Performance
- Prodousier
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- ShoterXX
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- Prodousier
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- crosire
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- Wicked Sick
- crosire
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- mindu
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- LosKiwa
GTX 660
Intel Core i5 4440 3.1 GHz
8 GB RAM
I recorded an ingame video. If you need more information or something, I can upload it. Just tell me.
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- crosire
The file format doesn't change things. The format in GPU memory is determined by what is set in the shader file.mindu wrote: Thanks for the explanations, it help us to understand a little bit more about the plumbers, so which format should we use in our textures in order to save a little extra work to ReShade converting the textures? *.dds uncompressed, *.png uncompressed?
This texture won't be compressed:
texture MyTexture { Format = RGBA8; };
texture MyTexture { Format = DXT3; };
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- Wicked Sick
crosire wrote: There is no general rule. It highly depends on the game and circumstances. But at least screen width * height * 4 bytes. Depth access doubles that. Than some additional working buffers sometimes (Direct3D 11 on Windows 10 requires a workaround to write the final result of ReShade back to the screen which uses another width * height * 4 buffer for instance). And every texture used by the effects you enable need storage too of course (uncompressed, so it's much larger than the compressed PNG files).
I like when you talk dirty to me, ooohh
I jest. Thank you man.
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- Prodousier
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- JBeckman
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