Mr_sukebe Posted September 3, 2022 Posted September 3, 2022 Not sure about others, but I still go out and empty my FXO and Metashaders folders following any DCS patch update. There "appeared" to be performance issues resultant from having too many "aged" metashaders in the folder. I'm working on the following assumptions: - The above issue still exists - FXO and Metashaders are "first populated" when you first attempt to run a mission on a map and those folders will include visual data - The different maps that we have don't use all of the same core textures, i.e. I'm expecting that newer maps are likely to introduce new textures - The performance issue once loaded is a result of the speed to look through all of the metashaders in the folder (or possibly even in RAM, if the whole folder is loaded) "If" the above are true, doesn't that mean that: 1. As we get more maps, the performance will be further impaired 2. Couldn't we have a "common" folder of shaders for the aircraft and and the shared textures by map, and then have DEDICATED folders by map for the new textures? If the above is the case, could the use of dedicated folders actually enhance the performance right now? Just a thought 7800x3d, 5080, 64GB, PCIE5 SSD - Oculus Pro - Moza (AB9), Virpil (Alpha, CM3, CM1 and CM2), WW (TOP and CP), TM (MFDs, Pendular Rudder), Tek Creations (F18 panel), Total Controls (Apache MFD), Jetseat
5ephir0th Posted September 4, 2022 Posted September 4, 2022 (edited) But how a dedicated folder for every map shaders would increase the performance? DCS engine doesnt have to search where the compiled shaders are, he already knows where they are and their name, he just load on RAM or VRAM when he is loading the mission. Its not "search for the file and load it to the VRAM" its "Load the xxx.fxo file that its in fxo folder" Edited September 4, 2022 by 5ephir0th 1 NZXT H9 Flow Black | Intel Core i5 13600KF OCed P5.6 E4.4 | Gigabyte Z790 Aorus Elite AX | G.Skill Trident Z5 Neo DDR5-6000 32GB C30 OCed 6600 C32 | nVidia GeForce RTX 4090 Founders Edition | Western Digital SN770 2TB | Gigabyte GP-UD1000GM PG5 ATX 3.0 1000W | SteelSeries Apex 7 | Razer Viper Mini | SteelSeries Artics Nova 7 | LG OLED42C2 | Xiaomi P1 55" Virpil T-50 CM2 Base + Thrustmaster Warthog Stick | WinWing Orion 2 F16EX Viper Throttle | WinWing ICP | 3 x Thrustmaster MFD | Saitek Combat Rudder Pedals | Oculus Quest 2 DCS World | Persian Gulf | Syria | Flaming Cliff 3 | P-51D Mustang | Spitfire LF Mk. IX | Fw-109 A-8 | A-10C II Tank Killer | F/A-18C Hornet | F-14B Tomcat | F-16C Viper | F-15E Strike Eagle | M2000C | Ka-50 BlackShark III | Mi-24P Hind | AH-64D Apache | SuperCarrier
Mr_sukebe Posted September 4, 2022 Author Posted September 4, 2022 2 hours ago, 5ephir0th said: But how a dedicated folder for every map shaders would increase the performance? DCS engine doesnt have to search where the compiled shaders are, he already knows where they are and their name, he just load on RAM or VRAM when he is loading the mission. Its not "search for the file and load it to the VRAM" its "Load the xxx.fxo file that its in fxo folder" I understand your question. If the DCS engine was happily able to load the correct file if there are 100s of metadata files, then why is performance improved if we ensure that we clean up post any new patch install? That suggests to me that the amount of metashader files that a sequential read looking for files, is impacting upon performance, yes? If the some of the files were split out by map, then that would reduce the number of files that would need to be ignored, whilst searching for the right file. It's only a guess, but that "might" help. Would be an interesting one for one of the developers to sanity check. 1 7800x3d, 5080, 64GB, PCIE5 SSD - Oculus Pro - Moza (AB9), Virpil (Alpha, CM3, CM1 and CM2), WW (TOP and CP), TM (MFDs, Pendular Rudder), Tek Creations (F18 panel), Total Controls (Apache MFD), Jetseat
Nick_17 Posted September 4, 2022 Posted September 4, 2022 (edited) its more about the content of the shader files than the amount of them. To clean them up after a new patch ensures a clean rebuild of the shaders with any changes that have been made to the graphics. Edited September 4, 2022 by Nick_17 1 1) Asus ROG Strix Z690-A Gaming Wifi D4 / i9 13900K @ 5,5 Ghz / Corsair Vengeance RGB Pro 128 GB DDR4 RAM @ 3200 Mhz / Asus ROG Strix RTX 4090 / 2 x 4 TB SSD Samsung 870 Evo / 2 x 1 TB M.2 SSD Samsung 980 Pro / Meta Quest Pro 2) Asus ROG Strix Z490-E Gaming / i9 10900K @ 4,9 Ghz / Corsair Vengeance RGB Pro 64 GB DDR4 RAM @ 3200 Mhz / Asus ROG Strix RTX 3090 / 1 TB SSD Samsung 870 Evo / 500 GB M.2 SSD Samsung 980 Pro / HP Reverb G2
5ephir0th Posted September 4, 2022 Posted September 4, 2022 6 minutes ago, Mr_sukebe said: I understand your question. If the DCS engine was happily able to load the correct file if there are 100s of metadata files, then why is performance improved if we ensure that we clean up post any new patch install? Because they change something about how the shader work. The problem is that DCS should redo the shaders if anything change but it looks its not, thats why you have to manually delete, but i think since months ago the updater do it automatically, but looks like sometimes it fails 1 NZXT H9 Flow Black | Intel Core i5 13600KF OCed P5.6 E4.4 | Gigabyte Z790 Aorus Elite AX | G.Skill Trident Z5 Neo DDR5-6000 32GB C30 OCed 6600 C32 | nVidia GeForce RTX 4090 Founders Edition | Western Digital SN770 2TB | Gigabyte GP-UD1000GM PG5 ATX 3.0 1000W | SteelSeries Apex 7 | Razer Viper Mini | SteelSeries Artics Nova 7 | LG OLED42C2 | Xiaomi P1 55" Virpil T-50 CM2 Base + Thrustmaster Warthog Stick | WinWing Orion 2 F16EX Viper Throttle | WinWing ICP | 3 x Thrustmaster MFD | Saitek Combat Rudder Pedals | Oculus Quest 2 DCS World | Persian Gulf | Syria | Flaming Cliff 3 | P-51D Mustang | Spitfire LF Mk. IX | Fw-109 A-8 | A-10C II Tank Killer | F/A-18C Hornet | F-14B Tomcat | F-16C Viper | F-15E Strike Eagle | M2000C | Ka-50 BlackShark III | Mi-24P Hind | AH-64D Apache | SuperCarrier
maxTRX Posted September 4, 2022 Posted September 4, 2022 Slightly off theme question: Is there any reason to also wipe out DX shaders in Windows after major config changes? Any effect on DCS shaders?
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