The graphicSettings.lsx file is set to 1280x720 Windowed mode, Very Low quality preset and low audio quality, which you can change in the options (manually, or hit autodetect) if this helps.If performance in a new game is back to normal, create a new profile, exit and copy a couple saves from the renamed folder into the newly created profile's ..\Savegames\Story folder. If that continues have good performance after loading your recent saves, try increasing the graphics settings, and if you don't run into any serious issues, move the rest of the saves over.If the game still has performance problems, delete the replacement My Documents D:OS 2 DE folder and rename the original back again.
Left 4 Dead 2 is as fun today as it was when it was first released in 2009, and it plays well on integrated graphics. You will have to run it at reasonably low settings, but the game still looks good for its age, even with a few jagged edges.
Divinity Original Sin 2 Graphics Settings
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On iPad Pro (2018) and above, the graphics settings equivalent to DOS2's "highest" will run, while on the new M1 iPad Pro it will run at 60fps. The announcement didn't note how far back the compatibility goes. Larian also promises local co-op with split-screen support, and you can cross-play with others on PC, Mac, and iPad. Cross-save will let you continue playing on your home Mac. And it integrates with Apple's Game Center for achievements and matchmaking.
Thankfully, this is another mobile game that provides quite an in-depth graphics menu, allowing you to adapt the game to your device's performance. You can tweak the effects from Low to High and even play around with the game's resolution. With the right settings, Black Desert Mobile is a graphically-stunning game.
League of Legends: Wild Rift is essentially the mobile version of League of Legends. The PC version of this game has incredibly good graphics, and this holds true for the mobile version as well. Many gamers believe that Wild Rift has even better graphics than the original game, and this may be due to how new it is.
Dragon Raja is a classic MMORPG, complete with phenomenal graphics. While playing the game, you will be met with crisp animation and settings that almost look real. The story of Dragon Raja isn't the most complex; you essentially play to save the world. Along the way though, you will get to traverse through beautiful cities that are bound to catch your eye.
The minimum memory requirement for Divinity: Original Sin 2 - Definitive Edition is 4 GB of RAM installed in your computer. If possible, make sure your have 8 GB of RAM in order to run Divinity: Original Sin 2 - Definitive Edition to its full potential. The cheapest graphics card you can play it on is an NVIDIA GeForce GTX 550 Ti. Furthermore, an NVIDIA GeForce GTX 770 is recommended in order to run Divinity: Original Sin 2 - Definitive Edition with the highest settings. To play Divinity: Original Sin 2 - Definitive Edition you will need a minimum CPU equivalent to an Intel Core i5-2400. However, the developers recommend a CPU greater or equal to an Intel Core i7-2600 to play the game. In terms of game file size, you will need at least 60 GB of free disk space available.
Does this mean that you'll be able to max out graphics settings in each and every game for years to come? No, but for now, the GTX 1060 is a solid card that should allow for some very pretty games. For instance, the GTX 1060 is enough to meet the recommended requirements for the upcoming Final Fantasy XV Windows Edition, and I imagine that'll be the case for a lot of graphics-intensive PC games for another year or two. In short: While the GTX 1060 may not offer as much power as its big brothers within the 10-series, it's probably going to be a while before you begin to feel that rift in capability.
You can, of course, drop your graphics settings to compensate for this, but even then it still isn't the most efficient way to play games on the Y720, as I only made it about an hour and 40 minutes from a full charge to the point where I was getting 10% battery life warnings while playing They Are Billions. Don't let that give you anxiety about a potentially short battery life, as I got about 4 hours of life on a full charge when I was streaming video with the display at half brightness.
Many players have been wondering how to change the graphics settings in Atelier Ryza 2 since the JRPG sequel released on PC on January 26. The problem is that changing your settings isn't exactly clear and, as of this writing, can be quite cumbersome. Doing so doesn't follow the same process as some other PC games. This guide will provide you with two possible ways to change your graphics settings in Atelier Ryza 2. We'll start with the easiest.
If you play with your gamepad, then you must unplug it and plug in your keyboard. Then you can open the graphics settings menu by pressing the "ESC" key on your keyboard during the game.
If, for some reason, you still can't open the graphics settings menu in Atelier Ryza 2, or you don't want to play the game using your keyboard (or unplug one input device, plug in another, and then switch back), follow these steps:
That's all you need to know on how to change graphics settings in Atelier Ryza 2. It's a needlessly cumbersome process, so hopefully the game will be patched in the future to make this easier. For more Atelier Ryza 2 tips and tricks articles, please visit our dedicated hub page.
The problem seems to be related to RAM usage, once you hit around 2GB of RAM used, the game will crash. Servers with many addons have much more RAM usage, and lowering graphics settings to the minimum lowers RAM usage and mitigates crashes.
Divinity: Original Sin II originally released for PC in 2017 after a year of Early Access, followed by console releases on PlayStation 4, Xbox One, and PC. The iPad version runs with settings equivalent to 'highest' on the 2018 iPad Pro and above.
If that did not work, you may reset your PC while keeping data, apps, and settings to clear the DOS2 DirectX error. If that did not work, then make sure all the system RAMs are working fine (by using one stick at a time). If the issue persists, then a failing graphics card can also cause the issue and you may want to check if the card is working fine.
Causes of Divinity Original Sin 2 Black Screen ProblemTalking of the possible cause behind the strange Issue well, users have claimed that certain graphics settings make the game crash. Users have said that if the game runs with very high graphics, it might cause issues. Furthermore, your active antivirus and firewall can also possibly cause this issue.if(typeof ez_ad_units!='undefined')ez_ad_units.push([[250,250],'gameinpost_com-box-4','ezslot_5',611,'0','0']);__ez_fad_position('div-gpt-ad-gameinpost_com-box-4-0');
A couple of graphics settings menu images posted on this NeoGaf thread by a Capcom representative show plenty of performance options with which to play around. Cast your eyes below for one of those menu shots.
After cross-save support, improved image quality is the next item on the list of improvements I'd love to see and yes, the game looks better now, up to a point. Loading up the game on default visual settings, the upgrade in image quality certainly isn't obvious or noticeable. Compared old captures to new, I've spotted no major changes to the way the dynamic resolution scaling solution works It's always in flux from one second to the next and so exact measurements aren't possible but the perceptible result isn't far removed from what we had before. Where there is an upgrade, however, is in the arrival of more option-heavy graphics menus. Now there's room for a little DIY tweaking to the way the base image is presented with a range of options to dig into.
Curiously, what the developers have delivered is eerily similar to the enhanced graphics mods available for users of hacked Switch hardware, with some tweaks and variations. It's worth stressing that most of the options adjust post-processing features and have nothing to do with improving asset quality, shadows or other rendering-based settings.
That said, once we start tinkering with the new graphics settings, performance can improve, largely owing to the foliage draw setting and depth of field options which are taxing enough to have a substantial impact in dense woodland areas. So, for example, you can reclaim 3-4fps in places like Crookback Bog, making it a near-perfect 30fps. Cutting back the foliage draw helps enormously in this section but be prepared for more pop-in on grass elements. There are even bigger gains to enjoy within cutscenes, where pruning back settings saw a 5fps advantage during the village siege, for example. Interestingly though, in this case, frame-rate boosts were much less pronounced with The Witcher 3 operating in portable mode.
There is a limit to what the new graphics options can do. Most of it is centred around GPU features, so CPU-bound areas like Novigrad obviously don't benefit and dropping graphics settings here has zero benefit whatsoever. Indeed, the only regret is that Saber Interactive and CDPR aren't able to tap into the higher clock speeds on Switch at all, which our tests revealed as being the key to improving the game's frame-rates in CPU-limited areas
Welcome to WWDC. Hi, I'm Jonathan Metzgar. I'm a member of the Metal Ecosystem team at Apple. We get to work with game developers to help them get the best graphics performance on our Apple GPUs. Dustin and I are going to show you how we optimize high-end games for Apple GPUs. In this video, I'm going to cover the process that we use to optimize games. Then, I'm going to show you the kinds of optimizations that are used in the games Baldur's Gate 3 and Metro Exodus. And lastly, Dustin is going to do a tools demonstration featuring the game Divinity: Original Sin 2, while he introduces the new GPU Timeline in Xcode 13. Let's dive in and talk about optimization. So, over the past year, we collaborated with Larian Studios and 4A Games to find ways to tune the graphics performance in their games for Apple GPUs. I am sure you'll be excited to see the details, and I want to take a moment and thank both Larian Studios and 4A Games for giving us permission to show development materials in this presentation. Looking back over the course of the year, we have analyzed many games and identified some common scenarios that affect graphics performance. You're probably interested in finding opportunities to optimize your own game, so we have geared this session to emphasize how our GPU tools are especially helpful in pinpointing these problem areas and to suggest ways to solve them. And, in particular, I'd like to share some of the principles our team uses to help developers optimize their games. When we optimize a graphics application, it's important to have a methodology, a set of principles that define how we solve a particular problem. So, let me show you a four-step process. First, you need to choose what data to collect, or measure, so it will help you understand what's happening with your game. Soon after you begin measuring data, you will want to choose some performance targets, or where you want to be when you finish. You may decide the in-game location to take your GPU frame captures and Metal system traces, the scene complexity, graphics settings, and other metrics important to you, like frame time. Then, you analyze the data to learn about the behavior of your engine. In-depth analysis helps you find where and why the bottlenecks are occurring. Once you know what is causing a bottleneck, then you can make improvements to the game, but normally you pick one or two at a time, so you can understand the impact of each change. Lastly, you verify your improvements by comparing some new measurements with your original ones. Since optimization is a process, you will go back and repeat until your performance targets have been met. For these games, we use Xcode's Metal Debugger to give us insights about their performance and how their frame graphs are structured, and we use Metal System Trace in Instruments to learn about a game's performance over time. It's a great idea to save a GPU trace file and an Instruments trace file so you can have your before and after data, both before and after optimization. So, I have a little list of things you could consider, or look for, in your game. As I mentioned, Xcode and Instruments are great tools to help you understand your Metal application. Optimization is about getting the best out of several areas, ranging from shader performance to memory bandwidth. Another area is getting good overlap across your vertex, fragment, and compute workloads. And while rendering several frames in flight, some Apple GPUs can overlap workloads between them. I'll show you some pointers to help you with resource dependencies, which might prevent that overlap. And since some developers use a custom workflow for their shaders, I'll show you how compiler settings can affect performance. Lastly, I'll talk about how to reduce the impact of redundant bindings. Let's start with Baldur's Gate 3 from Larian Studios. Baldur's Gate 3 is an RPG building on a 20-year gaming legacy and stands out with its cinematic visual effects. Our engagement with Larian Studios helped us identify how they could optimize their amazing rendering engine for Apple GPUs. First, we started with a GPU frame capture, like the Ravaged Beach scene we see here. Then, we break down the scene into a frame graph. The frame graph is a breakdown of the order and purpose of each rendering pass. High-end games have many render passes specializing in achieving a certain visual effect, such as ambient occlusion, shadow mapping, post processing, and so on. Baldur's Gate 3 has a complex frame graph, so this is a simplified version. By using Xcode's Metal Debugger, we capture a GPU trace and use it to see all the render passes in the game. Clicking on Show Dependencies brings up a visualization that you can pan and zoom. It shows how your render passes depend on the results of previous ones to help you understand what's going on. For example, I am zooming into this deferred decal render stage to get more details. Next, I will show you the Instruments tools. We spend time analyzing games using the Instruments trace, using the Metal System Trace, or Game performance templates. Metal System Trace is ideal if you wanna focus on GPU execution and scheduling analysis, and Game Performance expands on that to help you with other issues, like thread stalls or thermal notifications. Let's choose Metal System Trace to see the behavior of our engine from frame to frame. Instruments allows you to view several channels of data along a timeline. Here, we find our first problem: An expensive workload in our render passes. An expensive workload might mean that we need to optimize a shader. For instance, we see a long compute shader holding up the rest of our frame. We call these gaps "bubbles." Let's switch back over to the GPU trace and investigate this further. This is the "before" GPU trace. Let's change the grouping from API CALL to PIPELINE STATE. You may notice the pipeline states are sorted by execution time. Let's check the first compute pipeline. We can expand the compute function details to take a closer look at its statistics. Notice here that there are over four-and-a-half-thousand instructions. That's quite a lot. So, what else? Let's see what resources are being used by this compute function. Depending on the input data, this function uses up to 120 textures to produce the output. However, we discovered that only six to 12 are actually used 90% of the time. So, let's talk about how this shader could be improved. Shaders that need to handle many different conditions can reserve more registers than necessary, and this can reduce the number of threads that run in parallel. Splitting your workload into smaller, more focused shaders, which need fewer registers, can improve the utilization of the shader cores. So, instead of selecting the appropriate algorithm in the shader, you would choose the appropriate shader permutation when you issue your GPU workload. Additionally, a shader function which uses too many registers can result in register pressure, when an execution unit runs out of fast register memory and has to use device memory instead. That's one reason to use 16-bit types, like half, when appropriate, since they use half the register space than 32-bit types, like floats. In this case, Larian Studios already optimized their shader to use half-precision floating point and decided to create dedicated shader variants, instead. So, let's see what happened. When comparing the numbers before, in the box on the left, with the numbers in the box on the right, the number of instructions reduced by 84%, branches reduced 90%, registers reduced 25%, and texture reads reduced 92%. This shader variant is used 90% of the time. We can also see this in the Metal System Trace. Notice here, in the before trace, the bubbles we saw earlier. And here, in the after trace, they have been minimized. Larian Studios was able to reduce this shader by eight milliseconds, on average. That is a huge win! If you look at your most expensive pipeline state objects and shaders, you may find a complicated shader that could be simplified. This is especially true if the results of that shader are used by a later pass. This was a huge improvement for the game, but short of the developer's performance target. We just mentioned memory as an issue, and one of the features of our GPUs is lossless compression, which is enabled in certain conditions. So, maybe there was a flag we either accidentally set or forgot to set. Lossless compression helps reduce bandwidth by compressing textures when they are stored from tile to device memory. If you look at the Bandwidth Insights on the Summary page, you may notice Lossless Compression warnings for some textures. They tell you that these textures can't be lossless compressed, and you may pay a bandwidth penalty. Metal Debugger will also let you know why these textures can't be lossless compressed. Here we see it's because of the ShaderWrite usage flag. We can see all the usage flags by going to the memory section. Once in the memory section, we can filter by render targets. Then, right click on the table header, choose texture, and then usage. Now, we can sort by usage and find the textures using ShaderWrite. If you set the ShaderWrite or PixelFormatView flag when you create your textures, you will disable lossless compression. Let's take a look at these flags in more detail. The Unknown, ShaderWrite, and PixelFormatView flags prevent your textures from being lossless compressed. The general rule of thumb is to use these flags only when required. For example, you would use the ShaderWrite flag if you use the write() method to store values in a texture from a fragment or compute function. Rendering to a texture bound as a color attachment doesn't require the ShaderWrite flag. And don't set the PixelFormatView option if you only need to read the component values in a different order. Instead, create a texture view using a swizzle pattern to specify the new order. Similarly, don't set the PixelFormatView option if your texture view only converts between linear space and sRGB. Check the documentation for more information. Shader optimization and lossless compression are two techniques that have helped us out, but another problem area is getting good overlap across the vertex, fragment, and compute channels. Let's take a look at two ways to optimize workloads across channels. First, we'll start by looking at our Metal System Trace again. Here, we can see that we have low overlap on our vertex, fragment, and compute channels. It would be nice to improve this to keep the GPU busy. One way to solve this problem is to see if we can restructure the encoding order in our frame graph. In other words, we want to move this work over to where the vertex stage has very low occupancy. We would like to process those vertices earlier, along with the fragment stage of an earlier render pass. We can think of our frame graph as a list of rendering tasks, like this pseudocode example. Getting good overlap can be as simple as changing the order of your render tasks in your frame graph. Some tasks may rely on results from earlier ones, but not always. It turns out that the CascadedShadowBuffer stage, which is vertex-shader heavy, could be moved a few tasks earlier, since it has few dependencies. And now, we see that our region with low overlap has better utilization of the vertex and fragment channels, giving us another 1 ms win. But there is another optimization that we can try out. Games often have two to three frames in flight. So, a cool feature in our tile-based deferred rendering, or TBDR architecture GPUs, is to overlap workloads from two frames when there are no resource dependencies between them. So, I'm going to show you how to optimize for this possibility. Let's have a look at the GPU track in Instruments once again. Here, you can see that these frames are processed, almost serially. This is caused by using a blit encoder to update constant buffers, like per-frame animation data, and so on. To efficiently update constant buffer data with a discrete GPU, we blit from shared buffers on the CPU to a private buffer on the GPU, which will be used for rendering the frame. This strategy is efficient for GPUs with discrete memory, so you want to keep this behavior for that purpose. If your device has a unified memory architecture, then there is no need to use a blit encoder to copy your data to a private buffer. However, when you use a shared buffer in a ring-buffer pattern, you need to watch out for synchronization issues because visual corruption can happen if your CPU writes to data currently being read by the GPU. Let's see this in action. Here, you can see in this diagram the encoding and rendering of our frames. We are using colors to represent the shared buffers, which are updated at the beginning of the frame: blue for buffer one, green for buffer two, and yellow for buffer three. Ring buffers are typically used to implement queues, which need to use a compact amount of memory. Here, there is no concern of a data race condition with this arrangement, as our writing and reading of our shared buffers is mutually exclusive. It's very common to have latency between encoding the frame and the rendering of a frame. This causes a shift of when the rendering actually begins. As long as the latency isn't too long, you will not have a data race condition. However, what happens if latency continues to increase? Well, this introduces a data race condition, where the main thread is updating its shared buffers during the time the GPU is rendering the frame. And if that happens, you could get visual corruption if elements of your frame are dependent on this data. In the case of Baldur's Gate 3, removing the private buffer and blit encoder eliminated the synchronization point, but introduced a race condition, which affected their temporal anti-aliasing render pass. So, let's see how to avoid this situation. To avoid this race condition, you need to make sure you are not writing into the same resource the GPU is reading from. For example, you could utilize a completion handler, and then wait until it is safe to update the shared buffer in your encoding thread. But let me show you how we avoided a wait time. We maintained our completion handler, but added an extra buffer to our ring buffer to avoid the wait. The extra buffer is colored purple on the bottom diagram. The memory consumption remains the same as with a discrete GPU. But if you need to save on memory, and the CPU wait time doesn't affect frame rate of your game, then you can just use three buffers. So, let's look at an easy way to decide how many shared and private buffers to create with a pseudocode example. In this code snippet, you can see how to choose the number of shared and private buffers at initialization time. Once we have created our device, we can check to see if the device has unified memory or not, and then ensure that we create an extra shared buffer, or to use a private buffer. This extra buffer will help reduce the impact of waiting for a completion handler, which we are using to avoid a data race condition. And now, we can see how Fragment workloads from the previous frame overlaps with Vertex workloads from the next frame. Overall, this can give us one to two milliseconds, depending on the scene. And, of course, this approach can be applied not only for the constant buffer data we've shown in this example, but for all of the buffer data you transfer from the CPU to the GPU. So, let's review. Larian Studios was able to achieve their performance targets by applying the following optimizations: Optimizing their most expensive shaders to reduce bubbles, opting in to lossless compression to improve bandwidth, overlapping vertex and fragment workloads to get better GPU utilization, and checking for resource dependencies that prevent frame overlap. When they were finished, Larian Studios not only met their performance targets, but got a 33% improvement in frame time for their game. And now, we will look at a different set of optimizations with the game Metro Exodus. Metro Exodus is known for its epic storyline and demanding visual effects, as you can see in this series of game-play clips. After the integration of our suggested optimizations, 4A Games was able to meet their performance targets. So now, let's have a look at an in-game scene from Metro Exodus. Metro Exodus uses a custom workflow to translate render commands into Metal API commands, which is quite common for cross-platform games. The translation layer they are using is optimized for Metal, but some issues can arise when two complex systems come together in practice. So, additional performance tuning was required to meet their project goals. As in the previous game, we start by investigating how a frame is being rendered. Modern renderers have a lot of different techniques involved so first we try to understand the high-level frame graph. Again, we start analysis by looking at the GPU trace. It always gives us useful insights about game performance. So first, let's start with the GPU time, which doesn't meet the developer performance targets. So, let's find the shader or pipeline which is the most time-consuming. To do this, we are going to group by pipeline state once again and look at the most expensive one. Let's quickly look at its statistics. You can see that there is a high number of ALU instructions compared to the total, meaning this is a math-heavy shader. We also see that the number of registers being used by the shader is quite high. The number of registers used by a particular shader directly affects how its workload will scale during execution. The higher this number is, the less work can be done in parallel by the GPU. Sometimes it's just a complex shader, such as SSAO in this example, that requires lots of computations and registers, but sometimes the compiler settings can affect the generated instructions and register allocation, as well. Let's also take a look at the shader compiler options. And it turns out, this shader was compiled with the fast math flag disabled. Fast math allows the shader compiler to optimize various instructions, and it is enabled for the Metal shader compiler, by default. However, there might be some cases, for example, using custom shader workflows, that can disable this compilation flag. In this case, we discovered that the translation layer, which 4A Games was using to invoke the compiler, had its default behavior set to not use fast math. So, what is fast math? Fast math is a set of optimizations for floating-point arithmetic, that trades between speed and correctness. For example, assumptions can be made that there will be no NANs, infinity, or signed zeros as either a result or argument. Fast math optimizations can also apply algebraically-equivalent transformations, which may affect the precision in floating-point results. However in most scenarios, fast math is a great choice for games. This can significantly improve performance, especially in ALU-bound cases. Our recommendation to you is to check your compiler options to verify that you have enabled fast math, if your shaders do not depend on the things that we just mentioned. 2ff7e9595c
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