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Borderlands 2 problems #36
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It is truly incredible that the game requires this many samplers. The way I am doing lookups now is not the best. May be worth offloading that sampler lookup into CS somehow, would need a d3d9-only backend change. I might have a go at implementing some dynamic sampler system and seeing if that makes a difference. I could perhaps compress the sampler data with the bitfield struct thing (:) and probably get it down to 128 bits maybe? Wouldn't affect hashing it now due to how its being done though. |
You can run your own code on the CS too, this doesn't (and shouldn't) be part of the backend. Might also be worth checking if the game passes random/undefined data as sampler states, and normalize the key (e.g. set border colors to 0 if the sampler doesn't use border address mode). Usually there's no reason to have more than a few dozen samplers in total. |
Good idea. Will start with normalizing first, and then see if offloading helps |
Can you produce an apitrace so I can attempt another fix locally? |
I have no luck to do this on linux/steam/proton yet, maybe someone can help and do this on windows ? |
A guide is located here: |
Ok, I'll try to do my best. |
Looks like this produces different values every time. P.S. I was able to create apitrace, but it's too huge (I was very accurate in data collecting :) ). |
Hi |
Can you see if 55c86fa corrects your issue? |
Still there. Here is the
|
I imagine its failing to make with a -NAN MipmapLodBias perhaps? |
yep |
Cool, I'll work on a fix for that |
Just for the record: `$ cat Borderlands2_d3d9.log | sort | uniq -c | grep reused`
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Does bd8264e rectify the issue? |
(I added a another commit to ensure the MipmapLodBias is 0 with NANs) |
Current master looks ok. `$ cat Borderlands2_d3d9.log | sort | uniq -c | grep new`
`$ cat Borderlands2_d3d9.log | sort | uniq -c | grep reused`
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@pchome Issue can be closed? :) |
Sure. |
A separate issue with more detailed information on each issue would be better. |
upd:
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Issue is probably my shader io mapping (masks and multiple semantics to one register) I will try and fix this over the next couple of days |
Confimed in my case for now in x-men wolverine vram dont pass 500mb |
FYI the red lighting issue is fixed with 54a50c3 |
Despite other glitches the main one is the constantly degrading GPU usage (so FPS).
From ~100FPS to ~5FPS in several minutes.
The
perf
utility says:Test:
GPU usage seems OK with this patch, the problem indeed somewhere in the "sampler".
Other problems (FYI):
EDIT: "black is red"
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