Are there any video card driver optimizations available to developers to mitigate considerable framerate drops (%50+) which may be caused by Draw Distance defects in a game?

For example, when using a dependency injection pattern - to inject DirectX or Vulkan dependencies into the game library after the fact. (A game engine that may be reused, inefficient, and locked.)

Which cross-API driver features are there - to optimize framerate issues due to rendering distant objects. (LoD, etc.)

Example :

In a game zone, when the camera is redirected - there is a significant / sharp drop in framerate (50%+), due to the number / complexity of objects far away.

A good example of this is in Dark Souls 3, the Ringed City, Dredge Heap Bonfire.

  • 1
    \$\begingroup\$ If the game engine's code base is locked, then this doesn't sound like a game development problem so much as a game playing problem, and might be more on-topic at Arqade. \$\endgroup\$
    – DMGregory
    Commented Apr 15, 2017 at 23:40
  • 3
    \$\begingroup\$ I'm voting to close this question as off-topic because this appears to be a question related to end-user configuration, and not about developing a game. \$\endgroup\$
    – Vaillancourt
    Commented Apr 16, 2017 at 0:44
  • \$\begingroup\$ A.) I updated the question - to clarify that that the game engine code base is decoupled from the graphics interfaces - specifically, graphics configuration. B.) And yes, I agree that the part about end-users configuring specific graphics options is very borderline, on/off topic. C.) Regardless, I feel that the specific video card configuration options available to developers is on-topic. \$\endgroup\$ Commented Apr 16, 2017 at 0:58
  • \$\begingroup\$ Could you expand on this? "Assuming that the code-base is decoupled - where the actual game-engine code is locked, but the graphics interface implementations are not." I'm not sure I get what the distinction is between 'game-engine' and 'graphics interface' in the context of the question. \$\endgroup\$
    – Vaillancourt
    Commented Apr 16, 2017 at 1:14
  • \$\begingroup\$ @AlexandreVaillancourt - I tried clarifying the question - rephrasing it in terms of the dependency injection pattern. \$\endgroup\$ Commented Apr 16, 2017 at 2:01

1 Answer 1


No, there is nothing that can be done at that point.

A GPU driver has no idea about Draw Distance, that is controlled by the farclip of the camera.

Its up to the developer to implement many of the optimizations you just mentioned, while mipmapping is built into the GPU that's sort of something that every game will use but it hasn't really got anything to do with far away objects. When an IHV makes driver optimizations its normally to do with the way the API is used and any funky shaders\usage patterns.


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