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captain carot said:
Well, since 7 fps is what they are missing to reach the 30fps, just ask yourself, how many times can you fit 7fps in 30fps?

30/7=4.2857


Now, that is the decrease!

Please calculate the increase from 23!

Like that:

Use this logic for 30fps and 60 fps, ho many times you can fit 30fps in 60fps?

60/30=2

meaning that if 60fps is 100%, then 100%/2 and you get 50%


60fps is 200% of 30 fps then. You agree?

So going from 30fps to 60fps is a 100% increase.

Still going from 60fps to 30fps is a 50% decrease.

Now the baseline is 23fps. So you have to get from 23 fps to 30 fps. Not from 30 fps to 23 fps.

For the rest, what do you know the Madness Engine does and does not? Everything about culling/hidden surface removel in general, batching etc. is just speculation.

Getting the resolution down reduces the GPU-load. Not the CPU load. That doesn't help as long as the GPU isn't limiting.


Nope, 30fps to 60fps is 50% increase if the 100% is 60fps, is a simple rule of three, never heard aboiut it?

the baseline is 23fps has already been reached, menaing you need 7fps to reach the 30fps, so how much is 7fps to 30fps since 30fps is the 100% we want to reach?

Rule of three

30fps=100%

7fps=x

thats all, that will give you the porcentage that we are missing to get 100%, the 23fps is the porcentage that alreaqdy has been achieved

Yea, could be speculation but also your commensta are speculation as well, not to mention that if it results true that the engine was set up to do occlussion culling automatically that means there are high possibilities that there could be lots of cases where the culling is not necessary and instead of releasing stress it does the opposite just like how the documents of nvidia tell us.

 

As for the resolution decrease solution, i have two words for you, compute shaders, go and check yourself what they are good for and then you will get the idea behind