You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I notice in your screen shot that the CPU Sync (frameSyncTime) and CPU Total (frameBusyTime) timers are out of bounds. The GPU Idle (rendererGPUIdleTime) is a derived timer and not the underlying issue. I have not seen these overflows before since they are measured as direct frame-over-frame differences and should not overflow or underflow.
Is this something you see regularly? I could investigate if desired.
The screenshot was from the CPU map. Alpha Labs 2 is the first map where you can observe it.
The bigger problem with Doom 3 is that it relies heavily on copying the RGBA8 main rendertarget or backbuffer to a target texture and then reusing that texture for all these kinds of effects. Even worse it also copied the render target into textures that could be smaller than the render target. With OpenGL it was rather easy to copy even a HDR rendertarget to a texture. The driver handled everything automatically as long you don't use MSAA. With NVRHI we already introduced a post process Framebuffer to get at least the heatHaze distortion effects runnning.
I need to analyze this more in RenderDoc what textures are shown here.
Maybe not that trivial to fix but also no game breaker. The player can still pass all sections of the game.
The text was updated successfully, but these errors were encountered: