TheSHEEEP
Posts: 37
Joined: 13 Sep 2012, 10:52

Re: about performance

11 Mar 2013, 14:22

By "reduced to 2.0", I hope you mean optionally reduced. A 3.0 implementation is likely to be faster, if it can be applied :)
 
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jsantos
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Re: about performance

11 Mar 2013, 14:30

Yes, optionally (and automatic) if the performance is affected (we dont think so)
 
kasicass
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Posts: 5
Joined: 19 Feb 2013, 04:16

Re: about performance

15 Mar 2013, 01:49

I means changing any samples, the fps would drops for 1~2 seconds (from 60fps to 30+ fps). I guess it cause by MainThread loading the xaml file (disk I/O), but not sure.
Aha, I'll try GL tonight~

Shader 2.0 minimized requirement is important to me, looking forward to it.
 
kasicass
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Joined: 19 Feb 2013, 04:16

Re: about performance

16 Mar 2013, 00:54

Samples/Palette.xaml, MSAA=8, 35 fps
Samples/Palette.xaml, MSAA=8, Render=GL, 41 fps

Samples/Palette.xaml, MSAA=0, 37 fps
Samples/Palette.xaml, MSAA=0, Render=GL, 43 fps
 
TheSHEEEP
Posts: 37
Joined: 13 Sep 2012, 10:52

Re: about performance

17 Mar 2013, 09:04

So, OpenGL is faster?

Good to know :)
 
litzlbauer
Posts: 5
Joined: 19 Jan 2015, 23:10

Re: about performance

06 Aug 2015, 09:22

We still have this problem with Noesis 1.2.3. Any chance that the vertex shader requirements will change?
\0\0\000:00.01268\0\0\0\0\0General\0\0\0\0\0\0\0> Kernel::Init
\0\0\000:00.01278\0\0\0\0\0General\0\0\0\0C\0\0\0  Build Version 1.2.3 Windows on X86 Release [Apr 28 2015 19:35:51]
\0\0\000:00.12738\0\0\0\0\0General\0\0\0\0&\0\0\0  Operating System : Windows v6.1.7601
...
> InitSystems
\0\0\000:00.72748\0\0\0\0\0Symbol\0\0\0\0(\0\0\0  Symbol added: 'GPUCommit', Index: 1307
\0\0\000:00.72758\0\0\0\0\0Symbol\0\0\0\0(\0\0\0  Symbol added: 'Render/CB', Index: 1308
\0\0\000:00.72778\0\0\0\0\0General\0\0\0\0"\0\0\0  > RenderSystem (DX9RenderSystem)
\0\0\000:00.72788\0\0\0\0\0Symbol\0\0\0\0.\0\0\0    Symbol added: 'Render/Device', Index: 1309
\0\0\000:00.72798\0\0\0\0\0Symbol\0\0\0\0.\0\0\0    Symbol added: 'Render/Shader', Index: 1310
\0\0\000:00.72808\0\0\0\0\0General\0\0\0\0)\0\0\0    Taking an external device: 0x040B1580
\0\0\000:00.72808\0\0\0\0\0General\0\0\0\0'\0\0\0    BackBuffer: 800 x 600 X8R8G8B8 (1x)
\0\0\000:00.72808\0\0\0\0\0Symbol\0\0\0\0*\0\0\0    Symbol added: 'Render/VB', Index: 1311
\0\0\000:00.72818\0\0\0\0\0Symbol\0\0\0\0*\0\0\0    Symbol added: 'Render/IB', Index: 1312
\0\0\000:00.72908\0\0\0\0\0General\0\0\0\0J\0\0\0    D3D9 Adapter: Mobile Intel(R) 945 Express Chipset Family (7.14.7.1322)
\0\0\000:00.72938\0\0\0\0\0Render\0\0\0\0\0\0\0    > GPU Features
\0\0\000:00.72938\0\0\0\0\0Render\0\0\0\0\0\0\0      PixelShaderVersion  : 200
\0\0\000:00.72938\0\0\0\0\0Render\0\0\0\0\0\0\0      VertexShaderVersion : 0
\0\0\000:00.7294
8\0\0\0\0\0NS_ERROR\0\0\0\0)\0\0\0      At least VertexShader 3 is required
 
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jsantos
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Re: about performance

11 Aug 2015, 19:42

We have plan to study this feature in v1.2.5 (added to our Trello board).

Thanks for your feedback!
 
movra
Posts: 70
Joined: 02 Apr 2014, 20:35

Re: about performance

03 Sep 2015, 12:27

Unity to drop support for DirectX 9 Shader Model 2.0 GPUs:

http://blogs.unity3d.com/2015/08/27/pla ... precation/
 
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jsantos
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Re: about performance

07 Sep 2015, 13:42

Thanks for this information! We are evaluating these days what to do about it.

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