![]() IF the point in question is on the opposite side of where the sun is coming from, lets say you pulled the sun down all the way to where it is below the terrain and the moon lighting hasn't yet risen enough to be shown, shadows would simply "early out" with a "we're facing away from sunlight, we MUST be in shadow", there's no need to calculate where the shadow is if the point in question isn't in sunlight, which means we can save the rest and assume the point is shadowed. In the very last part of shadow rendering they are being translated and applied to the world, that's the part thats being run on the GPU, before it does these calculations however it does a simple check against lighting. Everything done post process in a shader is run on the GPU, settings counting into this are: Screen Space Ambient Occlusion, Depth of Field, Screen Space Reflections, Volumetric Lighting, Exodus's Post Processing (Tone Mapping, Color Correction), shadow maps being translated and layered onto your world, half of which Firestorm doesn't even possess.Īfter a bit of sleep i'm back to explain further when shadows actually ramp up GPU usage. ![]() In short, all options that just toss "more of the same stuff" at the Viewer are going to the CPU and will likely reduce your framerate with your GPU idling. Shadows: Most of their impact comes from them being CPU dependent, not GPU, the GPU only does little when it comes to shadows, most is done by the CPU.ĭraw Distance: Is mostly just CPU, you are essentially just tossing more draw calls at your CPU which it can't handle and will fall behind your already under-used GPU.įog: Is a pure shader effect but doesn't impact your FPS at all, its calculation is super fast and so easy on your hardware you could essentially run it on a pocket calculator. To clarify which options do not utilize your GPU (only little) Volumetric Lighting is a pure GPU shader, although dependent on shadows it is a purely GPU dependent effect and will also utilize your GPU a lot if you raise its resolution. Screen Space Reflections is a pure GPU shader and will drive GPU utilization up quickly if you turn up the resolution. (I'm unsure whether FS has the old DoF, probably not) The old original high quality depth of field at maximum resolution and high blur will quickly use 100% of your GPU. Options that can ramp up GPU utilization quickly: Firestorm simply doesn't offer options that are capable of using your GPU to its maximum. ![]() You cannot utilize your GPU to the fullest. There is no setting for all situations - so make a few setups and switch depending on where you are and what you are doing. For me catznip is not faster than FS (in high load areas and under 60 fps). May be different on different hardware of course. Tweaking 20 little things may sum up to a few fps though. If you need all you can get activate a fog free windlight.Īll other settings are not worth to mention - minimal or no effect. fog: in some scenes fog can noticeable reduce fps. Reduced shadows are much better than no shadows. I reduced the shadow resolution to 0.5 - that reduces the shadow quality but increases the fps significantly. shadows: add alot of geometry and they cost quite some fps. The # of Impostors have a major effect on your fps - well - in a crowded area - if you are alone. So this avatars already fall out of the calculation then. I personally don't render hi-arc-avatars avatars over 200k. View Range has a major effect on your fps. view range: in a club it needs to cover the distance to the walls, when you admire the landscape while sailing you will need more.
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