NVIDIA G-SYNC can cap benchmark fps/score to the monitor's refresh rate. (Disable G-SYNC/VSYNC or any other frame capping technologies during the benchmark)https://www.userbenchmark.com/Faq/What-is-the-UBM-PC-status/94#GRAPHICS_CARD
@Comtedracula - I don't know if this is a problem caused by the lack of RAM memory, or if it's due to something else?Mon PC n'est également que 8 Gb de RAM, donc peut-être que la RAM n'est pas le problème, ou peut-être que j'ignore simplement le bégaiement plus que vous
I have 2 set of the cards
I have 2 set of the cards
@Z22 used to say a while back, that it was the amount of re-scaling
required that took up much of the processor load with scenes.
Lately I've been trying to edit scenes / shaders with this in mind..
Model stuttering is a PITA
You stayed away too long :-(
Shaders can't keep up with 4K monitors + fullscreen ?
This one even siezes up if the model gets stuck in a tree..on my 60Hz 1360 x 768 potato screenhttps://www.istripper.com/forum/thread/29408/68?post=737134Alles über iStripper / Share your FullScreen - Member Created Scenes hereFG173 Trying to minimise some re-scaling via da .scn file https://scenes.virtuastripper.net/ET_FractalGarden173.zip zip size = 119 Kb . Extract the zip straight to ..scenes/ folder. Allow merged folde...
for(int i=7;i>=0;i--){if(h[i]==0.)continue;
for(int i=3;i>=0;i--){if(h[i]==0.)continue;and the model seeems to be a better frame rate..well that is until she gets
for(int i=3;i>=0;i--){if(h==0.)continue;with test cards Ariel A e0967 and Merry Pie e0092
Frosted ForestMod02.fsh in FG173x@Socialhazard interesting to experiment / compare with the code like that. Thanks, I get that too
uniform vec3 iResolution; // viewport resolution (in pixels)
uniform float iTime; // shader playback time (in seconds)
uniform float iTimeDelta; // render time (in seconds)
uniform int iFrame; // shader playback frame
//uniform float iChannelTime[4]; // channel playback time (in seconds)
//uniform vec3 iChannelResolution[4]; // channel resolution (in pixels)
uniform vec4 iMouse; // mouse pixel coords. xy: current (if MLB down), zw: click
//uniform samplerXX iChannel0..3; // input channel. XX = 2D/Cube
uniform vec4 iDate; // (year, month, day, time in seconds)
//uniform float iSampleRate; // sound sample rate (i.e., 44100)
I don't know how you handle 2 different resolutions of the same card.
Does a 3K card download replace an existing 4K card download or can you
just toggle the clip resolution down one way or another?
I don't know how you handle 2 different resolutions of the same card.
By using renamed folders, you can Keep, 2, 3, or all 4 resolutions downloaded, and switch between them at any time.Ok, I understand the principle but then you need more storage space
//#define HIGH_QUALTks sure..its a fair trade-off . ..softens the torus & helps the model be a tad more fluid methink
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