Open jrodrigv opened 6 years ago
AFAIK, Volumetric clouds have always been a pig. I don't think I have changed the implementation at all, except to turn off the distant ones, which only improves things. Are you sure the RSSVE cfg hasn't changed to explode the number of particles - either by having multiple layers close together, or by having the layervolume.area values too high.
I will do some testing to compare the stock EVE vs RSSVE perfomance. Maybe the problem is part of the RSSVE configuration.
I will let you know :)
Currently is a pity to have to disable volumetric clouds, actually I think everytone ussing RSS + RSSVE is suffering for this problem.
It really doesn't matter how powerful is your computer, the GPU will jump immediately to 95%-99% usage, even if you have gtx1070-1080.
Hi!
After lot of testing I have concluded that the current volumetric clouds are creating a massive performance hit. Every GPU will go 100% usage when approaching the clouds or when turning the camera into them.
Currently I'm using RSSVE and dx11.
My questions is if maybe we can take back previous volumetrics clouds implementations (I rememeber one from rbray from 2014/2015 which had a much better performance)
If you don't have time but you can point me in the right direction I'll be more than happy give it a try.