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  1. #33
    Player
    RobbieH's Avatar
    Join Date
    Sep 2013
    Posts
    467
    Character
    Agin Wildfang
    World
    Ragnarok
    Main Class
    Ninja Lv 80
    Thanks for taking the time to reply, and unlike other times you had better self control this time, kudos for that lol

    Quote Originally Posted by Squa11_Leonhart View Post
    Probably by recompiling the behavior of these shadows. Or by nvidia working with bioware to make it so the shadows are in larger batches... or optimising culling for shadows that aren't actually in view.

    Dynamic shadows are a dog to render at a high framerate without using them sparingly, or faking them.

    LOLWUT? there was no "NVIDIA optimization patch"! the patch (1.3 btw) was the proper usage of SSE (ie, actually turning it on >.>) instead of x87 fpu.

    Others might remember TESV Acceleration Layer and Skyboost, these were code injected optimised replacements for the 'unoptimised' code using SSE/SSE2 that were made redundant with 1.3

    the x87 fpu is a hell of a lot slower on core 2 duo and amd phenom/athlon cpu's.
    For basic arithmetic on nahalem and newer, this unit is on par with SSE, but as functions become more complex the performance tapers off

    Skyrim 1.0-1.2 was using code that had not been inlined (improves pipeline execution and branch prediction) or sse optimised, which in a basic manner of explanation means the compiler rewrites standard C++ into instruction/machine code (rather then having to use assembly).

    That was not a performance patch, it was a simple change of the compiler options to enable Large Address Aware, a setting that allows a 32bit application to use the 4GB user address spaces provided to 32bit applications under 64bit operating systems.

    It does not allow more than 4GB to be used at all, and Virtual Address Space is often consumed well before the working set reaches that point.

    The 4GB patch was only relevant to heavy texture modders anyway.

    NO.
    The game only scales to 3 cores (load balanced of course).
    I know very well the Acceleration layer, Skyboost did nothing for me, for some reason, the LAA that the community discovered helped a lot with random crashes and mods, not just texture mods, if i recall it even helped with the base game and a few mods and no texture mods, sure some mods have their own textures however it was just follower tweaks and gameplay changes, anyway yes patch 1.3 helped a lot.

    Quote Originally Posted by Squa11_Leonhart View Post
    LOLWUT? there was no "NVIDIA optimization patch"!
    Driver*

    http://www.geforce.com/whats-new/art...ivers-released

    Quote Originally Posted by Squa11_Leonhart View Post
    NO.
    The game only scales to 3 cores (load balanced of course).
    Btw the CPU i was talking about has 6 cores and 12 Threads.

    Then that means it's not CPU bottleneck and instead a bad optimization, do you think DX11 client will fix the problem? I know DX11 tends to be the slowest (vs DX9, DX10 is a mess), sadly DX12 isn't that near so i guess we'll have to rely on DX11, hopefully.

    Thanks.
    (0)
    Last edited by RobbieH; 11-26-2014 at 05:24 PM.