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http://forums.worldofwarcraft.com/th...48996420&sid=1
If it's a 2 GB card, each core has 1 GB to itself and you should maybe give it something under that, like 800 if you're doing nothing else on the card. If you multitask and you're on Vista or 7, it's best to use a lower number or let the game manage it on its own. Keep in mind that gxTextureCacheSize only functions in d3d9ex mode.
Well this is most interesting to be sure.
WoW only using 32/64MB per client of system ram for textures in default.
But you can set it at much higher, but you have to watch the 2G limit as your game will lock up if you run out of memory.
Ok here we are the 3rd post in this thread is gold:
http://forums.nvidia.com/index.php?showtopic=182340
Posted 07 October 2010 - 01:45 AM
Obscene CPU overclocking is technically one way to get smooth performance in Dalaran, but it's hardly worth looking until optimizing game behavior, which is far more reliable and significantly less risky, no longer yields measurable gains. The distance between those points can greatly minimized with a few simple adjustments, though.
First thing, however, is to accept the degree of World of Warcraft's CPU limitation. Achieving 60 constant frames per second while in the middle of a populated Dalaran is very difficult because of the hundreds of client-server interactions occurring between all of the players. My personal frame rates will dip to about 50 FPS at high-traffic times, but outside of Dalaran and chaotic Wintergrasp fights, rarely is visual performance ever an issue.
A quick look-up chart for the processAffinityMask CVar in the Config.WTF would look something like the below graphic, which has eight common configurations. Adjust accordingly by the core binary values at the foot of the stack if you don't feel your ideal circumstance is listed. Keep in mind that, with the exception of manual core allocation, the process affinity mask variable is no longer required to be present or explicitly defined (automatic detection/allocation is "0" which runs the application across all available logical cores) within Config.WTF. Being a 32-bit application, the processAffinityMask CVar is only capable of addressing 32 cores with a maximum CVar value of "4294967295."

Changing the gxTextureCacheSize variable is less straightforward because of the numerous factors that affect graphics memory consumption, like anti-aliasing, shadow volume precision, resolution, and the buffering model. Graphics cards like the GTX 480 are powerful enough to drive the largest monitors without the possible likelihood of supersaturating its memory capacity, so you could set your CVar to match your VRAM size directly. As pointed out above, however, there is still more to do regarding your performance overall.
For in-game settings, the biggest concern lies in shadow quality. There are six levels of detail, but only a few need to be kept in mind. The first level draws only the traditional shadow blobs for on-screen actors (players, NPCs, creatures, etc.) with baked (pre-generated) shadows for world geometry. The second level draws geometry- and lighting-accurate shadows, but only for your character and those within very close proximity; baked world shadows are still used. The third, fourth, and fifth levels use dynamic shadows for world geometry as well as actors, with varying level of detail ranges for both (dropping actor shadows before world,) increasing in range and resolution as the slider is pushed farther to the right. At the sixth level, the maximum extrusion range and precision are used for both subsets, and shadows may overlap. As you can probably tell, the maximum value for this will be exceptionally demanding and should be avoided; at the very most, use the second-highest setting.
A few other pointers would be to never use anything beyond 4x in-game multisampling, enable vertical synchronization and triple buffering, and never run in Windowed mode. These all contribute to your performance in their own fairly appreciable ways.
As for NVCP settings, try the following.
Quote
Ambient Occlusion: (Off)
Anisotropic Filtering: (Application-controlled)
Antialiasing - Gamma Correction: (On)
Antialiasing - Mode: (Application-controlled)
Antialiasing - Setting: (Application-controlled)
Antialiasing - Transparency: 2x (Supersample)
CUDA - GPU’s: (All)
Extension limit: (Off)
Maximum Pre-rendered Frames: (0)
Multi-display/mixed - GPU acceleration: (Single display performance mode)
Power management mode: (Adaptive)
SLI rendering mode: (Single-GPU)
Texture Filtering - Anisotropic sample optimization: (On)
Texture Filtering - Negative LOD bias: (Allow)
Texture Filtering - Quality: (Quality)
Texture Filtering - Trilinear Optimization: (On)
Threaded Optimization: (Auto)
Triple Buffering: (Off)
Vertical Sync: (Use the 3D application setting)
That post is so good I'm going to put it up on my forum, so it dosn't get lost.
IsBoxer wants windowed mode though.
Last edited by Sam DeathWalker : 12-04-2010 at 12:35 AM
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