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[Nintendo Switch] Dynamic Lighting Slowdown #1866
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Try to set cvars |
VBO can be enabled from the menu, btw @nekonomicon As for |
Oh, nice. |
Unfortunately, this does not fix the issue. I should add that I am using the latest release as well. |
It is trouble with cpu write while rendering.
Disabling VBO might help a little (because it does not mix lightmap update with rendering so often), but generally only way to fix this is uploading lightmap blocks with render/blit calls or even completely move lm building to gpu. TexSubImage cpu-locks texture buffer instead of just creating transfer command on most implementations
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How severe is severe? In my testing it was there, but it was not severe at all in most cases. |
If any kind of dynamic lighting is present in a busy area it can drop below 10fps. It's especially bad in Opposing Force. |
It wasn't that horrible back when I tested it. Something must've changed then. |
Here are my configs. You can try them, just keep in mind that the keybinds are not set properly. Of note is that |
I am running the continuous master build on an Erista Switch with FW 19.0.0 and AMS 1.8.0. Trying your configs seems to have helped a bit, but it still really slows down in areas where there are environmental dynamic lights, especially if using the flashlight. For an example of a bad area like this, try my save from Opposing Force. |
Whenever any kind of dynamic lighting is active (flashlight, environmental lights, etc) it causes severe fps loss. The only solution is to disable it entirely, but renders the game unplayable.
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