- User Since
- Feb 24 2017, 5:41 PM (186 w, 5 d)
Aug 22 2020
Patch works for me (Windows 10, RX 5700).
@vladislavbelov your former patch had AA for trees too, without a big performance hit. Does the new performance impact came from the water bugfix?
Also I don't think, we should care about performance hits by trees, as we have FXAA for lower hardware. I see no need for the implementation in the current state, as FXAA + sharpening looks better than MSAA, as long as trees have aliasing. Especially as FXAA and sharpening has no measurable performance impact compared to MSAA.
Aug 8 2020
A dying animation is not possible here? Or at least a simple visual plop effect?
Aug 7 2020
Setting it disabled doesn't change anything.
What are you reporting as being 10/20% slower exactly?
The whole frame.
Edit: I feel like your GC might be too good. Can you try capping max_matrix_uniform to maybe 64 in hwdetect.js ?
That's it. Thx
Render: red non patch, green patched.
I always use a 200 units replay on sahydian buttes, camera will not moved or zoomed. What is GPU skinning? GSLS enabled.
Edit -> Also what is your graphics card?
Radeon RX 5700
I also got this compiler warnings
\source\renderer/ModelVertexRenderer.h(158): warning C4100: "model": Unreferenzierter formaler Parameter (Quelldatei wird kompiliert ..\..\..\source\renderer\InstancingModelRenderer.cpp)
\source\renderer/ModelVertexRenderer.h(158): warning C4100: "shader": Unreferenzierter formaler Parameter (Quelldatei wird kompiliert ..\..\..\source\renderer\InstancingModelRenderer.cpp)
\source\renderer/ModelVertexRenderer.h(158): warning C4100: "model": Unreferenzierter formaler Parameter (Quelldatei wird kompiliert ..\..\..\source\renderer\HWLightingModelRenderer.cpp)
\source\renderer/ModelVertexRenderer.h(158): warning C4100: "shader": Unreferenzierter formaler Parameter (Quelldatei wird kompiliert ..\..\..\source\renderer\HWLightingModelRenderer.cpp)
\source\renderer/ModelVertexRenderer.h(158): warning C4100: "model": Unreferenzierter formaler Parameter (Quelldatei wird kompiliert ..\..\..\source\renderer\ModelRenderer.cpp)
\source\renderer/ModelVertexRenderer.h(158): warning C4100: "shader": Unreferenzierter formaler Parameter (Quelldatei wird kompiliert ..\..\..\source\renderer\ModelRenderer.cpp)
I made some quick profiling. I noticed that the amount of draw calls is halfed. I also tested value 1 against 64. 64 is much faster. But compared to the non patched replay, there was a performance hit by ~10-20%.
Does this hit come from your new profiler option "saved draw calls"? I think some calculations of profiler are active, even if you don't have open the profiler panel. Do you have a non profiler version to test?
Aug 6 2020
Jul 25 2020
Jul 24 2020
Edited the sharpness initialization. Disables sharpening, if post progressing, or GLSL, is disabled.
Jul 23 2020
Jul 22 2020
Updated the versioning of the used GLSL version.
I made some profiling with different numbers (1, 2, 3, 4, 5, 6, 8, 12, 16) of threads. If I compare the results, I guess, more than 16 threads wont improve the performance further.
Jul 18 2020
Didn't find the cause yet. But I recognized, that the profiler gains these pikes very much. Without the framedrops were much lower.
Jul 10 2020
Oh, I think they changing the instructions by runtime, doesn't they? A bit ugly, I think, but we could use FMA :)
Can you figure out what's causing the spikes?
I will try, but on an first look, the profiler doesn't show me something useful.
Updated the year of the license header.
Jul 9 2020
Including the SSE header, because Vulcan fails for the none Windows tests.
Removed the AVX and FMA version, as we don't be able, to change instructions by runtime. Furthermore the AVX instructions aren't faster than SSE here.
I have rewrite the patch, so it uses only SSE. That I have used for the profiling. I will upload it later this day.
I tested the build flags, SSE seems to be the only flag with an positiv impact. AVX2 makes everything worse. I also made some profiling.
Jul 3 2020
The hardware request doesn't work, like it should.
Jun 18 2020
No it isn't. It's currently independent. I have also tried to lock postproc, to lock antialiasing, but that doesn't work. It would only lock postproc. A bit strange I think.
Edit some comments.
Jun 14 2020
Jun 13 2020
Add license, change header year.
The current version is not profiled yet, so I do not know, which of these functions will improve performance.
"-" and "+" seems to have grate impact to the game, when many units are in the field of view. Until yet I didn't get it profiled, when many units are used.
Jun 5 2020
Jun 1 2020
May 31 2020
Updating the licence and the link, as AMD had updated it. Changing the game options name to the AMD recommented one.
May 20 2020
I have tested with different setups.
May 3 2020
Modified it, so it could be used on all maps.
Apr 28 2020
Revert to previous version and edit some comments.
Apr 27 2020
First time using Arcanist. Something went wrong, files are missing. How can I turn back to previous version?
- Updating D2642: Contrast-Adaptiv-Sharpening pass #
- Enter a brief description of the changes included in this update.
- The first line is used as subject, next lines as comment. #
- If you intended to create a new revision, use:
- $ arc diff --create
Waiting until D2712 is committed. A little modification of the code of this patch has to be done.
Patch is working as expected. All tests passed as it should. Code looks correct.
Accepted. Thank you Vladislav
Apr 20 2020
The patch is waiting for reviewing, what update do you want to have? The patch is mostly working. As it have the same problem as the FXAA patch, that it doesn’t work on all maps, and I don't know how to solve it, I will wait and see, how Vladislav is solving this problem.
If you want to test it, you could choose e.g. the new shirmish maps Obedska Bog or Sahyadri Buttes.
Apr 13 2020
Works on Intel UHD 620 with Windows.
Apr 12 2020
Patch is working on my AMD Radeon RX 570 Manjaro Linux and Windows system.
Mar 27 2020
FXAA doesn't work on my linux system. On dual boot Windows it's working.
Manjaro 64Bit, Radeon RX 570
Feb 26 2020
Change the representation of floats in cas.fs.
Add an editing info to the cas.fs header.
Feb 25 2020
Add slider for sharpness factor.
Feb 24 2020
Feb 23 2020
Replace rcp(x) to 1/x.
rcp seems to be a performance optimized function for AMD GPUs. As strange, rsqrt is also a special function, which doesn't work with my GPU. I had it replaced bevor my first upload.
@vladislavbelov do you know more about such things? Is it possible to implement a parallel path for AMD hardware?
Feb 21 2020
Feb 20 2020
I will add a slider for selecting the sharpness factor.
Do I have to add something to the LICENSE.txt?
I ported the reshade port of AMDs CAS, so is there anything else to consider?
Feb 19 2020
The ultra widescreen support should be taken into account in a future revision of the gui.
Feb 15 2020
The game is still running correctly. I recognize an performance improvement up to 10%.
The game does run without problems. I can't recognize any difference between with/without "Prefer GLSL".
Jan 26 2020
Jan 9 2020
I would suggest to split the anti-aliasing and the sharpening filter in two seperat options in the settings. Also I like the idea to have a slider that everyone could take is favor settings. As I know AMD has made his new Radeon Image Sharpening filter free open source, I would recommend to have a look on it. The quality is very impressive.
Dec 8 2019
I've made a mistake by testing procedure. So I didn't seen that the OOM only occurs when I used a version which I compiled myself. So the bug is related to my Visual Studio settings or something like that. Sorry for that.
Added comment with link.
Dec 4 2019
I tested the game with, and without the patch for several times. With the patch the game crashes with an OOM after 30-45min. The OOM report isn't every time the same. Without the patch the game crashes only at the start. I have tested it with following settings. Mapsize big, very huge start ressources, 4 ai vs 4 ai, anatolien plateau, speed 20x.
In my opinion someone should take the current documentation of AMD and make a clean implementation.
Dec 3 2019
Can you test if the OOM is reproductible though?
Nov 30 2019
I currently have no time to write the patch, sorry. If someone else writes this patch I would test it.
Here are the required information which Imarok got from the AMD forum.
Oct 10 2019
Oct 5 2019
Here is another link. https://wildfiregames.com/forum/index.php?/topic/15796-known-problems-please-read-before-posting/&do=findComment&comment=384917
So we allready have Ryzen 3600, 3600X, 3700X and 3800X. So we only miss a crash report of an 3900X user to complete the Ryzen Zen2 series.
Oct 3 2019
Mar 22 2019
Before the patch the balkon position was wrong.
Now after the patch the balkon is on the right position but stretched.
Jan 7 2019
Oct 22 2018
Oct 18 2018
hotkey "alt" for change to freehand formation is not implemented yet. It's currently activated every time.
Oct 17 2018
Oct 14 2018
Sep 10 2018
Good Point. I have quickly tested it for every map size. Seems to be that docks could be built on the whole shoreline.
I know what your mean, but I think this isn't necessary. "5" looks like a good compromise on all maps I think. Interestingly, this problem doesn't occur on gigantic map size.
Maybe someone will later rework the complete map, there are a little bit too much animals, and there are also some unreachable trees. Until then this patch should work fine I think.