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Re: Dungeons are HW demanding - Dungeon light shadows

Posted: Thu Jan 03, 2019 4:33 am
by Jay_H
Yeah, Realtime Reflections has been a big resource drain since it was first made :lol: I can't run most of these mods to begin with!

Re: Dungeons are HW demanding - Dungeon light shadows

Posted: Thu Jan 03, 2019 4:55 am
by ByteMixer
Update 3:

Direnni tower:

I stand at the pillar in the middle of the room and look straight up: I get about 40 fps. If I go to a corner in the room and look towards the top of the pillar, i get about 34 or 35 fps. However, if I look about half way up the pillar (towards the farthest corner of the room) I get about 25 or 26fps.

So, maybe there is some sort of optimization issue with rendering things behind other objects, even though they're not actually being drawn on screen? I don't think (at least in my case) it has anything to do with the dungeon lighting. It seems more an issue of rendering things in the distance even if they're behind walls and doors.

Again at wayrest castle: Looking at the door entry, I'm seeing about 12% CPU usage. I turn around and look towards the far end of the dungeon, and it's 45% CPU usage. So I'm guessing the game is using CPU to calculate locations of everything in the dungeon? Light sources, objects, room layout, etc. Even if they aren't actually being drawn on screen at the time?

GPU utilzation is about 23% looking at the door. about 30% looking toward the throne room in the castle. So I don't think this is as much a GPU issue as it is a CPU issue.

And I am by no means a guru on this stuff. I don't know anything about the nuts and bolts of how Daggerfall calculates everything within a dungeon space, or if there is a root cause for the increased CPU usage when looking in the direction of the far end of the dungeon. Is this a symptom of the pre-rendered pseudo-procedural dungeons? Or is there something that needs an optimization pass? That's over my head, and way above my pay grade, haha!

I hope my observations help, though!

Re: Dungeons are HW demanding - Dungeon light shadows

Posted: Thu Jan 03, 2019 5:07 am
by ByteMixer
Oh, and just a thought, but FWIW, without mods, I think I'd see near what Interkarma sees in Direnni Tower. Looking at the pillar and toward the ceiling, I'd probably get close to 60fps unmodded. But it's still about 15 or 20fps drop compared to looking toward the closest edge of the dungeon vs. the far end of the dungeon.

If you stand in the exact center of the dungeon, you'd probably have the same fps no matter where you point the "camera"

Outside, in a city or town, or wherever, I get a constant 75 fps, or about 70fps when moving or panning the camera around.

Re: Dungeons are HW demanding - Dungeon light shadows

Posted: Wed Jan 09, 2019 10:23 am
by King of Worms
Yes thats how it is, I hope it can get sorted out.
And J, its not realtime reflections we talk about :) More like realtime shadows..

Anyway, its a fact that dungeons are the most hardwared demanding part of DFU, would be nice if it could be considered and optimized in a future.

Re: Dungeons are HW demanding - Dungeon light shadows

Posted: Wed Jan 09, 2019 1:08 pm
by Jay_H
King of Worms wrote:
Wed Jan 09, 2019 10:23 am
And J, its not realtime reflections we talk about :) More like realtime shadows..
Reading! I love it! :D Thanks KOW.

Re: Dungeons are HW demanding - Dungeon light shadows

Posted: Wed Jan 09, 2019 11:20 pm
by Narf the Mouse
Interiors are very demanding in general. I get 100% GPU usage in the Mage's Guild in Chesterwark with Realtime Reflections, and ~80% without.