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翻訳の問題を報告
https://steamcommunity.com/sharedfiles/filedetails/?id=1436974507
I hate everything about the Unity engine, but this by far the worst performing Unity game I have ever had the displeasure of playing.
Although I do not think unity game engine is the problem. You have to remember than at least 30 percent of all mobile games were made with unity, even dating back to 2009 (those developers really had to optimize their games). I have a good amount of unity games sitting in my steam catalogue, the forest is a great example of an open world unity game that has great graphics, and runs like butter on my gaming pc. Not to mention, just look at some of the unreal engine 4 games on steam, you'll find a handful that don't run too well either.
One thing I'll add too is that unity and unreal engine 4 aren't built for isometric style games, those with 2d background all the while simulating 3d lighting and shadows. The framework that allows Pillars of Eternity to look the way it does probably takes a large performance hit, due to the sheer complexity and uniqueness of this game's visuals. I'm sure the UI is also eating up a ton of performance, but it sure does look better than the first game at least
I would suggest NOT running any new Unity engine game in windowed mode, except wouldn't you know it, the damn engine defaults to windowed mode and many games (this one included) don't support fullscreen exclusive mode without injecting software such as mine to override a bunch of things :(
I more than doubled my framerate by turning off sRGB, but the game still stutters more than is acceptable.
I actually tried your Special K mod to see if this would actually increase my framerate. I installed the global injector, and it started just fine. I couldn't figure out how to turn off the sRGB setting or go full exclusive fullscrene. But the water graphics were completely glitched unfortunately, it looked like pixels moving in a curve. I should have taken a screenshot, it looked terrible
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Ah, yes... about that :)
The problem you're describing is caused by my texture cache and the game informing the graphics driver of the wrong usage pattern for the memory. Technically what the engine does has undefined results, but Obsidian seems to have gotten lucky because AMD and NV drivers both behave the same way.
I believe you can fix that under the D3D11 / Texture Management settings by turning off caching of textures with no mipmaps.
As for disabling sRGB, there are two ways to do this:
Option 2 is a little bit more involved and it is critical that you set your refresh rate since the game never does and D3D11 can't go into fullscreen mode without one. But, the performance benefits from fullscreen instead of windowed are quite large in this game.
Option 1 (Flip Model) disables sRGB mode, Option 2 (fullscreen exclusive mode) does not (since it's not a performance bottleneck in fullscreen).
It does, however, generate a log file that traces any D3D errors. Generally these solid color problems in D3D11 games are because the driver detected the game doing something invalid and signals to the game that the graphics engine needs to be reset.
Thanks for clarifying. I didn't quite get twice the framerate like you were saying, but the game does seem to run smoother now. It's strange that with the cpu and gpu monitoring, I found out that my cpu cores rarely reach 70 percent usage, even when the framerate is in the low 40s. My gpu sits at around 40 percent usage. What is causing my game to lag so much? Usually with monitoring tools like Afterburner, it's very easy to tell what's bottlenecking my system. It's almost as if the game is telling my cpu that it can't run at full speed for whatever reason. I did turn off high end shadows and turned msaa samples to 1. This game definitely needs to be optimized.