I'm having problems with Pillars since game launch, like constant 100% GPU load, framerate never going above 25 and frequently dropping to 8-10. My PC is quite decent - I2500K @4200Mhz GTX960 16GB, all drivers up to date. Since patch 2.0 (GOG 2.01 here) things became even worse, 5-6 FPS in Warrior's Hall, Twin Elms etc.
After spending some time trying to fix that (experimenting with MSAA levels, NVIDIA control panel, BIOS and many more), I started playing with command line arguments - changing to -force-opengl renderer made no difference at all.
However switching to -force-d3d11 finally made Pillars playable: steady 60 FPS (with Vsync and max details) with occasional drop to 40 in Copperlane & magic heavy battles, there are no graphical glitches, spell & weather effects works fine and only visual bug I've encountered is distorted area map.
So here's the question: are there any plans to fix area map in DX11 mode or even making d3d11 default renderer in Windows?
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middleofnowhere
I'm having problems with Pillars since game launch, like constant 100% GPU load, framerate never going above 25 and frequently dropping to 8-10.
My PC is quite decent - I2500K @4200Mhz GTX960 16GB, all drivers up to date.
Since patch 2.0 (GOG 2.01 here) things became even worse, 5-6 FPS in Warrior's Hall, Twin Elms etc.
After spending some time trying to fix that (experimenting with MSAA levels, NVIDIA control panel, BIOS and many more),
I started playing with command line arguments - changing to -force-opengl renderer made no difference at all.
However switching to -force-d3d11 finally made Pillars playable: steady 60 FPS (with Vsync and max details)
with occasional drop to 40 in Copperlane & magic heavy battles, there are no graphical glitches,
spell & weather effects works fine and only visual bug I've encountered is distorted area map.
So here's the question: are there any plans to fix area map in DX11 mode or even making d3d11 default renderer in Windows?
output_log.zip
output_log with d3d11.zip
DxDiag.zip
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