problemsolver
from this reddit thread: My comment there:
Finally a well thought attempt at stopping this game's annoying stuttering. Is there anyone with coding experience that knows exactly what this means: enable_occluder_depth_prepass = 0
For some reason this was disabled by default on my .ini file. from what i googled: Occlusion culling is a rendering optimisation technique that refers to not drawing triangles (meshes in general) that will not be visible on screen due to being occluded by (i.e. they are behind) some other solid geometry. Performing redundant shading of to-be-occluded triangles can have an impact on the GPU, such as wasted transformed vertices in the vertex shader or shaded pixels in the pixel shader, and on the CPU (performing the drawcall setup, animating skinned props etc) and should be avoided where possible. (i am asking because i don't know if this info means exactly the same as that parameter)
Upon further testing i've found that turning enable_occluder_depth_prepass = 0 to 1, helped to reduce my stutter by about 85%, keep in mind that this could very well be placebo, though it's unlikely. Since i felt a huge stutter reduction.
There is also this option disable_shadow_occlusion_pass = 1 which if try to enable it(make it 0), it makes the game crash every time. Does anyone know exactly what enable_occluder_depth_prepass is, and why it was turned off by default on my pc?
Finally a well thought attempt at stopping this game's annoying stuttering. Is there anyone with coding experience that knows exactly what this means: enable_occluder_depth_prepass = 0
For some reason this was disabled by default on my .ini file. from what i googled: Occlusion culling is a rendering optimisation technique that refers to not drawing triangles (meshes in general) that will not be visible on screen due to being occluded by (i.e. they are behind) some other solid geometry. Performing redundant shading of to-be-occluded triangles can have an impact on the GPU, such as wasted transformed vertices in the vertex shader or shaded pixels in the pixel shader, and on the CPU (performing the drawcall setup, animating skinned props etc) and should be avoided where possible. (i am asking because i don't know if this info means exactly the same as that parameter)
Upon further testing i've found that turning enable_occluder_depth_prepass = 0 to 1, helped to reduce my stutter by about 85%, keep in mind that this could very well be placebo, though it's unlikely. Since i felt a huge stutter reduction.
There is also this option disable_shadow_occlusion_pass = 1 which if try to enable it(make it 0), it makes the game crash every time. Does anyone know exactly what enable_occluder_depth_prepass is, and why it was turned off by default on my pc?
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