icecoldduke, on 23 October 2015 - 06:29 PM, said:
I read somewhere they ditched the megatexture system, which is the big ass baked texture, and went for realtime lighting. This is a lot different then the stock idTech 5 renderer. Based on those cvars, they kept the virtualtexture system which is the texture streaming code. Which means you can probably drop vt_pageImageSizeUnique to 128, and increase vt_pageImageSizeUniqueDiffuseOnly/vt_pageImageSizeUniqueDiffuseOnly2 to 8192, while keeping close to the same perf and see some visual improvements.
Well, it seems my GPU can handle the lighting part of it just fine at 60fps. The only time it shits itself is on texture loading. It kills the FPS when reading textures, then forgets them almost immediately if you look in the other direction, kind of like what Wolfenstein: The New Order would do on some peoples' systems (bad hardware/driver combinations. Mine wasn't one. It worked fine for me.).
Even at this pathetic texture res, it still performs badly when reading everything in. It still forgets the textures now and then, but not nearly as often, and less data is being loaded into the VRAM of course helping speed things up. My VRAM is no longer being thrashed, but something is very wrong. I'm very tempted to say there's a serious bug going on, either with the game, or a driver incompatibility.
Also, it seems Megatexturing isn't completely gone. I still see some baked megatextures in the resource index and in the game's cache. The Demo is 4gb alone for one map, that's effing huge.
EDIT: I just tried the settings you suggested, it made the performance *MUCH WORSE*.