threaded optimization?
this option in the driver should handle the multi core support of the nvidia-driver. So now there is the rumor, that this option reduces the loading times of battlefield 3. Is this possible? I thought, this option affects only rendering and has no influence on loading up a game.
this option in the driver should handle the multi core support of the nvidia-driver. So now there is the rumor, that this option reduces the loading times of battlefield 3. Is this possible? I thought, this option affects only rendering and has no influence on loading up a game.

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#1
Posted 11/22/2011 06:36 PM   
try and find out? as far as i know it only aloud programs that dont use multi core to use them
try and find out? as far as i know it only aloud programs that dont use multi core to use them

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#2
Posted 11/22/2011 08:25 PM   
Threaded optimization is an OpenGL option, just like triple buffering.

[code]
#define OGL_THREAD_CONTROL_STRING L"Threaded optimization"

enum EValues_OGL_THREAD_CONTROL {
OGL_THREAD_CONTROL_ENABLE = 0x00000001,
OGL_THREAD_CONTROL_DISABLE = 0x00000002,
OGL_THREAD_CONTROL_DUMP_STATS = 0x00000004,
OGL_THREAD_CONTROL_IGNORE_GET_ERROR = 0x00000008,
OGL_THREAD_CONTROL_NUM_VALUES = 4,
OGL_THREAD_CONTROL_DEFAULT = 0
};[/code]
Threaded optimization is an OpenGL option, just like triple buffering.





#define OGL_THREAD_CONTROL_STRING L"Threaded optimization"



enum EValues_OGL_THREAD_CONTROL {

OGL_THREAD_CONTROL_ENABLE = 0x00000001,

OGL_THREAD_CONTROL_DISABLE = 0x00000002,

OGL_THREAD_CONTROL_DUMP_STATS = 0x00000004,

OGL_THREAD_CONTROL_IGNORE_GET_ERROR = 0x00000008,

OGL_THREAD_CONTROL_NUM_VALUES = 4,

OGL_THREAD_CONTROL_DEFAULT = 0

};

"This is your code. These are also your bugs. Really. Yes, the API runtime and the
driver have bugs, but this is not one of them. Now go fix it already." -fgiesen

#3
Posted 11/22/2011 08:49 PM   
[quote name='nvtweakman' date='22 November 2011 - 03:49 PM' timestamp='1321994987' post='1331149']
Threaded optimization is an OpenGL option, just like triple buffering.

[code]
#define OGL_THREAD_CONTROL_STRING L"Threaded optimization"

enum EValues_OGL_THREAD_CONTROL {
OGL_THREAD_CONTROL_ENABLE = 0x00000001,
OGL_THREAD_CONTROL_DISABLE = 0x00000002,
OGL_THREAD_CONTROL_DUMP_STATS = 0x00000004,
OGL_THREAD_CONTROL_IGNORE_GET_ERROR = 0x00000008,
OGL_THREAD_CONTROL_NUM_VALUES = 4,
OGL_THREAD_CONTROL_DEFAULT = 0
};[/code]
[/quote]


fiqures, probably why i never noticed a diffrence with it on or off, there arnt many games that are opengl that and it be nice if NVIDIA MENTIONED those where opengl only in the control panel
[quote name='nvtweakman' date='22 November 2011 - 03:49 PM' timestamp='1321994987' post='1331149']

Threaded optimization is an OpenGL option, just like triple buffering.





#define OGL_THREAD_CONTROL_STRING L"Threaded optimization"



enum EValues_OGL_THREAD_CONTROL {

OGL_THREAD_CONTROL_ENABLE = 0x00000001,

OGL_THREAD_CONTROL_DISABLE = 0x00000002,

OGL_THREAD_CONTROL_DUMP_STATS = 0x00000004,

OGL_THREAD_CONTROL_IGNORE_GET_ERROR = 0x00000008,

OGL_THREAD_CONTROL_NUM_VALUES = 4,

OGL_THREAD_CONTROL_DEFAULT = 0

};








fiqures, probably why i never noticed a diffrence with it on or off, there arnt many games that are opengl that and it be nice if NVIDIA MENTIONED those where opengl only in the control panel

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#4
Posted 11/22/2011 09:02 PM   
[quote name='nvtweakman' date='22 November 2011 - 09:49 PM' timestamp='1321994987' post='1331149']
Threaded optimization is an OpenGL option, just like triple buffering.
[/quote]
Thanks for this infomation.

nvidia should display this in the CP.
[quote name='nvtweakman' date='22 November 2011 - 09:49 PM' timestamp='1321994987' post='1331149']

Threaded optimization is an OpenGL option, just like triple buffering.



Thanks for this infomation.



nvidia should display this in the CP.

Intel Core 2 Duo E8400 @3Ghz

Gigabyte GTX 460

6 GB Ram

Win7-64

#5
Posted 11/23/2011 06:51 AM   
[quote name='nvtweakman' date='23 November 2011 - 06:49 AM' timestamp='1321994987' post='1331149']
Threaded optimization is an OpenGL option, just like triple buffering.

[code]
#define OGL_THREAD_CONTROL_STRING L"Threaded optimization"

enum EValues_OGL_THREAD_CONTROL {
OGL_THREAD_CONTROL_ENABLE = 0x00000001,
OGL_THREAD_CONTROL_DISABLE = 0x00000002,
OGL_THREAD_CONTROL_DUMP_STATS = 0x00000004,
OGL_THREAD_CONTROL_IGNORE_GET_ERROR = 0x00000008,
OGL_THREAD_CONTROL_NUM_VALUES = 4,
OGL_THREAD_CONTROL_DEFAULT = 0
};[/code]
[/quote]

No, it also applies to Direct3D by setting [font="Verdana"][size="2"]WTD_ALLOW and WTD_EXECMODEL[/size][/font]
[quote name='nvtweakman' date='23 November 2011 - 06:49 AM' timestamp='1321994987' post='1331149']

Threaded optimization is an OpenGL option, just like triple buffering.





#define OGL_THREAD_CONTROL_STRING L"Threaded optimization"



enum EValues_OGL_THREAD_CONTROL {

OGL_THREAD_CONTROL_ENABLE = 0x00000001,

OGL_THREAD_CONTROL_DISABLE = 0x00000002,

OGL_THREAD_CONTROL_DUMP_STATS = 0x00000004,

OGL_THREAD_CONTROL_IGNORE_GET_ERROR = 0x00000008,

OGL_THREAD_CONTROL_NUM_VALUES = 4,

OGL_THREAD_CONTROL_DEFAULT = 0

};






No, it also applies to Direct3D by setting WTD_ALLOW and WTD_EXECMODEL



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#6
Posted 02/22/2012 02:04 AM   
You're speaking of old Forceware driver hacks, which were mostly useless. As you can see with Inspector, the only programs currently making use of this setting are OpenGL applications.
You're speaking of old Forceware driver hacks, which were mostly useless. As you can see with Inspector, the only programs currently making use of this setting are OpenGL applications.

"This is your code. These are also your bugs. Really. Yes, the API runtime and the
driver have bugs, but this is not one of them. Now go fix it already." -fgiesen

#7
Posted 02/22/2012 02:39 AM   
Don't worry about what inspector sets, what matters is what the driver interprets the setting as. Inspector correlates hex values as a alpha numerical terms.

The setting is most definitely applicable to Direct3D as it resolves some unusual performance and crash issues in the Unreal and BF engines.
Don't worry about what inspector sets, what matters is what the driver interprets the setting as. Inspector correlates hex values as a alpha numerical terms.



The setting is most definitely applicable to Direct3D as it resolves some unusual performance and crash issues in the Unreal and BF engines.



In Memory of Chris "ChrisRay" Arthington, 1982-2010

CPU:Intel i7 920 @ 3.8(D0), Mainboard:Asus Rampage II Gene, Memory:12GB Corsair Vengeance 1600
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#8
Posted 02/22/2012 03:41 AM   
And sugar pills can cure whatever aches you.. Nvidia doesn't tweak this setting for compatibility with Direct3D applications.
And sugar pills can cure whatever aches you.. Nvidia doesn't tweak this setting for compatibility with Direct3D applications.

"This is your code. These are also your bugs. Really. Yes, the API runtime and the
driver have bugs, but this is not one of them. Now go fix it already." -fgiesen

#9
Posted 02/22/2012 02:31 PM   
SEVERAL posts deleted.

You don't have to agree with each other guys, but equally there is no need to descend into personal insults and bad language.


J
SEVERAL posts deleted.



You don't have to agree with each other guys, but equally there is no need to descend into personal insults and bad language.





J

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#10
Posted 02/22/2012 03:34 PM   
I was gonna edit my post but then i saw you already deleted it, thanks.




@ thread starter it has an effect, but not for faster loading..


I saw it fixed some stutter in FEAR 1 MP, threaded optmizaiton- off.


And its also for D3D since its meant for context multi core in dx11, etc..
I was gonna edit my post but then i saw you already deleted it, thanks.









@ thread starter it has an effect, but not for faster loading..





I saw it fixed some stutter in FEAR 1 MP, threaded optmizaiton- off.





And its also for D3D since its meant for context multi core in dx11, etc..

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Image

#11
Posted 02/22/2012 03:38 PM   
[color="#4169E1"]For experimental purposes in the past I've monitored GPU-usage with the setting both different ways so I could determine if it was making a difference or not. In game Black Ops GPU-usage was indentical at Auto and On but was a little reduced with it set at Off.[/color]
For experimental purposes in the past I've monitored GPU-usage with the setting both different ways so I could determine if it was making a difference or not. In game Black Ops GPU-usage was indentical at Auto and On but was a little reduced with it set at Off.

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#12
Posted 02/22/2012 04:24 PM   
it does improve most D3D games to some extent, but many opengl titles either take a major hit or no improvement at all.

NWN and transferBench both take a big hit with it enabled
it does improve most D3D games to some extent, but many opengl titles either take a major hit or no improvement at all.



NWN and transferBench both take a big hit with it enabled



In Memory of Chris "ChrisRay" Arthington, 1982-2010

CPU:Intel i7 920 @ 3.8(D0), Mainboard:Asus Rampage II Gene, Memory:12GB Corsair Vengeance 1600
Video:EVGA Geforce GTX 680+ 4GB, Sound:Creative XFI Titanium Fatal1ty Pro, Monitor:BenQ G2400WD
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#13
Posted 02/22/2012 07:29 PM   
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