This game is very demanding. Keep the renderer on OGL
and enable Accurate Date, but you'll need to drop the resolution to something like 3x or 4x (you will still get slowdowns)
you will need accurate blending too. But it will kill the perf.
The game is really taxing on the GPU in OPG HW, I'm on 99/100 % utilization. I don’t even know if a 1080 Ti could handle it full speed.
Besides, the OpenGL rendering is weird compared to DirectX. Look at Sly's cane :
http://i.imgur.com/N8F1DJp.png
http://i.imgur.com/sXcFkQa.png
The setting responsible for the shadows is the CRC hack level "Partial". If set to Partial on D3D11 the shadows are displayed but completely broken, and OGL it kills the performance. Full doesn’t display shadows at all but runs perfectly.
I've found out that the Alpha hack setting make the characters disappear during conversations :
Which is unfortunate because this hack fixed this glitch :
This is the performance I get with OGL :
And this is the shadows in D3D11 :
Isn't there any way to render the shadows correctly on D3D11 ?
Quote: The game is really taxing on the GPU in OPG HW, I'm on 99/100 % utilization. I don’t even know if a 1080 Ti could handle it full speed.
The 100% is on the CPU side. Not on the GPU. The game uses bit mask to emulate shadows (and others complex effects). Bit mask isn't supported by modern GPU so it must be emulated. So it is slow. (for completness modern GPU support SW blending so we will be able to emulate it faster on the future).
Using a custom resolution will only further decrease performance. Make sure you disable 8-bit textures and Large Framebuffer if it's still enabled. The game is very GPU intensive, 3x native was the sweet spot for my 1070 at 70% usage - anything higher was maxed out like you said.
(04-30-2017, 03:54 PM)gregory Wrote: [ -> ]The 100% is on the CPU side. Not on the GPU. The game uses bit mask to emulate shadows (and others complex effects). Bit mask isn't supported by modern GPU so it must be emulated. So it is slow. (for completness modern GPU support SW blending so we will be able to emulate it faster on the future).
I don't know anything about this, but I think the devs should focus on emulating the shadows on D3D11 instead of increasing speed on OGL. OGL's high resolution rendering is off, and the UI is screwed up as well, it looks like Sly is winking.
You're going to get artifacts/an chromatic abberation effect at higher resolution, you can't avoid that. The UI is fine for me in OpenGL btw.
(05-02-2017, 07:52 PM)Shadorino Wrote: [ -> ]I don't know anything about this, but I think the devs should focus on emulating the shadows on D3D11 instead of increasing speed on OGL. OGL's high resolution rendering is off, and the UI is screwed up as well, it looks like Sly is winking.
What it slow is the shadow emulation (and the AMD driver). D3D11 doesn't have the feature to support shadow properly. Besides I'm working on Linux so only the standard OpenGL was improved recently.
(04-30-2017, 03:54 PM)gregory Wrote: [ -> ]The 100% is on the CPU side. Not on the GPU. The game uses bit mask to emulate shadows (and others complex effects). Bit mask isn't supported by modern GPU so it must be emulated. So it is slow. (for completness modern GPU support SW blending so we will be able to emulate it faster on the future).
Does the PS2 support bitmask on gpu level? Or do you mean bit mask was availeble on old gpu but not modern?
I assume that all of this applies to Sly 3 aswell, dont have Sly 2 onl 3? Infact its the only game im having performance issues with, other the D3D11 its butter smooth.