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01-09-2011, 10:01 PM,
#61
 
Quote:Why the game is so slow even with hardware
A quick run ( http://www.pasteall.org/18163 ) with GPU Perfstudio on a HD4850 tells that we are draw call bound on windows (a lot of small meshes). The GPU is waiting for the driver 2/3 of the frame time resulting in a framerate of about 40fps.

But it also means that we could use much more complex meshes for the tracks/trackobjects without losing framerate.
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09-22-2011, 04:58 PM,
#62
 
NaN Wrote:
Quote:Why the game is so slow even with hardware
A quick run ( http://www.pasteall.org/18163 ) with GPU Perfstudio on a HD4850 tells that we are draw call bound on windows (a lot of small meshes). The GPU is waiting for the driver 2/3 of the frame time resulting in a framerate of about 40fps.

But it also means that we could use much more complex meshes for the tracks/trackobjects without losing framerate.

Are you absolutely sure that you aren't issuing too many draw calls? The GPU being idle 2/3 of the time seems quite high.

In this test:
http://www.trustedreviews.com/ATI-HD-485...rid_Page-5
that racing game, which has a little bit better graphics than vdrift, dropped below 40 fps only at the highest resolution and the absolutely highest settings on an HD4850.

Also, last time I checked, some car models took more than 2 minutes to load.
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09-22-2011, 11:25 PM,
#63
 
almos Wrote:
NaN Wrote:... tells that we are draw call bound on windows (a lot of small meshes)...

Are you absolutely sure that you aren't issuing too many draw calls

I think you're both saying the same thing. Saying "draw call bound" means "the bottleneck is the draw calls".

Quote:Also, last time I checked, some car models took more than 2 minutes to load.

Whoa, what? You mean when you're selecting a car it takes 2 minutes to load? Or did you mean when you start the game and the track loads?
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