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Anddos

Trying to increase fps in games (D3D9)

7 posts in this topic

What i am doing is injecting a dll in to the game process and hooking DrawIndexPrimitive, inside the hooked function i am doing
 
if(primcount == 543 && numvertices == 606) //tress
{
//dont render, skip the draw
}
else
{
return device->dip(params);
 
why wouldnt this increase the fps on screen?
}
Edited by Anddos
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Because that's not the bottleneck, so it has no effect on how long rendering takes. What are you actually trying to do?

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I am trying to remove tress from a game thats all over the place so i get better fps

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- Does your code actually work? (i.e. does it remove the trees? Does every tree have exactly that primitive and vertex count)

 

 

- What kind of profiling have you done to determine that drawing trees is the bottleneck?

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it removes the tree's but the fps stays the same,its obvious the trees are the bottleneck as there rendering far out in the distance with no view frustrum culling which is a waste of processing power imo.

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It's obvious that you're mistaken though, or it would've worked.

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why wouldnt this increase the fps on screen?

Maybe the frame-rate is capped via v-sync.
Maybe the trees really aren’t that difficult to draw and aren’t a bottleneck.

Before you “optimize” something, make sure it is actually consuming a worthwhile amount of time.


L. Spiro
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which is a waste of processing power imo.

 

This is the problem.

 

You're using opinion to decide what you think is or isn't a "waste".  You should be basing decisons on actual verified and verifiable measurements instead.

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