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Morgoth   Posted 2nd Feb 2008 12:06am
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This topic aim to collect fact experienced by the community to have a better understood of it's efficacies. Better FPS, more fluidity during Geo or entering new portal area, let us know what you think.

Direct 3D Rendering Cache Hack


Morgoth
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RED-FROG   Posted 2nd Feb 2008 2:00am
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I doubt it changes anything.
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Beatonator    Posted 2nd Feb 2008 10:45am
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I have that tool but I havent set it above the RF recommended limit. So cant really help you.
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!)  
 
Ghostkid   Posted 2nd Feb 2008 2:38pm
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I don't even know what it does.
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Beatonator    Posted 2nd Feb 2008 2:39pm
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I imagine on older computers the D3D cache makes alot bigger difference but I don't reckon it will make too much difference on newer machines.
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!)  
 
NoClanFrank    Posted 2nd Feb 2008 4:40pm
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I didn't notice any difference when I used it.
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RED-FROG   Posted 2nd Feb 2008 4:53pm
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Well uhm...RF just cant run faster than 120fps. Thats the problem.
RF runs well enough on a GeForce3, so there are no software tools for performance boost required.
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    



Morgoth   Posted 4th Feb 2008 5:11pm
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Same thing here, no result...

Quoting Beatonator

I imagine on older computers the D3D cache makes alot bigger difference but I don't reckon it will make too much difference on newer machines.
Quoting REDFROG

RF runs well enough on a GeForce3...

Probably right, too less to see a difference? Do you think it can help even with new hardware
when a lot of players, complex map architecture, physics involved and Geo holes are near limit?


Morgoth
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RED-FROG   Posted 4th Feb 2008 5:14pm
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To give correct answers on this you'd have to know what the D3D cache for Red Faction is used for, and you'd have to know if it ever reaches the limits, and what happens when it does reach the limit.

For example is the D3D render cache an enhanced VRAM based on RAM? (when VRam is full, reserve the amount of render cache on normal RAM for the rendering elements (normal RAM is the slower way)) This could be estimated automatically by looking for the free and flushable memory..

Or is it the amount of VRAM used for caching textures and other rendering elements? This should and could typically estimated by the game and hardware themselves anyway.

So well, to me it makes no sense. RF is an old game, and setting it to something like 128MB shouldn't hurt, I'd recommend doing it on better PCs since it can pretty much only help.
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Feb 4th, 05:30pm by RED-FROG



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