Philip Rebohle
Philip Rebohle
This was addressed in 2.4.1.
If the game expands that 2048 to bytes then it's likely that it just gets interpreted as a negative value. Either way, that option is clearly out of scope of...
Known issue, iirc the game only allows you to enable MSAA if MSAA is supported with tiled resources, even though the game does not use tiled resources at all, and...
Looked at it again for a related reason, turns out it was actually even more silly than that. The game requires support for `D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_2` to expose MSAA even though it...
Interesting, I wasn't aware of that - especially since we've seen games rely on all the fun `ResolveSubresourceRegion` things without checking for that bit. Either way, since we support depth/stencil...
I don't see why reducing the chunk size would help with anything, we still want to avoid having to put large resources into their own vulkan allocations and small chunks...
Almost all of these are only used during initialization or when passing data to the shader compiler, there's really no reason why this would affect runtime performance in any way....
Apologies for the silence, will look at this again after the next release, we had some regressions to take care of.
Been a while, but I am going to start working on improving device / instance creation now, at least to the point where required features / extensions etc can be...
Does 9e5c61bf885ae1af0c506326d2b4cb5dabd4327c fix ths?