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If supported the game will spawn a full 8 helper threads for this, still heavily CPU reliant even without it to the extent a hexa core can greatly help stabilize performance so it spawning even more threads can really hit quad cores even for more recent hardware. I wish I knew more on how this is set up but I do hope to see Assassin's Creed Italy (Whatever the actual name for the next one will be.) moving to full support for low-level API's even on PC.
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Yeah it's actually partially in the code already but running through some D3D11 mode instead and that's possibly one reason for it's performance problems in addition to probably the heaviest reliance on D3D11 deferred render contexts that I know about. (Anvil Next 2.0 is even using these to control level of detail instead of utilizing a vertex shader though while the games and the engine have their issues I've always been impressed by the underlying tech itself as a good initial showcase for true next-gen game engines or the start of what might be once the console hardware for this is out and becomes the next target platform.) Hardware itself improves over time, engine though well if that's a bottleneck it's a stopper.)ĮDIT: Was replaying Division last week and it showed a pretty good usage for this since the narrow straight city blocks allow for good removal of unneeded geometry though it also lacks one other very common recent addition which is also why the GPU has little problem with the game, compute shaders.

(Options are nice though but some of them just go beyond what the game, game engine or current hardware could ever cope with. Some games offer wireframe mode of their own but it's also useful to note that some titles no longer cull when this is active so what would be obstructed or removed is now rendered, games like Wolfenstein New Colossus (Once the full console commands are unlocked.) showcase this pretty clearly though by just causing a massive performance drop that isn't there under normal conditions so the GPU is performing a far greater workload trying to manage this extra data that would otherwise just be discarded.Ĭauses problems for ReShade I'd imagine with the heightened GPU workload already doing a number, Watch_Dogs 2 is a good example too where the extra view distance slider works up to around 50% and then above that it's nearly going down to single digit framerate since it's too much for even current high-end GPU's or the engine itself to handle and even at 50% the extra clutter in cities and even the countryside extent into the far distance so it's a bit of a mystery what pushing it another 50% higher for the full 100% actually accomplishes beyond a minor change in clutter view distance before it's too far out and just totally tanking framerate.
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Odyssey and Origin both fall for a similar issue and a huge usage of draw calls though Anvil Next and the version used in these two games utilize a stunningly long range view distance with a aggressive but very well masked level of detail and scaling geometry down after only a short distance through several different LOD levels but the sheer amount of geometry does take a chunk out of most GPU's to try and handle or how to say. (Through SpecialK and some of it's measuring utilities.) That's what I heard from Kaldaien on titles such as Mafia 3 as well, some games do a really good job with culling invisible geometry others well the geometry extends way into the distance even beyond where it would be reasonably visible. Please Log in or Create an account to join the conversation.

I can also watch the culling algorithm working in real time. I can travel across ACOD or TW3 world without great frame drop. Oddly enough, the way it is implemented does not impact the perfs drastically. (Well not too many games offer it as a console cvar or similar either, TWF in Elder Scrolls was it? ToggleWireFrame for one of the later games via Fallout 4 and it's Creation engine retaining many of the same cvars.)ĮDIT: Well doing it that way it wouldn't be as clean as the above images either via black & white.

I like the effect although I don't use wireframe in too many titles usually due to the performance being less than stellar though older games would be more manageable. JBeckman wrote: Definitively, something using tessellation or the dynamic variety would probably also show up or even risk framerate dipping a fair bit since culling would otherwise prevent this from being drawn such as the case of Crysis 2 and the incorrect assumption on how it did tessellation and was wasting GPU performance when it's mostly a issue with the wireframe mode forcing everything to be visible.
