kd-11
kd-11
Insanely high texture upload time - (engine using an allocator to place its object in vram) R&C ACiT
Is ssx still high?
Insanely high texture upload time - (engine using an allocator to place its object in vram) R&C ACiT
Some games require this combination: - Asynchronous texture streaming = true - Host GPU labels (advanced tab) = true - MTRSX = true (if your cpu can handle it, I'm...
Insanely high texture upload time - (engine using an allocator to place its object in vram) R&C ACiT
I don't think "a crack in time" still has high upload times. Correct me if I'm wrong on that one. I'm halfway through a fresh playthrough and there aren't too...
Looks like the nvidia shader precision bug, but could also be a missing MSAA barrier.
> Rpcs3_default.props doesn't change from llvm 20.1.7 to 20.1.8. Are minor performance regressions a stopper for PRs like these? I thought the goal is to test stability. Performance is allowed...
This is a bug for the llvm project to fix.
@SzThBalazs So disabling asynchronous memory manager option in advanced tab fixes the issue?
Let's keep this open, I want to check why it is not compatible with the setting.
I'm unable to reproduce this issue. All I did was create default settings and add WCB for the exposure issue then boot the game and wait for the video to...
I'm pretty sure I know what's causing it, so I'm opening this ticket to keep from forgetting to push the fix.