Texture and vertex caching and invalidations
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04-27-2013, 06:57 AM
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RE: Texture and vertex caching and invalidations
I think the way to go is to find a happy medium of defaults that work well for 95% of games, and then have an ini file of per-game "profiles" only for the remaining 5%. Since those settings will be ini-only and not exposed in the UI, they can be pretty detailed and we don't need to simplify to "high", "medium", "low".
The only issue then is that an average end user has little control over the tradeoff between glitches and performance in the very few cases where some glitchy caching method might lead to substantially better performance. We could possibly then have multiple such settings profiles per game though which would solve that. |
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Messages In This Thread |
Texture and vertex caching and invalidations - [Unknown] - 04-27-2013, 02:06 AM
RE: Texture and vertex caching and invalidations - livisor - 04-27-2013, 05:22 AM
RE: Texture and vertex caching and invalidations - Henrik - 04-27-2013 06:57 AM
RE: Texture and vertex caching and invalidations - vnctdj - 04-27-2013, 07:13 AM
RE: Texture and vertex caching and invalidations - [Unknown] - 04-27-2013, 08:58 AM
RE: Texture and vertex caching and invalidations - vontman - 04-27-2013, 10:46 AM
RE: Texture and vertex caching and invalidations - kevke96 - 04-28-2013, 06:46 PM
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