It seemed to fix the issue for me and now I get a mostly locked 60 FPS game, so here's hoping it works for other people. I grabbed the source for ReShade (to use the API hooking / interception) and implemented a texture pool on top of D3D11, so the game remains unaware it exists yet gets the performance benefits from the texture reuse. I've been suffering from stuttering issues with Arkham Knight ever since it came out, and I finally broke and decide to investigate _why_ it's that slow - TL DR turns out the streaming system keeps trying to create thousands of new textures instead of recycling them, among other issues.
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