Dragon's Dogma 0.297

Forum rules
new topics are not allowed in this subsection, only replies.
Post Reply
  • Author
  • Message
Offline
Posts: 5
Joined: 16 Jan 2016, 01:02

Re: Dragon's Dogma 0.297

ENBSeries wrote:Folks, do you need special high precision rendering mode when game entirely forced to have hdr only and no color banding artifacts occur? Performance hit is heavy, but okay for 256+ bit videocards.
I'm finding performance fine, but I got people with 980ti's complaining about performance, taking AO off etc.
If it means this is just another high end option (if normal high precision stays) why not? Can only help those who do want to every little extra bit, right?

Offline
Posts: 12
Joined: 18 Jan 2016, 03:04

Re: Dragon's Dogma 0.297

In my case, with AO, Detailed Shadows, etc. turned on the game uses between 50% to 80% of my GPU (290x) depending on the complexity of the scene.

My questions are, how big of a hit % wise should the currently implemented High Precision Rendering cause?

And in comparison how big of a hit would the new special high precision rendering mode cause % wise?

Theoretically, how much would you say?

Offline
Posts: 77
Joined: 19 Jan 2016, 13:36

Re: Dragon's Dogma 0.297

Would the performance hit be more than utilizing the noise effect? I use that with intensity dialed down to .001 and banding all but disappears. I can't perceive a change in iq with it enabled, even with pixel hunting.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17557
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: Dragon's Dogma 0.297

Phnx
does that mean we better not force aniso via Nvidia CC
Yes. This is valid for any mods of mine, forced filtering may kill performance of ambient occlusion or other heavy effects if driver decide to use anisotropic filtering on it.

blackrabite
I can't answer, because performance of highest precision depends from screen resolution, complexity of effect.txt shader (if exist), video memory bandwidth. With game initial rendering after hdr everything processed with ldr image. With high precision rendering mode this ldr image format is increased to 64 bit ldr (10->16 bit per channel). With highest possible i can replace that buggy ldr processing with 128 bit hdr texture of uncompromised quality, even DisablePalette parameter not required with it. Also positive side effect of using such hdr texture is that sun rays and game dof (which is awful depth dependent bloom like, probably i'll replace it) will be drawed without color clipping and any output of mod shaders also be unclamped, any darkness of the night without artifacts, etc. Unfortunately video memory usage will be higher.

wanderjahr
Performance hit is much bigger.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
Posts: 33
Joined: 09 Apr 2012, 17:51

Re: Dragon's Dogma 0.297

ENBSeries wrote:Phnx
does that mean we better not force aniso via Nvidia CC
Yes. This is valid for any mods of mine, forced filtering may kill performance of ambient occlusion or other heavy effects if driver decide to use anisotropic filtering on it.
Ah, I see. Thanks. I've read that numerous times when checking Skyrim ENB presets, but I never really knew why it should be done. It's good that you mention it (probably once again). :)
_________________
Win 7 64 Pro - 12GB RAM - SSD OCZ Vertex 4 256GB - Intel Core i7 4820K@3.7ghz - Inno3D GeForce GTX 980 Ti iChill X4 Ultra 6GB

Offline
User avatar
*master*
Posts: 188
Joined: 26 Apr 2014, 20:05

Re: Dragon's Dogma 0.297

ENBSeries wrote:Folks, do you need special high precision rendering mode when game entirely forced to have hdr only and no color banding artifacts occur? Performance hit is heavy, but okay for 256+ bit videocards.
I played the PS3 version until NG+++++ skybanding doesn't bother me either way :)

Offline
*sensei*
Posts: 402
Joined: 04 Jan 2012, 20:27
Location: Russia, Vladimir

Re: Dragon's Dogma 0.297

It seems that shadow brightness is different is various areas\weathers(not enb related). Pain in the ass to set up a good looking skylight settings, as they tend to be either too light(in cloudy weather or outside Gransys), or dark(Gransys shadows are always the darkest).

Dro
Offline
Posts: 15
Joined: 15 Jan 2016, 01:17

Re: Dragon's Dogma 0.297

Calmmo wrote:
ENBSeries wrote:Folks, do you need special high precision rendering mode when game entirely forced to have hdr only and no color banding artifacts occur? Performance hit is heavy, but okay for 256+ bit videocards.
I'm finding performance fine, but I got people with 980ti's complaining about performance, taking AO off etc.
If it means this is just another high end option (if normal high precision stays) why not? Can only help those who do want to every little extra bit, right?
I've heard complaints from EVERYONE running higher than 1080p getting fps cut in half. Reshade users have the same issue. At 1080p I have zero issues.

The game engine is probably borked
Last edited by Dro on 20 Jan 2016, 19:16, edited 1 time in total.

Offline
Posts: 2
Joined: 20 Jan 2016, 19:09
Location: literally mordor

Re: Dragon's Dogma 0.297

Dro wrote:
Calmmo wrote:
ENBSeries wrote:Folks, do you need special high precision rendering mode when game entirely forced to have hdr only and no color banding artifacts occur? Performance hit is heavy, but okay for 256+ bit videocards.
I'm finding performance fine, but I got people with 980ti's complaining about performance, taking AO off etc.
If it means this is just another high end option (if normal high precision stays) why not? Can only help those who do want to every little extra bit, right?
I've heard complaints from EVERYONE running higher than 1080p getting fps cut in half. At 1080p I have zero issues
Yup, 980 and 1440p have dips to 40 fps, oughta disable SSAO, whichs is fine with default preset anyway, since with Sky and Shadows everything already ultra dark, but still IL would be nice to have.

Offline
*sensei*
Posts: 402
Joined: 04 Jan 2012, 20:27
Location: Russia, Vladimir

Re: Dragon's Dogma 0.297

Resolutions higher than 1080p make ssao\ssil fps heavier, one has to lower
SizeScale=
SourceTexturesScale=
params to 0.6 or 0.5 to make up for it.
Post Reply