Additional Performance Improvements

i still play dx9, i never play with shadows in any game,. just hate the look.

realy hope they let us choose in dx11

or im stuck with dx9 forever :(
best news so far.
Will I still have my client close in uber lab for no reason or studded step on lagtraps? Because that's the real issue not being addressed.
Games getting worse and worse every patch. I went from never lagging to getting shit lag spikes all the time now. I may actually have to play scrubcore, which is depressing.
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y3lw0rC wrote:

----How It Affects Performance: Shadows are really difficult to compute, since the game needs to take into account where light is coming from at all angles, how far away you are from that light, and so on—not to mention how your character is moving. As such, it can have a significant affect on your game's performance.----

shadows are easier than light reflections, and comlpex computing of shadows released as a single pattern with 2D projection of light and dark amplifications is pretty much easier, than to compute how and with what angle will the light reflect from a 3D shape.
There are a lot of ways to create shadows, the worse of them is what you suggest - compute light sources, traccer lights and apply on these maths optic formulas. Then computing of just a single ray will be really heavy issue. Another "bad" way is to make a single "shadow" object which is calculated for each 3D model separatedly. The "optimised" way of computing shadows is making a 2D projection of map heights and calculating 2D light propagation on this thing. There you can easily add splash signatures with angles that are needed for "integration". For even more optimisation you can have preset shadows for such heavy things like grass, leafs, etc. Same technology is used for "shaders", there is a GS texture which modifies intenstion of reflection on object based on texture's "relief", and that allows to make a "shape" on pretty much flat object.

The Singapore Server always crashed, I lost some of my loots. :-/
-- Operation Timeout.
Shadow Character Build:
Essence Drain + Contagion + Curse Vulnerable on Damage Taken + Decoy Totem
Armor + Energy Shield
Wand + Spirit Shield
Iv'e heard this before, so i'll take it with some sceptisism. Faster with shadows on sounds too good to be true (then it usually is)
“Close your eyes and let the mind expand. Let no fear of death or darkness arrest its course. Allow the mind to merge with Mind. Let it flow out upon the great curve of consciousness. Let it soar on the wings of the great bird of duration, up to the very Circle of Eternity.”
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the DirectX 11 renderer with shadows on "Low" settings is now faster than the DirectX 9 renderer with shadows off


I call this progress! GGWP!
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Daiena wrote:
Great....so another week of rows and rows of crashing before they get it right....
DirectX 11 64bit version of POE is a beta. You had to go out of your way to play this version of the game. Don't want to test a beta? Switch back to the default 32bit version of the game.
Computer specifications:
Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 16GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & WD Black FZEX HDD
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Nicholas_Steel wrote:
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Daiena wrote:
Great....so another week of rows and rows of crashing before they get it right....
DirectX 11 64bit version of POE is a beta. You had to go out of your way to play this version of the game. Don't want to test a beta? Switch back to the default 32bit version of the game.


there's a 64 bit version?

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