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CyklonDX

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Posts posted by CyklonDX

  1. i might not be correct, and my approach might be noobish but would creating another layer under multi-threaded rendering onCall for thread go to super-threading (time-slicing) would solve the issue, if you classify your buffer as array_buffer used with static_draw... but then again i have no xp on dx11 and ancient memory (not knowladge) of opengl.

     

    still there's no point to reinvent the spoon, and also look dx12 is open for dev preview maybe you'll find fix out there...

    I'd consider in your build that amd is trying very hard to optimize their gcn - maybe the parts you are calling for are not needed anymore and in fact are the problem.

     

    @Glen,

    You might find more support over there

    http://developer.amd.com/ and amd twitter for dev's. @amddevcentral

  2. Whats funny, I just get black screen at the end of mission loading (sometimes/rarely, but only after update 16; i didn't get anything before) It doesn't push me to crash wf... wf is simply frozen.

     

    Specs

    2x290x with omega driver

     

    I use msi afterburner and riva tunner to limit fps to 144, and show on screen gpu load and temperature.

     

    Thanks

  3. They aren't actually capped, as I know i have around 2 million nanospores. Somewhere you can view the actual number... like the resources tab in your inventory, or the components section of the foundry or something.

     

    Components section of the foundry is the only place the resources show capped. If you check your resource amounts from BP requirements or your resources tab in the inventory you see the actual number.

    thanks for a moment i thought amount of orokin cells i have was nerfed.

  4. This will come, and DX12 and Vulcan use mantle code. (still they can achive/mess more with pure mantle)

    DX12 will come with win 10 (its not here yet.)

    Vulcan will come soon (its not here yet.)

     

    So there's nothing to do at this moment.

     

    Why DE will not choose Vulcan =  I doubt they'll add opengl api, even so it would be awesome to have it - they would require programmers learn new language.

     

    I'm a positive that DE will make their way to dx12 once its out.

  5. not sure why this thread was revived, even you some of you don't want to acknowaldge that now some particle like shots get through thats ok. Before that update in january or december I could stand all day before grinner heavy gunner and dance... and not a single bullet would hit me. Now i get hit occasionally. Which hurts at T4 Survival at 1hour...

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