-
Notifications
You must be signed in to change notification settings - Fork 42
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Unnecessary high and gpu-unfriendly framerate in dx9 mode (+hint to solution) #322
Comments
Invite a specialist who will be able to implement it. |
I didn't notice unusually high GPU load when using DX9 (sfall graphics mode 5) with global shader on my desktop (E3-1231 V3 + GTX 970 + Win7). Maybe it's because I don't use additional shader stuff like ReShade? |
My GPU is regularly overheating in Mapper, not sure if that could help here. |
try enable ProcessorIdle option in sfall-m for mapper. |
I'm not familiar with sfall-m. Where can I download it? Or I can just use the regular sfall with Mapper? |
sfall for Mapper: https://www.dropbox.com/s/o5tzif2mgmv4b4z/sfallM.7z?dl=0 |
Thank you! |
I did some testing today on 2 different systems, experiencing the same issues with different settings (with and w/o HRP, different DX9 modes, resolutions, etc.):
In both cases to get rid of sluggish mouse movements and choppy gameplay animations I had to completely disable any external FPS limiters:
Naturally this resulted in FPS as high as several thousands, which is bad for power efficiency and heat. Seems like the way main loop is implemented in DX9 mode is wrong and needs some fixes. Probably different CPU idle settings needs to go (they seem like ugly half-working hacks) in favor of a proper frame pacing solution. |
You can manually patch and configure sFall to chainload cnc-ddraw and take full advantage of its every feature incl. the OpenGL and GDI renderers, fancy GLSL shaders, etc: #504 (comment) |
Using sfall's (or high resolution's) dx9 mode results in extreme framerates (300 - 1000+) on modern systems.
This leads to coil whine and heating-up of the gpu, especially when using additional post-processing shaders. Capping the framerate at screen refresh results in an unbearable slow game. Even a cap of 200 fps can be a sluggish experience.
I know at least two ddraw-wrapper that don't have this problem: cnc-ddraw and dgvoodoo. Latter has implementend a solution to this, after I reported the same problem here: https://www.vogons.org/viewtopic.php?f=59&t=66706&sid=6146fa50b2e0c4784f9cfbd341d3c9d1 (Dege explains a little bit in the fifth answer).
So hopefully this could be implemented in sfall as well.
The text was updated successfully, but these errors were encountered: