You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Forgot to mention in case somebody wanna replicate by running a game...Issue is nVidia specific or override_vendorid=4318
To be honest all traces that i tried to make are somewhat unusable because Lisa loses hair even on a point when it actually works in practice. So, to reproduce, ideally somebody should run a game before and after st/nine: Implement SYSTEMMEM buffers same as MANAGED to see a difference.
What happens with non-nvidia rendering paths? They arent glitchy nor affected y this change, but run too much slower sometimes to be usable. From 60 fps, which is preferable all the time, sometimes turn down to 30ish, even 15 fps, etc...
Guess which one is override_vendorid=0x10de and which one is override_vendorid=0x1002 or 0x8086... obviosly takes different buffers on GF, on else it is getting stupid on GTT (but that was a same way even before mentioned commit, so probably should be like that on non-nvidia ) At some point drivers decided to redesign and the rest is history ;)
https://drive.google.com/file/d/1gFtPT4Ekd98H-oc_Mr6VgWi9T0LFYLNh/view?usp=sharing
This app broke since 247d135f67dde9df0d32edd3315385ad8e7dc962 and further
st/nine: Implement SYSTEMMEM buffers same as MANAGED
Any idea about this d3d8 app? No way user to fix glitches, seems want exact old style (not the same) sysmem.
The text was updated successfully, but these errors were encountered: