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dandamanno.4136

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  1. > @"Joote.4081" said: > Dx12 wrapper is in and framerate soared from 45 on the highest settings to my native 100. The graphics are better. My dpi seems to be behaving much better, textures are cleaner and clearer, mouse seems to be more responsive, and that horrible glow on everything has gone, thank goodness. > Come on A-net. Brings us into the 21 century. It works for many people, myself included. The wrapper has a cost that will affect everyone by a certain amount at all times. But if your system can take advantage of the DX12 benefits then in high draw scenarios you will overcome that wrapper cost easily. Generally, the scenarios where the DX12 will have the biggest impact are the ones where you actually need the biggest impact, such as large number of players on screen, etc... Having a cost of a couple FPS in low usage scenarios hardly matters since you are probably not struggling for frames in those scenarios anyway. > @"Astralporing.1957" said: > > @"Joote.4081" said: > > Yep. If they updated the graphics and performance which must be easy as the DX12 mod already does this > It doesn't. First, it does _not_ update the graphics in any way. Second, the performance improvements are a bit of a mixed bag - the improvements are on a case-by case basis, and are very dependant on your system (on some rigs it can actually result in _worse_ performance). Third, it is not stable enough - even now, after many, many updates, it still very much can _make your game crash_ (or result in glitchy display). And that is a massive demerit - something that may be tolerated in a third party program, but is completely unacceptable in an official product. Using the d912pxy for the last 6 months I can honestly say I havent had any crashing issues at all. Certainly possible, but seeing as how you can try it out then uninstall it if it causes problems it's worth a look. As for the visual glitches, those have all pretty much been worked out now. The only visual issues I see now are the conflict it has with GW2radial which causes a flicker when I hold the mount select key until I release it. Not a big deal for most people considering that is an optional addon itself. Also, just like when the 64-bit client was introduced, if ANET did implement a DX12 build, they would run it concurrently with a DX9 client for a good long while. I mean even LotRO has a DX9, DX10 and DX11 client all at the same time. If you want to talk about a company with few resources to spare...
  2. Keep gameplay in the game. As much as possible.
  3. > @"Gyro.9182" said: > > @"Nephalem.8921" said: > > Graphics api is used for more than gaming. How many of the 14800 applications are games? How many are mobile games? > While I can‘t speak for the 14,800 (Apple apparently lists it as 148,000, „as of June 2017“), you might check the list on Wikipedia here to see some examples including well-known (and not „small“) games like CIV VI, Dota 2, Quake 2, diverse Tomb Raider or Total War games, WoW, or Fortnite. URL for the lazy: https://en.wikipedia.org/wiki/Metal_(API) (the list is probably neither complete nor very recent).. https://www.gameinformer.com/2020 Here is a list of all games released in 2020. Trying to find supported Mac games is like a needle in a haystack. Most companies find it not worthwhile. Im not sure why people are surprised that Anet wouldn't be willing to support Mac going forward, now that extra time and expense would be required.
  4. Apple is worth $2 Trillion dollars. NCSoft (which Anet is just a part of) is worth only $12 Billion. Why do you find faultless one of the worlds richest companies who could very easily maintain compatibility with current games with a pittance of investment, and yet think that Anet, a small subsidiary, of an already smallish company should be tasked with this extra burden financially? Apple doesn't care that you want to use their machines for gaming. That is clear by their actions. Also, as a side note ESO put out basically the same letter as Anet. No support for Mac on ESO either. Same reasons too. Two much dev time and simply not enough people play on a Mac to justify it.
  5. > @"Ashantara.8731" said: > > @"Mack.3045" said: > > I'd jump on the reshade discord channel and check there > > So you are telling me that everyone on here who is using ReShade is doing so _without_ a "Skip UI" option? :o The text labels are so blurry, it's unbearable to the eye. This is a bit late but I made my own UIMask .PNG file and replaced the blank one inside the "reshade-shader/textures" folder. You can use a program like GIMP (GNU Image Manipulation Program, these forums block the acronym :s ) and import a screenshot from the game, and then paint over the areas that you use for your static UI elements in white, and the rest of the image in black (I may have the colours reversed). It was tricky but with some tutorials using GnuIMP I found online I got it done. Then while in game you set "UIMask-Top" at the top of the active effects you don't want to affect your UI, and UIMask-Bottom after said effects. https://github.com/crosire/reshade-shaders/blob/master/Shaders/UIMask.fx
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