11 client they would deliver something...

    Does the PS4 run on this mess or did they get a newer client?
    (0)

  3. #3
    Player
    Syx's Avatar
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    Aug 2013
    Location
    何これ
    Posts
    186
    Character
    Tarnished One
    World
    Hyperion
    Main Class
    Archer Lv 9
    Quote Originally Posted by InVizO View Post
    Thanks for that info.

    You would think that after a year of promising a native x64 DX11 client they would deliver something...

    Does the PS4 run on this mess or did they get a newer client?
    The PS4 uses proprietary combination of two languages, both sitting on a linux OS. One api is low-level for direct hardware access, the other is high-level for broader software graphical functions. It also has it's own shader language. There are very few components in common with D3D9.
    (0)

  4. #4
    Player
    Nekodar's Avatar
    Join Date
    Feb 2013
    Location
    Ul'dah
    Posts
    2,104
    Character
    Nyaano Nohea
    World
    Midgardsormr
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Syx View Post
    The PS4 uses proprietary combination of two languages, both sitting on a linux OS. One api is low-level for direct hardware access, the other is high-level for broader software graphical functions. It also has it's own shader language. There are very few components in common with D3D9.
    It's actually a freebsd derivative, not a linux os. AFAIK.
    (0)

  5. #5
    Player
    Syx's Avatar
    Join Date
    Aug 2013
    Location
    何これ
    Posts
    186
    Character
    Tarnished One
    World
    Hyperion
    Main Class
    Archer Lv 9
    Quote Originally Posted by Nekodar View Post
    It's actually a freebsd derivative, not a linux os. AFAIK.
    You're probably right. I know it's a fork of some *nix derived OS.
    (0)