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Crispy81

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Everything posted by Crispy81

  1. I tried to report this to you guys here but all you replied with is hurrrr dxdiag and output.txt. All you have to do to reproduce this ANNOYING glitch is to enter some scene where's there a beach or "ocean water" (not any sailing screen and not indoor water afaik), then PAUSE the game, then scroll a little. Notice how the water "warbles"? It's like it's moving even when the game is paused. This was introduced in your latest patch, once you added more graphics effects options, such as controlling FXAA. Incidentally, if you go into options, toggle FXAA, then scroll some more, the problem disappears. However, as soon as you transition to another scene with the same kind of water, it's back again. The only thing I can't confirm is whether this occurs on Pascal or not, since I'm running Maxwell. That's a 900-series GPU. I've tried GeForce 397.93 as well as 398.11. Makes no difference. Please just load up a save near some water on a system running a 960, 970, or 980 and pause the game. Scroll a little. WARBLY WATER.
  2. Decided to try out the beta patch and one of the first things I noticed is that if you're in a location such as the docks at Neketaka that shows ocean waves, when you scroll the screen you'll notice an odd "warbling" graphical effect which looks very unnatural. It only occurs when you're scrolling, not if the camera is still. Going into the graphics options and either changing the AA level to any other value OR toggling the FXAA option on/off alleviates the problem for that area, but as soon as you transition to any other area the problem will... resurface (no pun intended). Currently running GeForce driver 397.93. I may experiment with other driver versions. Very irritating, please look into this.
  3. The problem with the wildly fluctuating framerate is, of course, with Unity as already pointed out. As we've all seen, it's worst when you're near certain objects that emit a light source -- specifically ones that can generate multiple shadows. In PoE 1, the worst offenders were these same types of areas. One in particular that I used as a framerate benchmark was the central firepit in The Gref's Rest in Stalwart Village. It was a consistently accurate location to point out the worst of what that version of Unity's main performance problem was. Critically, the only thing I ever found that significantly improved the problem was to force the game to render in OpenGL with the -force-opengl argument in PoE 1's launch options in Steam. I also experimented with -force-vulkan which also helped. Unfortunately, these two options simply don't work in PoE 2. Unity 5.2/5.3 certainly supports them, but Obsidian seems to have removed Vulkan and OpenGL support in their modified version. I think if that option were (re)integrated, it could help a lot.

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