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Make the existing ReinterpretFramebuffers/ShaderColorBitmask path work for Split/Second #15501
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I think we should definitely merge this one actually, and only then consider merging #15500. |
@@ -501,7 +501,7 @@ bool DrawEngineCommon::ApplyFramebufferRead(bool *fboTexNeedsBind) { | |||
lastFrameBlit = gpuStats.numFlips; | |||
} | |||
++blitsThisFrame; | |||
if (blitsThisFrame > MAX_REASONABLE_BLITS_PER_FRAME * 2) { | |||
if (blitsThisFrame > MAX_REASONABLE_BLITS_PER_FRAME * 4) { |
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Should we just increase MAX_REASONABLE_BLITS_PER_FRAME? It seems weird to multiply the constant, when this is its only use...
-[Unknown]
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I'm just gonna remove the whole thing, see #15515
Weird that there's such a difference. I'll try to look into that. Though #15500 should fix the performance anyway, when I merge that. |
@Gamemulatorer Check how performance is now :) |
Ok will I try :) |
Both happen with ogl and vk |
@Gamemulatorer latest build? |
@Gamemulatorer Maybe your game ID is missing from compat.ini ? What is it? Although hm, then it shouldn't have worked before either. Strange.. I'll try on some devices soon |
Is that black thing new since that recent merge, though? Even if the game ID was missing, it would seem bad if the change made it worse in that way. -[Unknown] |
I can't figure out how the change would cause that, works here on several devices. Maybe you have an older compat.ini that neither enables the old nor the new workaround, though in that case, it shouldn't have worked for you previously either... |
Great, thanks for reporting! I have plans for some other changes that should speed the game up further, but they're a bit invasive and will need to wait for after the upcoming release. |
Fixes Split/Second effects, see hrydgard#15501.
Fixes #13957.
It took writing and debugging #15500 for me to understand what the issue with the old path was..
Much simpler alternative to #15500, or we could merge both but disable Split/Second for this one. Needs some benchmarks I guess...