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  1. #2
    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.