![]() Blizzard seems to have realized this, as the option isn’t even there anymore. It ran slower than DX11 Legacy, broke the DWM, and couldn’t even do basic things like vertical sync, so it was never worth using. (And regarding DX12: The Windows 7 version of DX12 was indeed atrocious. I’ve had to use a DVI to DisplayPort converter cable with this monitor, but I have another monitor that supports HDMI, so I’m going to try using that one and see if it makes any difference. I’m starting to wonder if this is an issue with my monitor. So by changing the graphics API I can either get good FPS in low-detail areas, or good FPS everywhere else, but not both at once like I could before the patch. While DX11 Legacy doesn’t have the same “low FPS under minimal load” issue, it gets much, much worse performance anywhere that puts a even a light strain on the GPU (places that should not even be remotely taxing for an RTX 2060, such as the Valley of Heroes in Stormwind). That was one of the first things I tried. While Win7 did get their own weird version of DX12, I doubt it’s a proper version of it compared to the Win10 version. ![]() In that case, I’d definitely try the 11 legacy mode. Which version of Windows are you on? After rereading your first post, you’re making it sound like you’re on Win7. I have no idea what is causing it or how to fix it. MSI Afterburner shows a consistent GPU temperature of 41C, GPU Usage hovers between 23-26%, and Core clock speed doesn’t change, so it’s not a heat throttling issue. This only affects World of Warcraft, and has only been a problem since patch 9.0.1. This is the polar opposite of what should be happening. The less work there is for my GPU, the worse my performance gets. Turning all my graphics settings to minimum actually makes it worse. Upgrading to the latest NVidia driver didn’t fix it. I’m using an RTX 2060 in Windows 7 with the DirectX 11 graphics API. Select Prefer Consistent Performance for Power. ![]() Go to manage 3D settings > Global settings> Power management mode. Triple Buffering also doesn’t make any difference, neither does the new Target FPS option. Open the Nvidia control panel on your PC. This happens no matter if I have Vsync turned on or not. It feels like VSync is cutting it in half or even a quarter - even though the ingame FPS counter still reads ~60. However, in places where there’s not much to render - such as vanilla zones, or inside of buildings, or when the camera is facing at the ground - my FPS drops significantly. In places like Boralus where there are tons of things to render, I consistently get 60+ FPS - much higher than before the patch. Even on Beta and PTR, performance was very high in places where it wasn’t before, and FPS was generally very smooth across the board.īut when the patch went live, that changed, in a particular and very confusing way. The results are combined into an algorithm that allows Sonic Studio's virtual surround to process true-to-life sound.Up until the prepatch, WoW was making very steady performance improvements to DX11 on Windows 7. Test tones are played from a spherical grid around the dummy head to obtain subtle changes in sounds that come from different directions. You can watch the GPU core and memory clocks in software like hwinfo, or gpuz, and I suspect you'll see them at a fixed speed with that consistent performance mode (assuming the gpu has enough work to do to keep it busy, otherwise it will drop). *A head-related transfer function is an audio algorithm derived from sound data recorded through a dummy head. New Sonic Studio Link VR functionality extends its HRTF effects to headsets like the Oculus Rift and HTC Vive. Surround sound for a truly immersive audio experience The intuitive Sonic Studio interface also offers a range of EQ options and one-click presets, allowing you to tailor acoustics to suit personal preferences or the characteristics of your headset.Īpply customized audio settings to different applications, so everything you do is perfectly tuned to the way you want to listen. Sonic Studio supports HRTF-based (head-related transfer function*) virtual surround for VR headsets, casting an immersive aural landscape that draws you deeper into the action.
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