SOMA: 3D Vision Support Thread
  12 / 35    
in your last repack, there is not "3dvisionwrapper.ini"
in your last repack, there is not "3dvisionwrapper.ini"

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 49" Philips 49PUS7100 interlieved 3D (3840x2160) overide mode, GTX 1080 GFA2 EXOC, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

Posted 10/01/2015 06:09 PM   
@helifax Those windows i think have some double part. Also in the next couple of rooms there are some windows that looks outside that have the issue (the Halo is very clear), also i think there is one shadows broken (one shader). Also there are a couple of shadows broken at the end of the game. I finish the game yesterday, and i have to says this game is AWESOME, with an excellent story. The story is movie material (i don't know why but i remember Julio Verne) and the horror-suspense moments are perfect. Big THANKS Helifax for bringing this game alive with the 3rd dimension...people playing this game in 2D are loosing more than half of the immersion.
@helifax

Those windows i think have some double part. Also in the next couple of rooms there are some windows that looks outside that have the issue (the Halo is very clear), also i think there is one shadows broken (one shader).

Also there are a couple of shadows broken at the end of the game.


I finish the game yesterday, and i have to says this game is AWESOME, with an excellent story. The story is movie material (i don't know why but i remember Julio Verne) and the horror-suspense moments are perfect. Big THANKS Helifax for bringing this game alive with the 3rd dimension...people playing this game in 2D are loosing more than half of the immersion.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

Posted 10/01/2015 07:23 PM   
Hi guys, Have anyone tried this fix with passive monitor? When unpacked to the exe folder (GOG version) I have sounds only with no visuals at all. Readme file mentions updates to 3DVisionWrapper.ini file, but it's not available in a fix archive. When I have copied 3DVisionWrapper.ini from wrapper package (OpenGL3DVision - v3.19) the game just exit with an error. Any suggestions?
Hi guys,
Have anyone tried this fix with passive monitor?

When unpacked to the exe folder (GOG version) I have sounds only with no visuals at all.
Readme file mentions updates to 3DVisionWrapper.ini file, but it's not available in a fix archive.
When I have copied 3DVisionWrapper.ini from wrapper package (OpenGL3DVision - v3.19) the game just exit with an error.

Any suggestions?

Posted 10/01/2015 07:36 PM   
[quote="GoooRooo"]Hi guys, Have anyone tried this fix with passive monitor? When unpacked to the exe folder (GOG version) I have sounds only with no visuals at all. Readme file mentions updates to 3DVisionWrapper.ini file, but it's not available in a fix archive. When I have copied 3DVisionWrapper.ini from wrapper package (OpenGL3DVision - v3.19) the game just exit with an error. Any suggestions?[/quote] Archive is currently broken... Working on a fix...
GoooRooo said:Hi guys,
Have anyone tried this fix with passive monitor?

When unpacked to the exe folder (GOG version) I have sounds only with no visuals at all.
Readme file mentions updates to 3DVisionWrapper.ini file, but it's not available in a fix archive.
When I have copied 3DVisionWrapper.ini from wrapper package (OpenGL3DVision - v3.19) the game just exit with an error.

Any suggestions?


Archive is currently broken... Working on a fix...

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 10/01/2015 07:48 PM   
[quote="DHR"]@helifax Those windows i think have some double part. Also in the next couple of rooms there are some windows that looks outside that have the issue (the Halo is very clear), also i think there is one shadows broken (one shader). Also there are a couple of shadows broken at the end of the game. I finish the game yesterday, and i have to says this game is AWESOME, with an excellent story. The story is movie material (i don't know why but i remember Julio Verne) and the horror-suspense moments are perfect. Big THANKS Helifax for bringing this game alive with the 3rd dimension...people playing this game in 2D are loosing more than half of the immersion.....i'm waiting the second part :)[/quote] Thx for the heads up! I will defo fix them when I get there and see broken stuff;)) Related the Glass... I think is better to revert the fixing algorithm... While I try to fix a couple of place where might see miss-alignment basically I break EVERY OTHER WINDOW/ GLASS REFRACTION in-game... The problem is that the game uses the EXACT same shader but with DIFFERENT input values... Sometimes they are correct and work in stereo, other times they are broken and create white bands in left/right eye... Guess we will have to live with that:(( Without access to the source-code of the game is little I can do... and believe me I am still trying different things...but they don't seem to work.... So, by reverting the fix you actually gain more than loose:))
DHR said:@helifax

Those windows i think have some double part. Also in the next couple of rooms there are some windows that looks outside that have the issue (the Halo is very clear), also i think there is one shadows broken (one shader).

Also there are a couple of shadows broken at the end of the game.


I finish the game yesterday, and i have to says this game is AWESOME, with an excellent story. The story is movie material (i don't know why but i remember Julio Verne) and the horror-suspense moments are perfect. Big THANKS Helifax for bringing this game alive with the 3rd dimension...people playing this game in 2D are loosing more than half of the immersion.....i'm waiting the second part :)


Thx for the heads up! I will defo fix them when I get there and see broken stuff;))

Related the Glass... I think is better to revert the fixing algorithm... While I try to fix a couple of place where might see miss-alignment basically I break EVERY OTHER WINDOW/ GLASS REFRACTION in-game...
The problem is that the game uses the EXACT same shader but with DIFFERENT input values... Sometimes they are correct and work in stereo, other times they are broken and create white bands in left/right eye...
Guess we will have to live with that:(( Without access to the source-code of the game is little I can do... and believe me I am still trying different things...but they don't seem to work.... So, by reverting the fix you actually gain more than loose:))

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 10/01/2015 07:52 PM   
[color="green"]Latest build is UP[/color] - Before installing this one UNINSTALL.BAT the current one! - Reverted some of the glass refraction fixing. 90% of the Windows will now LOOK correct! Some 10% will have while halos around(EX: Window that you break in first room when you wake up, Over Door glass in Apartment). I will fix additional shadow or broken shaders if I come acrross them;) Enjoy!
Latest build is UP
- Before installing this one UNINSTALL.BAT the current one!

- Reverted some of the glass refraction fixing. 90% of the Windows will now LOOK correct! Some 10% will have while halos around(EX: Window that you break in first room when you wake up, Over Door glass in Apartment).

I will fix additional shadow or broken shaders if I come acrross them;)

Enjoy!

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 10/01/2015 08:51 PM   
I see you are already know all the problems with latest fix, Helifax :) The tunnel I made screenshots yesterday looks almost perfect. But a bit later things start to break up. Many glasses are broken (in terms of 3D, hehe) and steam effects are not good at all... Also, many display screens are broken, especially at long distance. I post some screenshots, just in case it would make some help. Please ignore them, if you already know all the problems with fix :) Thanks a lot for all your effort, Helifax! [b]OFF-TOPIC[/b]: Guys, do you have [b]Color Separation[/b] option turned on in game? It makes image look more dramatic and psichodelic, but it also makes my eyes cry - it is like constantly seeing off-focus image... Wonder if you like this effect in SOMA. Thanks :) [b]EDIT:[/b] Oh, you posted new version at the very same moment I wrote my post :) Hehe
I see you are already know all the problems with latest fix, Helifax :) The tunnel I made screenshots yesterday looks almost perfect. But a bit later things start to break up. Many glasses are broken (in terms of 3D, hehe) and steam effects are not good at all... Also, many display screens are broken, especially at long distance.
I post some screenshots, just in case it would make some help. Please ignore them, if you already know all the problems with fix :)
Thanks a lot for all your effort, Helifax!

OFF-TOPIC: Guys, do you have Color Separation option turned on in game? It makes image look more dramatic and psichodelic, but it also makes my eyes cry - it is like constantly seeing off-focus image... Wonder if you like this effect in SOMA. Thanks :)

EDIT: Oh, you posted new version at the very same moment I wrote my post :) Hehe

ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home

Posted 10/01/2015 08:55 PM   
@helifax i attach the bad shadow in omicron (screenshot and savegame) Now all the windows and glasses are ok in omicron (using the latest build)
@helifax
i attach the bad shadow in omicron (screenshot and savegame)
Now all the windows and glasses are ok in omicron (using the latest build)
Attachments

Soma.zip.jpg

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

Posted 10/01/2015 09:49 PM   
Big thx DHR! Will defo look at it and find the culprit there;)) Cheers! EDIT: I have no idea how to fix this one... There is one shader basically in that scene... If you look at the bed the shadow is correct, yet the shadow of the curtain is inversed (kinda)... If I correct the curtain, the bed shadow is broken.... Hmm.... I also found another shader for smoke in one area that is 2D...hunting for it revealed is actually the same shader used for some shadows I corrected earlier... damn... I hate this engine with sharing the same shader code between programs:))
Big thx DHR!
Will defo look at it and find the culprit there;))
Cheers!

EDIT:
I have no idea how to fix this one...
There is one shader basically in that scene... If you look at the bed the shadow is correct, yet the shadow of the curtain is inversed (kinda)... If I correct the curtain, the bed shadow is broken.... Hmm....
I also found another shader for smoke in one area that is 2D...hunting for it revealed is actually the same shader used for some shadows I corrected earlier... damn... I hate this engine with sharing the same shader code between programs:))

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 10/01/2015 10:21 PM   
Bravo for your work, the results are more than excellent. You are perfectionist as it seems right? I think we all are really grateful for the fix. Don't bother more if you don't want man, unless this "fight" is between you and this game's engine ofc. :-)
Bravo for your work, the results are more than excellent. You are perfectionist as it seems right? I think we all are really grateful for the fix. Don't bother more if you don't want man, unless this "fight" is between you and this game's engine ofc.

:-)

i5 4670K 4.4 Ghz H2O, G.skill 16GB @2.4 Ghz C10, 2xGTX970 G1 SLI, AOC G2460PG, G-sync+3D Vision 2, Win 7x64(ssd), Games on RAID-0

Posted 10/01/2015 11:58 PM   
Yeah, I really wanted to fix everything inside it;)) But the way the engine works...It just makes things very difficult ( I fix one thing only to break another thing)... I think the current fix is pretty much among the last for this game:) (Unless I find something terribly broken). Is not 100% 3D Vision Ready as some things still render incorrectly but at least 90% easy:)) Now, back to actually play the game heheh:))
Yeah,
I really wanted to fix everything inside it;)) But the way the engine works...It just makes things very difficult ( I fix one thing only to break another thing)...
I think the current fix is pretty much among the last for this game:) (Unless I find something terribly broken).
Is not 100% 3D Vision Ready as some things still render incorrectly but at least 90% easy:))
Now, back to actually play the game heheh:))

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 10/02/2015 01:21 AM   
This game looks brilliant with this fix! but unfortunately I'm getting horrible performance for some reason. Fraps is reporting 23 fps on average, i disabled it to make sure that it wasn't conflicting with the wrapper and used the in game fps debug counter, it's reporting around 45 fps which is about 23fps per eye. It's playable but the eye syn issues are pretty pronounced. I'm running a single 980 ti on Windows 7 with a clean install of 355.60 drivers. I also tried 350.12 and performance is about the same. FPS lock is disabled in the game's cfg file, vsync is off and running at 120hz. I've tried various iterations of the fix and they all perform the same (made sure to uninstall each one first). If i remove the fix I get about 200fps or more so something is definitely weird. I noticed that Conan481 mentioned he's running the same card and having the same issues in Comment #53 on page 5. Anyone else have a 980 ti? What fps are you getting? Maybe it's an issue with this line of cards. Cheers!
This game looks brilliant with this fix!

but unfortunately I'm getting horrible performance for some reason. Fraps is reporting 23 fps on average, i disabled it to make sure that it wasn't conflicting with the wrapper and used the in game fps debug counter, it's reporting around 45 fps which is about 23fps per eye. It's playable but the eye syn issues are pretty pronounced.

I'm running a single 980 ti on Windows 7 with a clean install of 355.60 drivers. I also tried 350.12 and performance is about the same. FPS lock is disabled in the game's cfg file, vsync is off and running at 120hz. I've tried various iterations of the fix and they all perform the same (made sure to uninstall each one first). If i remove the fix I get about 200fps or more so something is definitely weird.

I noticed that Conan481 mentioned he's running the same card and having the same issues in Comment #53 on page 5. Anyone else have a 980 ti? What fps are you getting? Maybe it's an issue with this line of cards.

Cheers!

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

Posted 10/02/2015 01:57 AM   
I don't have a 980Ti but I have 2x780Ti in SLI. Now technically SLI is not working in this game, but via the profile update that is part of the fix we enable SLI and see perfect scaling. How this translates in actual is hard to say... In any case normally 2x780Ti approx around 980Ti (more or less based on SLI support and so on). What I noticed: - Without the wrapper I am hitting up to 600 fps. (because there is not lock in the driver) - With the wrapper in a single screen I am getting 47-60 fps BASED on the scenes! (Some scenes are heavier than others and there it drops to 47.) This is per EYE not global, which translates to 94-120 FPS. Now notice the 120 FPS max lock. Even if you disable it in the cfg file the 3D Vision Driver HAS TO SYNC to 120Hz and thus the driver LOCKS the renderer to 120 FPS (that why we don't see the 200 number) but 60fps per eye. - In 3D Surround I hover from 20 to 40 Fps (again based on location). - I also tested it on my laptop with a 880M and I get FPS with the wrapper at 30-35fps (thats 60-70fps normal). Why this difference between Kepler and Maxwell? I have no idea to be honest. I really don't. The wrapper adds a big overhead to the rendering pipeline that is sure, but this does not make the game CPU bound. For example: - All the shaders are injected, changed on "Link" state. This means the injection and huge part of my wrapper code happens when you are loading the game and NOT when you are actually playing it. The only thing that might slow down is that every frame I need to send my uniforms (variables) to the shaders, but this again has been optimized to be as efficient as possible! - The wrapper relies on the Dx-OGL interoperability layer (which is part of nVIDIA driver). I actually did performance analysis (Profiler) on the BARE code (that contains only the rendering routines to enable 3D Vision and draw an OpenGL app to a DX window using the interoop driver) and this is basically where the overhead exists. This is in the nvidia driver. I also tested all the individual parts of my code to find potential bottlenecks and fixed/optimized all of these.. The nividia DX-OpenGL interoop was developed back in 2010-2011 and I don't think it was fully optimized or even finished. It just works basically:) Just to argument this, here is how a typical session looks like: Notice that my wrapper(opengl32.dll) is not even among the most called functions here. But nvoglv64,dll (openGL 64 nvidia driver) and nvd3dumx.dll. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/66215/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/66216/[/img] Now back to your question: The wrapper swaps the OpenGL Window with DirectX9 Window. I've read somewhere that some people are having issues with DirectX9 and the latest drivers on Maxwell? (I think I read something like this on the Drivers Forums). Can't remember if this in combination with Windows 10 or not... Can you test other DX9 games and see if you see performance issues there as well? nvidia interoop driver also has DX11 support (which I haven't implemented in the current wrapper) but based on my initial testing there wasn't a performance difference between the DX9 and DX11 backend. After all the DX context is very simple: Has two buffers for each eye in which I put left/right image and the "magic" to enable 3D Vision. Nothing really fancy there.
I don't have a 980Ti but I have 2x780Ti in SLI.
Now technically SLI is not working in this game, but via the profile update that is part of the fix we enable SLI and see perfect scaling. How this translates in actual is hard to say...

In any case normally 2x780Ti approx around 980Ti (more or less based on SLI support and so on).

What I noticed:
- Without the wrapper I am hitting up to 600 fps. (because there is not lock in the driver)
- With the wrapper in a single screen I am getting 47-60 fps BASED on the scenes! (Some scenes are heavier than others and there it drops to 47.) This is per EYE not global, which translates to 94-120 FPS.
Now notice the 120 FPS max lock. Even if you disable it in the cfg file the 3D Vision Driver HAS TO SYNC to 120Hz and thus the driver LOCKS the renderer to 120 FPS (that why we don't see the 200 number) but 60fps per eye.
- In 3D Surround I hover from 20 to 40 Fps (again based on location).
- I also tested it on my laptop with a 880M and I get FPS with the wrapper at 30-35fps (thats 60-70fps normal).

Why this difference between Kepler and Maxwell? I have no idea to be honest. I really don't.
The wrapper adds a big overhead to the rendering pipeline that is sure, but this does not make the game CPU bound.

For example:
- All the shaders are injected, changed on "Link" state. This means the injection and huge part of my wrapper code happens when you are loading the game and NOT when you are actually playing it. The only thing that might slow down is that every frame I need to send my uniforms (variables) to the shaders, but this again has been optimized to be as efficient as possible!

- The wrapper relies on the Dx-OGL interoperability layer (which is part of nVIDIA driver). I actually did performance analysis (Profiler) on the BARE code (that contains only the rendering routines to enable 3D Vision and draw an OpenGL app to a DX window using the interoop driver) and this is basically where the overhead exists. This is in the nvidia driver.
I also tested all the individual parts of my code to find potential bottlenecks and fixed/optimized all of these..
The nividia DX-OpenGL interoop was developed back in 2010-2011 and I don't think it was fully optimized or even finished. It just works basically:)

Just to argument this, here is how a typical session looks like:
Notice that my wrapper(opengl32.dll) is not even among the most called functions here. But nvoglv64,dll (openGL 64 nvidia driver) and nvd3dumx.dll.
Image

Image

Now back to your question:
The wrapper swaps the OpenGL Window with DirectX9 Window. I've read somewhere that some people are having issues with DirectX9 and the latest drivers on Maxwell? (I think I read something like this on the Drivers Forums). Can't remember if this in combination with Windows 10 or not...
Can you test other DX9 games and see if you see performance issues there as well?

nvidia interoop driver also has DX11 support (which I haven't implemented in the current wrapper) but based on my initial testing there wasn't a performance difference between the DX9 and DX11 backend. After all the DX context is very simple: Has two buffers for each eye in which I put left/right image and the "magic" to enable 3D Vision. Nothing really fancy there.

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 10/02/2015 09:49 AM   
Based on your profiler result there, it looks like maybe the OpenGL/InterOp layer is single threaded. That would mean it's only using a single core when playing the game. Is that possible? We know this is old code. BTW, you can also set the symbol server to use Msft symbol server for normal dlls, and you'll get routine names for all the dx calls. Makes the stack crawls and performance hierarchy more complete. https://msdn.microsoft.com/en-us/library/89axdy6y.aspx
Based on your profiler result there, it looks like maybe the OpenGL/InterOp layer is single threaded. That would mean it's only using a single core when playing the game. Is that possible? We know this is old code.

BTW, you can also set the symbol server to use Msft symbol server for normal dlls, and you'll get routine names for all the dx calls. Makes the stack crawls and performance hierarchy more complete. https://msdn.microsoft.com/en-us/library/89axdy6y.aspx

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 10/02/2015 11:15 AM   
[quote="bo3b"]Based on your profiler result there, it looks like maybe the OpenGL/InterOp layer is single threaded. That would mean it's only using a single core when playing the game. Is that possible? We know this is old code. BTW, you can also set the symbol server to use Msft symbol server for normal dlls, and you'll get routine names for all the dx calls. Makes the stack crawls and performance hierarchy more complete. https://msdn.microsoft.com/en-us/library/89axdy6y.aspx [/quote] Big thanks for the info!! I didn't actually knew about that one:( I did more digging and I am able to optimize/improve the CPU times a bit more... by applying some "workarounds" in the interoop driver;)) I still don't know how this will translate into actual performance yet! I doubt it will gain much, but who knows maybe it will;))
bo3b said:Based on your profiler result there, it looks like maybe the OpenGL/InterOp layer is single threaded. That would mean it's only using a single core when playing the game. Is that possible? We know this is old code.

BTW, you can also set the symbol server to use Msft symbol server for normal dlls, and you'll get routine names for all the dx calls. Makes the stack crawls and performance hierarchy more complete. https://msdn.microsoft.com/en-us/library/89axdy6y.aspx



Big thanks for the info!! I didn't actually knew about that one:(
I did more digging and I am able to optimize/improve the CPU times a bit more... by applying some "workarounds" in the interoop driver;))
I still don't know how this will translate into actual performance yet!
I doubt it will gain much, but who knows maybe it will;))

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 10/02/2015 12:44 PM   
  12 / 35    
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