![]() It is entirely possible that when the patch is released, in production with full optimizations, that performance is restored back close to previous levels.įinally it could purely be a lack of optimization due to the patches pre-release status. Optimizations make debugging harder so it is a trade off one takes when developing an application. Evidence for this might be the difference in how vertex shading is computed in D3D11 now that they are using programmable shaders rather than the fixed function pipeline.Īnother possible reason is that this is a PTR so built with some optimizations disabled for debug purposes. I can think of 3 reasons however, here they are…įirst is that the changes made might be targeting Reforged and so make Warcraft III graphic pipeline work harder than before to calculate visual effects which one does not really see or can take advantage of. This will change in 1-2 years from now with Intels new IGPUs which are basically full blown GPUs on the same die as your CPU, but for now even a cheap 1650 from NVidia, or even more so with the price parity product from AMD, will wipe the floor with your Intel integrated graphics.ĭevelopers have not commented on why performance is worse. ![]() No, discrete graphic accelerators are better because they have more or faster hardware units to compute graphics. Isn’t “Integrated Direct3D 11 graphics API” supposed to give us a better gaming experience?
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