Wine halo custom edition




















Anyway, this bug is i believe about older hardware Radeon HD that does not have vulkan. I mean, i dont have such TeraScale2 hardware to test Just got your messages. Maybe if I have time in the future I can check this out. Sure, thanks, so if you are with disabled buffering already then you will be fine with patch reverted. Joshua-Ashton Yeah, if we talk about preventing flickering in default buffered mode, that seems to work in dxvk now Well systemmem is a bit weird in its behaviour and works differently with lock flushing nvidia vs amd vs intel.

I'll check the results of our test scripts, see if i can make sense of how to implement it efficiently and conformant. Most efficient is to just disable particles and decals in this game, as that could kill perf if you go crazy. Decals are even crazier, as one could just constantly shot at one spot at a wall and to kill perf if looking closer at it.

It could be improved, no doubt. Source's don't have this problem. They're the worst. The flags nooverwrite, discard, etc might help some optimizations to enable reuse of previous data uploaded.

The difference of behaviour between the vendors relative to double locks, draw while in lock, threading, etc might be due to differences in implementation of when they do the upload. Here on nine, if i revert that patch it improve perf on all these Commented on Rayman Origins there too, unrelated Joshua-Ashton You're welcome XD. Lock does dirty the buffer, not unlock. The draw call triggers the upload. Compatible with internal threading upload is scheduled for later if using internal threading, but locking again without READONLY will flush the thread.

If you draw again without dirtying the buffer you don't upload again. On Nvidia the draw call triggers the upload right now. Nooverwrite has same effect as Readonly for some vendors but not others at least for some of the tests - if it were always true, halo would likely not work as it uses nooverwrite only for some systemmem resources, or the drivers have workarounds for it.

The important question unanswered by the tests though is whether only what is needed by the draw call is uploaded, or if the whole dirty area is uploaded. Back to Halo, the game seems to use nooverwrite in a round fashion on systemmem index buffers going back to the start of the buffer without discard. Then nooverwrite are not overlapping with each other consecutively. Systemmem vertexbuffers seem to have various behaviours discard, nothing, etc. Maybe without it that driver has to upload the whole systemmem buffer when dirty because some apps write outside of the locked bounds or something like that.

This should fix the performance issue. Hopefully the bug with particles will not come back. You can try that too. It should give the same performance as your hack while hopefully adding no visual issue. Well, in ixit master or that, mesa master is still fine I gave up the initial approach of having systemmem locks not dirty the whole buffer Intel behaviour.

Well, still artifacts That dropbox keeps losing connection on uploading a bit larger files, plus mine upload speed isnt great at all, so this took a while Not completely, it is good for Blood Rayne which now perform fine Do you want trace the some kind of worst case scenario of that?

Yes if you have a worst case scenario, a trace can help checking the pattern is ok on the affected scene. Halo Custom Edition.

Halo client Extract the Halo Custom Edition. Then close halo and follow these next steps. Now start halo again. In the console type optic load haloreach and custom chat 1. Halo server Install the Halo client. The patch brings the Custom Edition to version 1. Install custom maps. The biggest draw of Halo Custom Edition is the ability to play on user-created maps.

There are hundreds of maps available online at places like HaloMaps. Find the map you want and download the file. It will typically be in ZIP format. Most map sites allow you to sort through all the maps based on user ratings and popularity.

Open the Halo Custom Edition Maps location. Open Windows Explorer and navigate to the Halo Custom edition installation directory. The "maps" folder will be located there. Double-click the downloaded ZIP file to open it, and then copy the ".

You can click and drag it or copy and paste it. Your new map will now be available in your Maps list when you play Halo Custom Edition. Include your email address to get a message when this question is answered. Some maps, since they are user-created, are not optimized very well and may cause performance problems. If you run into this, lower your video settings when playing on these maps. Helpful 0 Not Helpful 0. Submit a Tip All tip submissions are carefully reviewed before being published.

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