Reshade's performance

  • Wicked Sick
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9 years 3 months ago - 9 years 3 months ago #1 by Wicked Sick Reshade's performance was created by Wicked Sick
Was it discussed before? I am playing FF13 with Reshade since the beginning, more than 50 hours now and I am really enjoying it. Both the game and the Reshade..

I have noticed that when I toggle reshade on and off, in certain areas, I can lose about 20fps. The effects that i use are SMAA, Luma Sharpen, Vibrance and Film Grain. The impact was supposed to be like this? I ask because, well, it's beta after all.

Should I change something to get less impact?

pastebin.com/AMfNw1yu


A demonstration:
Last edit: 9 years 3 months ago by Wicked Sick.

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  • crosire
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9 years 3 months ago #2 by crosire Replied by crosire on topic Reshade's performance
Check this: =)

jigurdan wrote: crosire,
Can you include normal (release?) version of reshade to your current debug builds? To negate huge performace hit (even with all effects turned off). Or this not gonna help?
Thanks.

crosire wrote: I don't think that's going to be too helpful. They are already stripped of the most demanding stuff (my internal debug builds eat 50+ FPS, I'm usually left with less than 5 FPS to test, so you're actually damn well off =D ). Performance is definitly going to be improved till release, but I'm more focused on fixing up the left compatibility problems and crashes right now. I hope that makes sense =)

Bishi wrote: To answer my own question I ran a quick Benchmark against Dragon Age Inquisition (maxed out gfx)
No Reshade: 80fps average / 47fps lowest
Reshade (SweetFX 2.0 Lumasharpen and SMAA) : 73fps average / 47fps lowest
Reshade loaded but toggled off (scroll lock): 80fps average / 47fps lowest

I re-ran these a couple of times but we're looking at 8-9% performance drop.

The following user(s) said Thank You: Wicked Sick, Chompski, Mortal

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  • Wicked Sick
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9 years 3 months ago #3 by Wicked Sick Replied by Wicked Sick on topic Reshade's performance
"but I'm more focused on fixing up the left compatibility problems and crashes right now. I hope that makes sense =)"

Makes more than sense. Thank you for replying and sorry for askng this.

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  • crosire
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9 years 3 months ago #4 by crosire Replied by crosire on topic Reshade's performance
No problem at all. It's good to have this answered in a separate topic, easier to find then.
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  • Mortal
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9 years 3 months ago #5 by Mortal Replied by Mortal on topic Reshade's performance
Ok, thanks crosire and keep it the good work, is much appreciated by all

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  • crosire
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9 years 2 months ago - 9 years 2 months ago #6 by crosire Replied by crosire on topic Reshade's performance
Just a quick heads up, because I read a few complaints about the alleged high performance hit of ReShade now. ReShade itself means little performance loss (yes, there is one and it's likely to be reduced in the future, but it still should only cost you a few small FPS). Also note that FPS aren't linear , so higher hits on previously very high FPS doesn't mean you actually lost a lot of performance.

The high performance hit many report here actually comes from MasterEffect, because right now it isn't speed optimized and uses a lot of passes, which in return decreases performace quite a bit.
Last edit: 9 years 2 months ago by crosire.
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