PoE Optimizing tool

FixPoE updated to work with Vista.
"The problem is there ARE secure netcodes" -- Pewzor
Last edited by Emjayen#1133 on Feb 10, 2013, 10:53:40 AM
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Emjayen wrote:
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no improvement, if anything performance is worse

The overhead is negligible as established using a profiler. It's possible you're starving some usermode drivers of resources, given that, adjust the MemLimit setting (1/3rd of total system memory installed would be a start)

As explained, this is an ad hoc tool for a specific bottleneck (excessive paging). If your video card, for instance, is the bottleneck then FixPoE is not applicable to you.

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Hiya mate obviously you have some coding/programming knowledge.

It seems the chaps in the WINE thread have fixed most major FPS spikes due to skill/spell fx's by diabling GSLS.

Further research into this shows lots of games running under WINE benefit from this tweak/hack especially helping those with ATI cards.

My question to you is ; is it possible to diable GSLS shaders on a windows operating system?Perhaps some registry hack in the drivers or some custom drivers?

At this point ive downgraded to XP,reformatted PC,Ran of a SSD,Ran off a Ramdisk and still get horrid FPS spikes with certain skills/spells/auras.

It would seem GSLS is the culprit.

So any ideas?

Are these performance benefits however relative to the WINE environment? emulated environments often require many inelegant, albeit functional techniques to get within just the outer range of a native environment's performance.

I haven't done high level graphics programming in a long time however I do know GSLS and whatever you had in mind isn't applicable unfortunately; PoE uses DirectX.


Nope, tried at 1300. Which is like 1/3 of my RAM.

So its my card? Im using a radeon hd 6850 2GM RAM. Should deffinitely be enough like... is there anything you know i can do to try and fix it.
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Nope, tried at 1300. Which is like 1/3 of my RAM.

So its my card? Im using a radeon hd 6850 2GM RAM. Should deffinitely be enough like... is there anything you know i can do to try and fix it.

That was just an example of a potential bottleneck (to actually identify the precise component that PoE is interacting with poorly would require profiling).

Solving the problems of poorly designed software by throwing more hardware at it is a broken paradigm.
"The problem is there ARE secure netcodes" -- Pewzor
I advise against using third party software to alter game files as this may result in unseen issues arising.
Twitch.tv/Nithryok
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I advise against using third party software to alter game files as this may result in unseen issues arising.

Read the opening post; there is no modification to the game.
"The problem is there ARE secure netcodes" -- Pewzor
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Parland wrote:
It seems the chaps in the WINE thread have fixed most major FPS spikes due to skill/spell fx's by diabling GSLS.
...
It would seem GSLS is the culprit.


PoE uses DirectX API to visit the graphics accelerator. There is no Microsoft DirectX in any non-microsoft operating system. HKEY_CURRENT_USER\Software\Wine\Direct3d\UseGLSL (OpenGL Shading Language) will toggle translating DirectX shaders into OpenGL shaders or sending low level ARB code to the video driver. In order for wine to use hardware for D3D applications, it can either use ARB_vertex_program/ARB_fragment_program strings, or the GLSL program using ARB_shader_objects, but its GLSL implementation is very new and not entirely finished. This means that some performance increases can be found by going back to the harder to program and buggy older method.
Last edited by ionface#0613 on Feb 11, 2013, 2:26:30 AM
theres a lot of jargon going on here that i dont understand.

Could you give me some solutions to try or tell me how to do this profiling thing.

Many thanks
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ionface wrote:

PoE uses DirectX API to visit the graphics accelerator. There is no Microsoft DirectX in any non-microsoft operating system. HKEY_CURRENT_USER\Software\Wine\Direct3d\UseGLSL (OpenGL Shading Language) will toggle translating DirectX shaders into OpenGL shaders or sending low level ARB code to the video driver. In order for wine to use hardware for D3D applications, it can either use ARB_vertex_program/ARB_fragment_program strings, or the GLSL program using ARB_shader_objects, but its GLSL implementation is very new and not entirely finished. This means that some performance increases can be found by going back to the harder to program and buggy older method.


The descriptions of fps drops on wine and windows (Ati cards) exactly match, so i think they are caused by the same underlying, wine-unrelated problem. The wine fix (disabling GLSL) could at least be a hint what's going wrong. I'm a bit concerned that the devs aren't aware of the actual problem since the only sulution mentioned so far is preloading stuff. But disabling GLSL did'nt affect any preloading if i'm correct.
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Psycho7765 wrote:

The descriptions of fps drops on wine and windows (Ati cards) exactly match, so i think they are caused by the same underlying, wine-unrelated problem. The wine fix (disabling GLSL) could at least be a hint what's going wrong. I'm a bit concerned that the devs aren't aware of the actual problem since the only sulution mentioned so far is preloading stuff. But disabling GLSL did'nt affect any preloading if i'm correct.


Yes, shaders get pre-loaded unless they must be generated on the fly, which is where the GLSL is slower at making them than the other method on some hardware.

If you have windows, you do not need assembly language or GLSL to mimic DirectX. You have DirectX.
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theres a lot of jargon going on here that i dont understand.

Could you give me some solutions to try or tell me how to do this profiling thing.

Many thanks

Profiling is the process of gathering data of various software and hardware metrics and subsequently analyzing this data. It's a job the developers should be doing so users do not have to.
"The problem is there ARE secure netcodes" -- Pewzor

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