Thanks for that info.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.
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.
It's actually a freebsd derivative, not a linux os. AFAIK.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.
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