What is starcraft 2 optimization




















Notify Me. Update avatar. Browse or drag an image. File must be at least xpx and less than xpx. GeForce Forums. Join Now or Login. All Topics. Feature Requests. Sort by. Unfortunately if everything is already turned down, in game, there's not much more you can do. It's just the nature of the beast of a mass amount of units having to be rendered and then animated. Mana AlfeG AlfeG 4 4 bronze badges.

Micromega Micromega 1, 13 13 gold badges 36 36 silver badges 48 48 bronze badges. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. Screenshot of the Week. Submit your photo Hall of fame. Featured on Meta. Now live: A fully responsive profile. Screenshot of Week 51 [Submissions Closed]. Related 5. Also many people are reluctant to change anything, because they are afraid of breaking it.

Or it is too technical for them…. Been up for a long time about to crash. Maybe ill edit it in later if you havent found it. I forget which one exactly. Fortunately he doesnt have too many videos.

It has to do with CPUs. It doubtfully will ever be released to the public. It would outright change how starcraft runs wildly. It would even be painless for blizzard to increase map size, and maybe even supply. No problems. Unrealistic however. CPU demand probably has a lot more influence than we might otherwise like. So what is the point of mentioning it in optimization guide? I thought you mentioned that video, so people can find it and use it. But never mind… Anyway other tips are useful as well.

On my old pc, which was still more than enough for sc2 4ghz i7, geforce , i had drops uder 30 fps…. If you arent going to bother reading but want to post, you reveal yourself along two lines. The point of mentioning it, is ever it did become available, it would transform how blizzard could handle this now decade year old product, which they still update regularly.

Ive already delivered. The material logged here is sufficient to help windows based machines with the opening caveat of hardware minimum requirements to improve performance mostly in 4 vs 4 play. Right now im looking at replacing luma based SMAA, since the in game FXAA is absolute garbage, and multisampling hasnt been supported since a bygone era with ZERO way to force it using fancy tools to play with some pretty esoteric options.

I managed to get the resident evil 1 HD remake on steam, to have better than FXAA using a third party software, and a forums resources, which otherwise was not feasible. Presently discovered fidelity FX. Unfortunately its not plug and play, and the required files to get it working, with a unfortunately poor now essentially broken guide on how to implement it.

Reshade works to inject SMAA. Its not perfect, but fidelity FX is a better algorithm. Might be spending my weekend trying to get it to work with starcraft II. If indeed it does work the way I plan, it would be worthy of eventually being coded into the game. It reads like they are using 32bit floating point precision, where as the driver level AMD side is using 16bit. The difference is negligible ive read. We will just have to see. Upgraded rig: Ryzen X 4. Even in 4 vs 4 this game can drop into the 40s with a real CPU.

The single threaded performance of AMDs new monster is actually jaw dropping. Clock for clock its beating intel, like the old days. I will say, in 1 vs 1 however, the avg is wickedly high. In other news I managed to find the files required to get fidelityFX to work. Its a sharpening technique, which is far more intelligent than the dumb methods.

The combination is excellent. Blizzard, good job adding the countdown before matches. It hides the shader caching pause at the beginning that made it trickier particularly on slower CPUs, to micro the SCVs to get more minerals at the very start. I may make another thread, but specifically on making StarCraft prettier than is possible out of the box. I am very glad that you switch to AMD Ryzen!!! Could you please give us more specific optimization guide? So the original model looks like this.

This is easy to steal it into Unreal 5. If you want to understand what HyperThreading is, you need to understand a bit about how the CPU works. Each CPU core has a pool of execution resources that actually execute the instructions. And different types of execution resources, are capable of executing different types of instructions.

One of the ways your CPU increases the probability of finding instructions that can fill the available execution resources is to use out-of-order execution. Basically, instead of just executing instructions in linear order, the scheduler picks instructions out of order, so that it can take them from further back in the thread.

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