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?
Question
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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