And now for something whole expected
Moar River City, as I still think it the hardest map.
I'd noticed Core 5 had a secondary load in my recent tests, which got me thinking: What was that 22DEC2014 patch that made the AMD FX users so happy? I just sort'a derp'd between then'n now, not doing much testing 'till I got this new video card. I rem'd out my old set of thread placements and did a couple of tests, but the problem becomes "what's where in the first place," 'cause when Teh Devs move them, it means the .docs I'd used as a baseline becomes obsolete: I'd
never had a direct way of telling what was on a given core.
Anyways: I'm now moving sys_physics_CPU, sys_streaming_CPU, and both of sys_TaskThread1_CPU and 3; As I'm a hexacore, it's much easier for me to see loads get moved then it would be on a quad, and I believe it took all four moves to stop Core 5 from showing a load on it's Hyperthread … But I should go back and double-check if
each was necessary.
I can also say "Moving sys_main_CPU onto 0 is
bad, 'cause r_WaterUpdateThread is already there." It doesn't make a lick of sense, but Main and Water on the same core made any map stumble around badly when I was testing over a year ago. Main is
on zero in the .docs I have, and Water is supposed to be up on five …
Why this "Main hates Water" thing doesn't render dual-cores unplayable is a mystery to me: Even
if there's a third setting I've put in causing it, thus making this train-wreak myself, I put such settings into my other, smaller, test boxes, too, which don't show the issue …
At any rate, someone with a quad core should move those four strings someplace
not one, as that's where "core 5" settings roll over to on a quad, and now get to test moving the remaining threads (other then immovable "ca_thread0Affinity," and "ca_thread1Affinity" which still seems to be on four) to see what's the … "best ratio of Core One load to GPU load/ FPS" seems the best way to phrase it.
I've found the *****† for Temporal AA … But "promising" is not how I'd describe the results.
r_AntialiasingTAAMode = 4
r_PostMSAAEdgeFilterNV = 0
r_MotionBlurAdaptiveSampling = 0
r_MotionBlurFrameTimeScale = 0
r_MotionBlurShutterSpeed = 140
;r_MotionBlurThreshold = 0.0001
;r_MotionBlurThreshold = 1000
r_AntialiasingTAASharpening = 0
r_MotionBlurMaxViewDist = 8000
r_AntialiasingTAAFalloffHiFreq = 12
r_AntialiasingTAAFalloffLowFreq = 1.5
I'm working up the theory "FalloffLowFreq" is the second most important setting to making viewed 'Mechs not schmear badly, but as you move it from it's default "2" you change the shimmer in low contrast terrain, like the paint on the roads, or the expantion joints on the bridges, of New River. FalloffHiFreq works on over half the terrain you see (on River, anyways) and not your own 'Mech (I test by going 3rd person, see.) If you jack ether or both of these numbers, you should set Sharpening to zero, as it seem to add stroobing to things I was trying to get calmed down. But it's not so bad if you leave both Freqs' alone …
Most important is ShutterSpeed: It's default is 13, as in 1/13th of a second. I say jack this to at lest your framerate limit, and maybe twice as much. I should think setting it to 200 or so would be pointless: 200 is the minimum to freeze-frame in photography, and thus you may as well turn off Temporal at that point. Testing on the two smaller boxes of mine, with FPS limits of 42, seem to take ShutterSpeed 42 very well, and better then the big box liked 70. I don't get it, ether … But you get to spend hours testing for a number you think works most often, as refresh, framerate limit, spead of 'Mech invovled, distance to screen,
time of day on the maps that change it,
all take turns complaining about
something Temporal is doing.
Mode 4 says something about being 8x Sparse Grid: I should really be checking if the GPU Core loads are changing with this junk.
TimeScale seems to overwrite your settings with something close to the defaults, which we all already carp about; I can't make heads nor tails of Threshold, so I'm leaving it; I turned off Sampling very early in my tests, and should go back to it, someday …
Still using ReShade for SMAA (
love what it does to a
Spiders' cockpit,) and two "bumps" of DSR (plus 33% Smoothness), as well as being
mostly Very High in-game.
I have gotten turned around as to what the internal FXAA option is: It looks as good in a
Spider cockpit as SMAA, but since FXAA is
also supposed to be a part of default PostAA, why does
that look so much worse on a static image?
† Ya Rly
Edited by Goose, 28 November 2015 - 09:17 AM.