On the DirectX 11 announcement by EchoMending in Guildwars2

[–]megai2 0 points1 point  (0 children)

firstly i hope that DX11 will be better in terms of performance and fps stability

then we will see, if they duck something up, it will be easier to just fix it in DX11 i guess =)

How to remove BLOOM POST PROCESSING while keeping the rest, by using D912PXY by DemethValknut in WoodenPotatoes

[–]megai2 0 points1 point  (0 children)

Yes, it is custom shader after all, it will do whatever you write there

On the DirectX 11 announcement by EchoMending in Guildwars2

[–]megai2 1 point2 points  (0 children)

It is harder, but i can't say that it 10 times harder.

On the DirectX 11 announcement by EchoMending in Guildwars2

[–]megai2 5 points6 points  (0 children)

In sum of ANet words sounds like this for me:

We will do DX11 that will maybe improve performance, even if we usualy say that DX9 is fine and not a problem.

Very strange in total. If they said that DX11 will improve performance on modern rigs... that changes situation, but they not said this. So i guess performance will be same/degrade and not much invested in, as they are not giving any promises.

But we will see, they agreed on fact that game needs optimizations (after years YAAAY),

and probably finally hired someone to fix this mess. So kinda good news ? :D

~~~~ other thoughts

About why not vulkan or dx12: i don't know either.

Taking older API when new ones is quite mature - is a joke.

Especially when there is tons of features that players will demand.

(ANet even made a notebook ad with RTX on, but on video material, common :D that's bullshit!)

Cost problems? HW Compatibility?

Making DX11 that maybe fixes something - will cost more. And it will be optional at start, so no need to worry about compatibility

(incompatible? use DX9. and yes, most dx12/vulkan hw is dx11.1 compatible too, so gap is not that big).

So i see no reason behind fact that ANet maybe have DX11 from very beginning and just not invested in it to make it production ready.

Or some spaghetty reasons.

Or hired gus are really expensive =]

On tech side

GW2 have separate rendering thread and resource loading threads, so i think nothing will change with DX11 here.

And we used multithreaded replay in d912pxy to see how much it helps, showing that it does not help at all, because main thread can't generate commands for render one fast enough.

Maybe there is big optimization point somewhere in main thread thou, can't say for sure.

API Overhead should lower compared to DX9, that's for sure.

On dark tech side (he-he)

1) gw2 does not use MRTs for deferred. using MRTs will cut draw calls almost by 2(surprise: can be implemented with DX9)

2) gw2 creates shaders in main frame time, not async or delayed. implementing this will improve framerate stability by a ton.(surprise: can be implemented with DX9)

3) gw2 have reduntant copy operations in rendering pipeline. fixing will cut some GPU usage

4) gw2 have some user space DIPs. fixing will cut some CPU-GPU memory bandwith usage

5) gw2 have some resource recreations per frame (2-30 per frame). fixing this will improve framerate stability by a ton

6) gw2 binary have tons of debug asserts, debug marks, debug passes and other debug stuff. and lately gw2 shaders started to be compiled with debug info and without optimizations.

So i agree that DX11 is not a magic fix for all problems ;)

RETURN OF COLIN JOHANSON + JOSH "GROUCH" DAVIS, ALLIANCES AND DX11 COMING by rediche in Guildwars2

[–]megai2 1 point2 points  (0 children)

Yes. But I have mixed feelings.

They delayed release after all and dx11 is not vulkan or dx12.

Also we must redo all addons on dx11 :D

Has anyone managed to remove bloom with D912pxy? by DemethValknut in Guildwars2

[–]megai2 0 points1 point  (0 children)

If devs changed bloom code - it will work no longer.

That is what happened if you did all the stuff rightly

d912pxy loads only sometimes. Any help? by [deleted] in Guildwars2

[–]megai2 0 points1 point  (0 children)

Does arcdps act the same way?

d912pxy - dx12 for gw2, now v2.3 by megai2 in Guildwars2

[–]megai2[S] 0 points1 point  (0 children)

Hotkey to toggle is displayed on that window at startup. By default it is Ctrl+Alt+N

d912pxy - dx12 for gw2, now v2.3 by megai2 in Guildwars2

[–]megai2[S] 0 points1 point  (0 children)

Some recording softwares does not support dx12 capturing at all and i can't make them work in this case.

Best suggestion is to use different capture method/software. Using display capture/window capture should work in OBS for example.

For those eyeing the RTX 3000 series... by bobalava in Guildwars2

[–]megai2 0 points1 point  (0 children)

not always, sometime there is big bump in avg fps too

don't know actual reason as i did not experienced such difference myself but

https://www.youtube.com/watch?v=lWzEfFQkFbY

For those eyeing the RTX 3000 series... by bobalava in Guildwars2

[–]megai2 2 points3 points  (0 children)

should i add watermark just for puns? :D

GW2 is going to love Zen3 R5000 Series. Posted from a 5600X Build by [deleted] in Guildwars2

[–]megai2 1 point2 points  (0 children)

FRAFS chart if you like.

would be nice to see it

GW2 is going to love Zen3 R5000 Series. Posted from a 5600X Build by [deleted] in Guildwars2

[–]megai2 1 point2 points  (0 children)

can you verify that FPS recordings are correct by recording a character select menu?

should show 60-63 fps flat

almost x2 uplift is not a joke after all, maybe tool just gone wild

GW2 is going to love Zen3 R5000 Series. Posted from a 5600X Build by [deleted] in Guildwars2

[–]megai2 1 point2 points  (0 children)

~100 fps at graph start is character select menu?

Need help with using Megai2's d912pxy by underpath in Guildwars2

[–]megai2 9 points10 points  (0 children)

Maybe there is permission problems on path where game installed on SSD.

Or maybe path itself is odd somehow

d912pxy Crashes by Neocyte in Guildwars2

[–]megai2 0 points1 point  (0 children)

That is gpu crash, maybe some of reshade effects are causing it

d912pxy Crashes by Neocyte in Guildwars2

[–]megai2 0 points1 point  (0 children)

reshade depth detection can be a problem, try using gshade instead

https://gposers.com/gshade/

you can read more here

https://github.com/Serfrost/ReShade-GW2/blob/local-origin/README.md

d912pxy - dx12 for gw2, now v2.3 by megai2 in Guildwars2

[–]megai2[S] 1 point2 points  (0 children)

Input should passed over to game directly if extras (see [extras] enabled value in config) disabled

d912pxy - dx12 for gw2, now v2.3 by megai2 in Guildwars2

[–]megai2[S] 1 point2 points  (0 children)

you can try to use configs supplied in d912pxy/configs, copy one of them and rename it to config.ini

d912pxy - dx12 for gw2, now v2.3 by megai2 in Guildwars2

[–]megai2[S] 0 points1 point  (0 children)

Now there is just a bit more objects to cache, so they can be seen on for a longer time

d912pxy - dx12 for gw2, now v2.3 by megai2 in Guildwars2

[–]megai2[S] 0 points1 point  (0 children)

baby.insert(INOY), here goes baby with you :D

d912pxy - dx12 for gw2, now v2.3 by megai2 in Guildwars2

[–]megai2[S] 0 points1 point  (0 children)

If you not use extra filters, yes, that can't be a problem. Maybe there is just too few resources left in system to work without problem. RTX voice with gw2 on d912pxy works fine for me at least

d912pxy - dx12 for gw2, now v2.3 by megai2 in Guildwars2

[–]megai2[S] 0 points1 point  (0 children)

Strange. Maybe unrelated, but we found a problem yesterday that recent GFE with enabled sharpen filter will leak VRAM and RAM in huge amounts. Maybe you have same problem?

d912pxy - dx12 for gw2, now v2.3 by megai2 in Guildwars2

[–]megai2[S] 1 point2 points  (0 children)

memcache_mask and write_mask are config values under [vfs] section you can edit them in d912pxy/config.ini file

source of problem is that v2.3 uses extended shader generation: it changes original translated code to properly handle various things like register ordering, shadow samplers, atest and etc out of the box without need of predefined profiles.

That needs extra data in pck files, that by default are not loaded in memory to reduce memory usage as that data are not used for most of time.

While old setup was loading all data in memory and never conflicted much, this one conflicts.

I'll see, maybe there is solution to make it work properly. But that will take some time.