Myobi
Liturgist
- Joined
- Feb 26, 2016
- Messages
- 1,501
I can't wait in the future when we could say that Star Citizen was funded with half a billion of dollars
... and still not even halfway through development!
I can't wait in the future when we could say that Star Citizen was funded with half a billion of dollars
CIG: We need to raise 400 million.$400 million
And good servers give you glorious 43 fps,amazing !
Luckily, that will never be a problem star citizen has to solve. Because they can't get more than 16 players in an instance.Wait, hang on... the quality of the server effects the FPS? wtf?
Also, 30 FPS looking at a fucking wall... imagine when the sugoi jesus tech is complete (LOL!) and you have hundreds of players and their spaceships on your screen :D
Wait, hang on... the quality of the server effects the FPS? wtf?
Also, 30 FPS looking at a fucking wall... imagine when the sugoi jesus tech is complete (LOL!) and you have hundreds of players and their spaceships on your screen :D
I still don't understand how can someone spend $1000+ on some jpegs
I still don't understand how can someone spend $1000+ on some jpegs. There are even people who spent more than 35k. I guess poorfags like us won't understand richascender thinking.
Hardly. We actually have prestigious content that is way older: https://rpgcodex.net/forums/threads/redding-is-teh-hard-how-about-a-books-thread.10334/is this the oldest thread which also has constant activity to this day?
Windows gets a feature their Linux driver has had for over a decade.nvidia introduced adjustable shader cache size in lastest drivers. 3D settings > global > shader cache size By default drivers set this to 1GB or 512MB depending on GPU. Now you can set it up to up to unlimited (which i advise not to pick).
Suprisingly the first game that people confirmed it changes thing is Star Citizen and i confirmed it myself.
If you set up 10GB shader cache you increase FPS by about 20-30% sometimes even double in some scenarios. Apparently Star Citizen alone uses more than 1GB shader cache default drivers create and that 1GB is supposed to be shared among few games overwriting oldest shaders if it runs out of memory.
The other improvement of that is that it reduces a lot stutter on stations and cities.
Do you think this is a matter of poor optimization, or are they just trying to draw too much stuff?nvidia introduced adjustable shader cache size in lastest drivers. 3D settings > global > shader cache size By default drivers set this to 1GB or 512MB depending on GPU. Now you can set it up to up to unlimited (which i advise not to pick).
Suprisingly the first game that people confirmed it changes thing is Star Citizen and i confirmed it myself.
If you set up 10GB shader cache you increase FPS by about 20-30% sometimes even double in some scenarios. Apparently Star Citizen alone uses more than 1GB shader cache default drivers create and that 1GB is supposed to be shared among few games overwriting oldest shaders if it runs out of memory.
The other improvement of that is that it reduces a lot stutter on stations and cities.
Do you think this is a matter of poor optimization, or are they just trying to draw too much stuff?
Also, wouldn't there be some point where you've increased the size of the shader cache so much that you increase the time it takes to find the cached shader, sort of defeating the purpose of the whole thing?