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| Technical threads All discussions about technical issues |
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#1
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The thing with VRAM is that its where the developer wants all the scene assets to live, because it's traditionally the fastest RAM on a PC, also DirectX has "direct" access to it. So what the devs do, assuming they use Direct X routines, is load all the 3D models, Textures etc into that memory space and do all the pixel, vertex and tessellation processing on those assets in that memory space. Remember the actual buffers that hold the final image are fairly small, for example: 1920 x 1080 = 2073600 pixels 2073600 pixels x 32bit pixel (RGBA 8bit each colour) = 8MB (roughly) DirectX default buffering is double = 16MB of VRAM space It's all the scene assets that take up the majority of space. Quote:
The performance gains from having extra VRAM memory is more than likely having enough space to store assets and preventing scene assets from being copied over to system ram. I've only dabbled in rendering and animating basic 3D objects in Direct X but there's a lot of stuff happening in background that needs to be appreciated. Last edited by Codex; 01-26-2012 at 10:29 PM. |
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#2
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Except I have not ever seen any games use over 2 gb vram even at 2650 x 1600 res with AA at 16x super and I have seen Cod use well over 2 Gb with no AA or AF. That seems exceptional to me.
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#3
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1) I believe the code base of CoD lives in the managed world, i.e. .NET and it makes unmanaged function calls to the DX API to render the graphics. This style of programming model is inherently a more memory intensive operation and slower (only slightly) as there's lots of storing of memory heaps and stacks and buffers going on. But it means more manageable code, no need to worry about memory leaks as much as unmanaged code and easier to update / modify. 2) We're dealing with a flight simulation that needs to create a land mass which is not only accurate but vast as seen from the sky, this means more memory is needed than the average game to store the environment. On top of all that, you have textures and buffers (pixel, vertex, shaders etc.), and 3D models with a higher than average poly count. 3) Optimization. I don't think CoD is properly optimized, hence why it's going through a complete rewrite at the moment. Last edited by Codex; 01-26-2012 at 10:49 PM. |
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#4
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#5
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Also keep in mind that the game is using a deferred rendering pipeline. That means that the game is rendering to multiple buffers - all of which take up space that is directly tied to resolution. |
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#6
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BTW, I'm not being negative here, I'm being positive. When this is optimized there will be hope for those with less than 3 Gb ram. Last edited by icarus; 01-27-2012 at 12:54 AM. |
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#7
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The discussion regards Vsync and Triple Buffering interested me based on the frame rate integer jumps that Ataros mentioned.
I have always had Vsync enabled and triple Buffers set but decided to test a MP session with Vsync disabled and Triple buffers Off. Apart from the screen tearing, I was acheivineg 80+ fps at altitude and game play was much better even in the hotspots were FPS sink badly - it seemed much smoother even when fps went below 30. I am torn wether to put up with the screen tearing (which isn't so bad that its unplayable with headtracking) or go back to Vsync capping at 60hz ![]() EDIT: After writing this I did a bit of googling and found this interesting article regards Vsync/Triple Buffering and the advantages/disadvantages. http://www.tweakguides.com/Graphics_9.html This link explains how Triple Buffering works - why it isn't supported in DirectX3D, etc. http://www.anandtech.com/show/2794/1
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MP ATAG_EvangelusE AMD A8 5600K Quad Core 3.6 Ghz - Win 7 64 - 8Gb Ram - GTX660ti 2Gb VRAM - FreeTrack - X52 - Asus 23' Monitor. Last edited by SEE; 01-27-2012 at 04:24 AM. |
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#8
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I agree with that tweak guide. It's comes down to personal preference. We've all got different hardware and its a matter of trying different settings.
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#9
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I have less than 3 gigs of vram and have never had a CTD, or Launcher exe problem, or frame rate issue. It tells me the code isn't all bad, but an optimization/rewrite of the code it still urgently required. Hopefully the next patch will fix most of the performance issues, and the developers can put more resources in fixing the game play issues.
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Intel core I7 950 @ 3.8 Asus PT6 Motherboard 6 gigs OCZ DDR3 1600 Asus GTX580 Direct CU II 60gigSSD with only Windows7 64bit, Hotas Peripherals, and COD running on it 500gig HD Dual Boot Samsung 32"LG 120hz MSFF2 Joystick Cougar Throttle Saitek Pro Rudder pedals Voice Activation Controls Track IR 5 ProClip |
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