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That's...beautifully simple. Nice!
Going to definitely try this. Thanks!
on one side It's so cool to play Attila with such smooth optimization now
on the other side, It's so ♥♥♥♥♥♥ up that for CA it would take probably 5 minutes to replace that "fxc" folder in data.pack and blood.pack with polished shaders and release an update all of us have been asking for
"Optimization DLC" for $7.99 incoming, courtesy of $EGA ;)
So what kind of frames are you getting on Attila at all Ultra now? Just curious, because it's going to be some time for me till I can get around to doing this.
optimization is not about frames, is about will you or will not you lose frames under the certain circumstances
with completely removing old shaders and replacing them with the shaders from ToB the game is smooth af, no huge fps drops during massive battles at all
I run win 7 pro with older Grpahics drivers and have never had FPS related problems. have you tested this fix on win 7?
if you are wondering why I am asking the variables are fairly interesting my Direct-x 9 and GPU drivers dont get updated by automatic updates, people using Windows 10 are subject to updates at regular intervals and those have included Direct-x 9 also the way windows 10 handles some of the graphics creation is slightly different to the system for Windows 7.
In Attila as it is now, vanilla, I can see it drop as low as 10-15 fps zoomed just above large melee.
shaders are for the game
look through the sample code and notice D3D11 which are direct3d calls
sample
Here's an example of how you can load shader bytecode:
C++
HRESULT hr = S_OK;
// Use the Direct3D device to load resources into graphics memory.
ID3D11Device* device = m_deviceResources->GetDevice();
// You'll need to use a file loader to load the shader bytecode. In this
// example, we just use the standard library.
FILE* vShader, * pShader;
BYTE* bytes;
size_t destSize = 4096;
size_t bytesRead = 0;
bytes = new BYTE[destSize];
fopen_s(&vShader, "CubeVertexShader.cso", "rb");
bytesRead = fread_s(bytes, destSize, 1, 4096, vShader);
hr = device->CreateVertexShader(
bytes,
bytesRead,
nullptr,
&m_pVertexShader
);
D3D11_INPUT_ELEMENT_DESC iaDesc [] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT,
0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT,
0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
hr = device->CreateInputLayout(
iaDesc,
ARRAYSIZE(iaDesc),
bytes,
bytesRead,
&m_pInputLayout
);
delete bytes;
bytes = new BYTE[destSize];
bytesRead = 0;
fopen_s(&pShader, "CubePixelShader.cso", "rb");
bytesRead = fread_s(bytes, destSize, 1, 4096, pShader);
hr = device->CreatePixelShader(
bytes,
bytesRead,
nullptr,
m_pPixelShader.GetAddressOf()
);
delete bytes;
CD3D11_BUFFER_DESC cbDesc(
sizeof(ConstantBufferStruct),
D3D11_BIND_CONSTANT_BUFFER
);
hr = device->CreateBuffer(
&cbDesc,
nullptr,
m_pConstantBuffer.GetAddressOf()
);
fclose(vShader);
fclose(pShader);
end of sample
now its possible that what they have done is complex shaders that add basic lighting calculations were written for Attila and because they for various reasons worked better on some machines than others, and they reduced the complex shader behaviour and by doing that made the whole system faster and less problematic.
the thing is that I take it you run windows 10 and as such have updated versions of Directx and probably very late drivers for the GPU. the reason I ask is that some people here are running fairly old equipment and as such may not be updating to the latest versions of everything.