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vinterberg.2783

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Everything posted by vinterberg.2783

  1. It just seems to me that maybe you want "the easy road", because Teq doesn't require any skills/effort.. But asc gear isn't meant to be so easy to acquire IMHO; put in some actual work and get some fractal exercise going.. They're really not that hard to get done daily with a group that know the basics. Hell, I did T4+recs today (with T4 Sunqua) as healer on my CFB/HFB celestial gear hybrid build - had so much fun ❤️ The team knew mechanics, and we cleared all dailies without hickups - plus a lovely and fun party chat while doing them... Most people are really nice, which makes it a fun thing to do daily! Waiting at Teq for 15 mins before start, then doing all the boring "fighting" until that thing is dead - would rather spend 30-40 mins on T4 and be at least somewhat challenged, any day.
  2. Tedious..? What do you call doing Teq in hopes of asc. drops then? You also get asc mats from fractals on a frequent basis, to use in crafting.. Plus the gold and stuff you earn from dailies, which can be translated into asc weapons/armor.
  3. Have you considered doing daily fractals, or just farm some gold or mats to craft them directly? I do T4+recs daily and I'm swimming in ascended weapon+armor chests.
  4. If you use a VPN first thing would be to disable it.
  5. Isn't win7 more of a security concern with lack of updates etc, than win10? You can disable all metrics and all that, win10 isn't a big privacy concern anymore as it was when it launched. To me, the easiest solution is to just use win10. You cannot expect ANet to continue supporting win7 forever.
  6. So DX11 beta makes your game run much smoother, even better than the Hook thing you mentioned(?), but you want even more..? I would argue that any ReShade addon cannot make the performance better, only worse - since it performs additional post-processing after GW2 sends the graphics to be displayed. It cannot remove fog processing or anything from the render pipeline, it can only adjust the final frame sent by GW2 - nothing else. It's like putting an extra layer on top of a cake, and think that it's now less tall than before..... What is that "nasty fog" that gave you performance issues..?? Usually fog shading is really low-cost in terms of GPU processing.. All ReShade plugins do their "thing" by making a DXx (9, 11, whatever) DLL file, that directs all commands to the DirectX original DLL without modification (like render target switching, mesh uploads, shader state changes and so on and so on), except for the command "Present()", which is where they capture the final frame of a game and does post-processing on that before sending it to the display. Nothing else. Games works in so many different ways, and to work on the middle-calculations needed for the final result is madness.. Like fog, that's encoded into the lighting shaders of a game, and if a plugin has to disassemble that and rework it is - madness. ReShade works by doing stuff to the final image presented by "Present()" in the DLL before it's sent to your monitor, and nothing else. An extra layer of cake filling. And that's also why many ReShade plugins change the UI and all other elements of the display, with contrast, sharpness, color tone and so on. The way Windows works is that, when you launch a game, if it needs - let's say DXx (x = 9, 11, whatever), it starts by looking for the appropiate DXx DLL in the local folder first - if that's not found, it uses the DXx DLL usually located in the Windows/System folder somewhere. And that's how ReShade works: by making a local "fake" DLL file that a game then loads (thinking it's the normal DXx DLL), and this altered DLL then forwards all commands directly to the original system DXx DLL - except from the "Present()" call (which informs DirectX to present a frame buffer to the display, with vsync flags and all that jazz), which is when it captures the final output image from a game and does post-processing on it before sending it further down the pipeline. A "middle-man" of some sorts, which does additional work on the image - but it can never reduce the amount of work needed to produce the image it intercepted, never. More or less all of Reshade plugins share the exact same DLL file, which then reads a text file that contains the parameters and flags for post-processing. That's how you get the many different configurations of ReShade profiles for Skyrim, GW2 and so on - they merely change the config file, but seldom/ever the DLL file itself. The core DLL file is fixed, and is flexible in terms of what you feed into it with the config file. You can even change the text based config file yourself, to alter ReShade mods to your personal liking.
  7. What I don't get is why ascended gear is suddenly obsolete though.. What's wrong with keeping ascended gear on toons even though you got armory..? Do you really stat-change that often to make it obsolete..??? You worked for it, piled up alot across toons - and just because you can now use leg. gear for all toons why do you need to salvage asc. gear just to gain extra profits? Ascended salvage kits droprate shouldn't be geared towards people suddenly feeling like they need to get rid of all ascended gear, just because they can now go full leg. on all toons... It's really a luxury "problem" - just keep the ascended gear on some toons? Everything doesn't need to be optimised for profits, just because of leg. armory.. You had good use from it, and just because you can now use leg. armor doesn't make it useless - if it's so much of a burden, vendor it for a few silver and call it a day? But wanting better salvage options to gain profits from it is really... Well, too much to ask for IMHO. It's like asking for kits that returns more value from exotic gear (because they cost x amount of gold to craft), because what's the use of it after going to ascended/leg. gear - well, you get what you get from salvaging it, and the kits costs what they cost. Min-maxing profits is really, well.. Unhealthy IMHO. It's just a game..
  8. https://ibb.co/XLkkYp9 Make no mistake, that bunny is +10% DPS in fractals!! "Evil Gaze: +10% dps when wabbit stares at target. Stacks with fear."
  9. But.. Oh man.. Cannot explain much better that I already have 😞 You do know that if I run my Win10 in 2560x1440 @ 144 Hz, and run a game in fullscreen borderless/windowed mode - it will use the same refresh rate as my Windows desktop, right (because it displays a window stretched to the entire screen area, but still puts it through the Windows canvas render engine, which is tied to the refresh rate chosen in settings)? So far, so good.. Ok, I run my GW2 in fullscreen windowed mode, so therefore GW2 runs at 144 Hz refresh rate. I know difference between frames rendered, and frames displayed on monitor - but this is not what we're talking about here. We're talking about the guy who claimed GW2 DX11 runs in 60 Hz mode - which it cannot do if running in windowed fullscreen mode on a 144 Hz monitor. Running a game in borderless/windowed mode WILL make it use the same refresh rate as the Windows desktop. Simply because Windows refreshes it's desktop accordingly to the refresh rate set in resolution etc. And if MSI Afterburner reports 60 - 100 frames rendered/second, that means that GW2 pushes that many frames to the display, which refreshes 144 times / second because of the 144 Hz setting in Windows desktop. Not trying to be argumentative, but really don't know where he got his facts from in the first place..
  10. Re-installing a game typically won't remove cache/temp files etc - the man is just trying to be helpful, don't bash him for that - really...
  11. Make sure you have removed all addons, like Ashantara.8731 said, and also remove all custom settings in NVidia Control Panel. Update your Windows if it isn't up to date..
  12. I know that mate, but still... I run in windowed fullscreen 2560x1440 @ 144 Hz, so that makes GW2 run in 144 Hz refresh rate. And therefore, if GW2 can push 144 fps, they will all be displayed. Not rocket science. Really... C'mon..
  13. Well.. I run windowed fullscreen, and that makes GW2 run with 2560x1440 144 Hz FreeSync just like my desktop. So......
  14. Ehh I get more frames than that, just in LA with DX11 beta.. 60-100 fps - on a 10900K + RTX 3070.... So no, it's not capped. On a 1440p 144 Hz monitor.
  15. Maybe a better test would be to enter your home instance, or fractal lobby (maybe enter a fractal solo also) or something where there's no other players around 😊
  16. It doesn't download alot of tiny files, the file counter you see are "virtual files" within the one big data file called gw2.dat, so don't take that counter litterally. It downloads that one big data file, which contains all the files for the game, which they most likely have their own internal file structure for.
  17. This doesn't make much sense.. Have you ever read about how a CPU+OS works, and coded/used Windows functions to spawn threads and such?? If you're talking about singlecore CPUs vs modern CPUs that's waaay oldschool, long before GW2 was made. Any OS still uses software task scheduling to run multiple processes on a single core (if they didn't you couldn't run an OS at all, Windows runs hundreds/thousands of processes at once) - task management is not hardware based but built in to the kernel of an OS (the OS just spreads out processes efficiently to different cores to spread the load evenly) , you're mixing things and terms together that does not sound logic. Yoy haven't got software CreateThread() and hardware CreateThread() functions in the Windows API.. That's not the way it works, at all. The way a single core can run multiple processes is on a turn based practice, each gets a (very short) timeslot based on process priority etc, and then an interrupt is called that makes the CPU go back to the main OS task scheduler, which then branches to the next process in line, very roughly speaking. Also, DX11 isn't magically using multithreading much on it's own, it merely allows for the developer to use the same DirectX handle/call certain functions (like building command lists for the GPU) from different threads - where DX9 will crash if you attempt to call any DX9 function from anything other than the main thread. It isn't "insane lowlevel coding"; it's just how you use DX11 with multithreading. You (the programmer) do this yourself, DX11 does not do it for you. You do have CPU cores that runs hardware-wise independently, but that's why an OS has got atomic functions you can use to deal with stuff such as two threads writing to the same memory location at the same time (what will be written then, one or the other??) - one process creates a lock, so the other must wait until the lock is freed again. But the OS handles this, not the CPU. This is called thread-safe coding, rudimentary stuff. People really need to learn to code before speaking about such things.
  18. Ahh come on.. You don't change an API by putting a DX12 or Vulkan layer on top of a DX9 engine, surely you must know the difference. If the original engine doesn't do things very well you cannot do much about it with plugins/addons and such.. Really. You cannot compare different games in multicore performance, as they aren't using the same underlying engine. Just because one game doesn't scale well above four cores doesn't mean that every game out there cannot do it. And I'm not saying that DX11 will solve all problems with performance in this game, at all. It will probably be a very small difference, if any at all. All depends on what they do with it, and with the engine in general. Have got no high hopes for much performance lift. Just trying to correct you on the "four-core" and "draw call" statements. I have written several engines in C++ going back from DX9 to DX11, and I can tell you that it improved performance greatly by offloading animation systems to the GPU, going from simple forward/deferred lighting to tilebased deferred lighting also improved performance greatly (because you make the GPU do the light culling instead of the CPU). That is why I mentioned those things, as examples. GW2 does not, in any way, utilise the GPU properly as it is now, so offloading more stuff to the GPU will make things better. Wether they (can/want to) do it or not, is a different matter entirely.
  19. You're linking articles from 2015/2017, with synthetic benchmarks that measures millions of drawcalls per second - that's not at all what GW2 is putting out, I'd be surprised if the drawcall amount is more than a few thousand max. An engine is alot(!) more than merely drawcalls, especially in a MMO 🙂 ANet can do alot to utilise multithreading besides rendering, and if they do it properly, more than four cores might very well be an advantage! Like, if they just put asset loading into a seperate thread we wouldn't see that severe frame hitching in cities like Lions Arch (if you turn your camera around fast) when the current engine needs to load stuff from data files, which I suspect is done from the main thread now. DX11 also allows for much bigger shaders in size and complexity, which can very well help ANet shift a great slice of the animation system onto the GPU instead of doing most of it on the CPU as you have to do with DX9 because of shader limitations. You suddenly also get compute shaders and such, which can greatly enhance the lighting and again, take alot of the burden off the CPU. With a lightning system such as tilebased deferred lighting you can use compute shaders to build a list of which lights to render where, and use the GPU to render them all - very little CPU work needed inbetween the steps.
  20. The main thing that makes DX11 multithreaded is the ability for the engine to build command lists in seperate threads, and then merge+dispatch them from the main thread. Then the main thread doesn't need to spend alot of time building a complete command list, but merely merge all the thread-built command lists into one and send it to the GPU. It isn't limited to four cores, that's entirely up to the engine architecture, not DirectX.. But you reach a point where you cannot split the render work into more threads and gain more performance, it's all up to the individual engine. But it allows for GW2 engine to (for example) build map render data in one thread, players in another, enemies in a third, shadowmaps in a fourth and so on... DX11 has also got a much better math library, which utilises newer CPU technology, thus making vector and matrix transforms and such a good deal faster than DX9.
  21. I think Windows 11 has a new task scheduler, could be part of the reason, maybe? 🙂
  22. What's wrong with keeping the infinite tools on the toon you wanna use for heavy farming, and just use regular tools for the rest? For random harvesting the regular tools are just fine, and when you wanna farm some mats heavily, switch to the toon with the infinite tools..
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