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[Optimization] Cpu And Particles


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#1 Six-Pack

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Posted 09 November 2020 - 08:09 AM

Here's my experience with the optimization in this game:

It tanks lower fps when there's a lot of snow despite having good average FPS way above 60.

My System is Core i5 4570(4c/4t @3.6Ghz) with 16Gb RAM and a GTX1060 6Gb.

The other system with Core i7 3870k(4c/8t @4+Ghz) and GTX970 does not have the same issue(reportedly).

A system with a Ryzen 7 2700 and GTX1070 does not have that issue(witnessed).

So narrowing it down there seems to be an issue that the particle effects such as snow that are not even needed for the gameplay purposes outside of obstructing vision are rendered via CPU.

If that's the case, could you switch the particles to GPU?

The same applies to MW5.

#2 Horseman

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Posted 09 November 2020 - 02:39 PM

IIRC the big offender is particle physics. That can be turned off in a custom settings file.

#3 LordNothing

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Posted 09 November 2020 - 04:36 PM

particles and env are the two biggest fps hits, so turn em off.

#4 Six-Pack

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Posted 10 November 2020 - 01:43 AM

View PostLordNothing, on 09 November 2020 - 04:36 PM, said:

particles and env are the two biggest fps hits, so turn em off.


How to turn them off?

#5 Nesutizale

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Posted 10 November 2020 - 12:45 PM

View PostHorseman, on 09 November 2020 - 02:39 PM, said:

IIRC the big offender is particle physics. That can be turned off in a custom settings file.


Would like to know what I have to edit and where to find the file(s).

#6 LordNothing

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Posted 10 November 2020 - 01:03 PM

View PostSix-Pack, on 10 November 2020 - 01:43 AM, said:


How to turn them off?


in the video settings perhaps?

#7 Nightbird

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Posted 10 November 2020 - 01:32 PM

Here are my settings, use it to gain 30-40% more FPS.

1. go to your <Program Files (x86)\Piranha Games\MechWarrior Online> folder and create two text files, <tuning.cfg> and <user.cfg>

2. In tuning.cfg add the following code

Quote

exec user.cfg


3. In user.cfg add the following code and change the first row from 120 to your monitor's max refresh rate

Quote

sys_MaxFps = 120

gp_hud_ams_update = 6
gp_hud_compass_update = 4
gp_hud_ecm_update = 6
gp_hud_engine_update = 6
gp_hud_heading_update = 2 --high will make mini map choppy
gp_hud_heat_update = 2
gp_hud_targetinfo_update = 6
gp_hud_textwarning_update = 6
gp_hud_throttle_update = 6
gp_hud_weapon_update = 6


gp_mech_disable_autotarget = 1 -- 1) do not auto target mech under crosshair
gp_mech_ping = 1 -- 1) show ping in top left corner
gp_mech_showfps = 1 -- 1) show fps in top left corner
gp_mech_showpos = 1 -- 1) show position in top left corner


---------------------------------------------------------------------
; EFFECTS


r_Refraction
r_MotionBlur = 0
r_DepthOfField = 0

r_SSAO = 0
r_ssdo = 0

e_GI = 0
r_ColorGrading = 0


---------------------------------------------------------------------
; OBJECTS


e_Dissolve=0
e_ObjQuality = 4
e_StatObjMerge


e_Lods
e_LodRatio = 25
e_LodCompMaxSize = 16
e_LodsForceUse = 0

--r_TextureLodDistanceRatio
e_ViewDistRatioVegetation = 75

---------------------------------------------------------------------
; VEGETATION


e_VegetationSprites = 1
;[1.5]
e_VegetationSpritesDistanceRatio = 0.5
;[8]
e_VegetationSpritesMinDistance = 4
;[64]
r_VegetationSpritesTexRes = 256

e_VegetationBending = 0
e_VegetationAlphaBlend = 0
; e_VegetationMinSize = 16 LOCKED

e_ProcVegetation
e_ProcVegetationMaxSectorsInCache = 64


---------------------------------------------------------------------
; TERRAIN

e_TerrainAo = 0
r_TerrainAO = 0



---------------------------------------------------------------------
; WATER

e_WaterOcean = 2
r_WaterTessellationHW = 0
e_WaterOceanFFT = 0

r_WaterReflections = 0
r_WaterReflectionsQuality = 0
r_WaterCaustics = 0
r_WaterGodRays = 0
r_WaterUpdateFactor = 0.2


---------------------------------------------------------------------
; PARTICLES

e_ParticlesGI = 0
e_ParticlesObjectCollisions = 1
e_ParticlesQuality = 1
--r_UseSoftParticles = 0
--e_ParticlesSoftIntersect = 2
e_ParticlesMotionBlur = 0
e_ParticlesShadows = 0


---------------------------------------------------------------------
; DECALS

e_DecalsForceDeferred = 0
e_DecalsOverlapping = 0


---------------------------------------------------------------------
; COVERAGE BUFFER AND OCLLUSION

e_CoverageBuffer = 1
e_CoverageBufferResolution = 128
e_CoverageBufferTerrain = 1

e_StatObjBufferRenderTasks = 0

e_CoverageBufferAABBExpand = 0
e_coveragebufferbias = 0.03

e_OcclusionCullingViewDistRatio = 1

r_ZPassDepthSorting = 0
r_ConditionalRendering = 0


---------------------------------------------------------------------
; SHADERS - compiling and loading

r_ShadersUseInstanceLookUpTable = 0
r_ShadersCompileAutoActivate = 1
r_ShadersAsyncCompiling = 1
r_ShadersAsyncActivation = 0
r_ShadersAsyncMaxThreads = 4
r_ShadersSubmitRequestline = 0


---------------------------------------------------------------------
; PRELOAD/PRECACHE

e_ParticlesPreload = 0
e_StatObjPreload = 0
e_DecalsPreCreate = 0
e_PreloadDecals = 0
e_PreloadMaterials = 0
r_ShadersPreactivate = 0
r_TexturesWarmup = 0


---------------------------------------------------------------------
; HUD/MENUS

gfx_inputevents_mouse_move_threshold = 0.0166


---------------------------------------------------------------------
; GENERAL

s_MaxChannels = 64
r_stereodevice = 0
r_BatchType= 0
r_MaterialsBatching
r_GeomInstancing = 1
r_GeomInstancingThreshold=1
r_DynTexMaxSize = 160




--Larsh Extra--

r_ReflectionsQuality = 1

r_UseZPass = 2

r_DepthOfFieldBokeh = 1

r_HDRGrainAmount = 0

e_ParticlesLod = 0.25 -- 1) normal
e_ParticlesMaxScreenFill = 8 -- 32) low / 64) med / 128) high / 160) very high
e_ParticlesMinDrawPixels = 1.5 -- 1.5) low / 1) med + high
e_dynamic_light = 0

r_FogShadows = 0
r_fogShadowsWater = 1

r_SilhouettePOM = 0

r_Flares = 0

g_battleDust_enable = 0

r_HDRBloomMul = 0.1 -- 0.7) normal / 0) disable / 0.1) preferential visually nice value
--this is laser glow

q_ShaderWater = 0


--More--
g_radialBlur = 0

r_Sharpening = 0.15

sys_job_system_max_worker = 0

--Reduce terrain pop in--
e_Lods = 0
e_TerrainLodRatio = 1
r_DepthOfField = 3
r_DepthOfFieldBokeh = 1


4. If you ever run MWO's repair tool, it deletes the tuning.cfg file so remember to re-add it afterwards.

#8 MrVaad

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Posted 10 November 2020 - 02:16 PM

View PostNightbird, on 10 November 2020 - 01:32 PM, said:


Hello Nightbird, most of those settings come from my config,
but e_Lods=0 is not a good idea at all (for many computers).

Keep e_Lods=1 and increase e_LodRatio (start around 20 and increase if you still see too many objects/buildings switch to low detail)
else you will keep huge buildings or tourmaline huge crystals to max details whatever the distance.

q_ShaderWater=0 can also cause problems
r_ColorGrading=0 will wreck the colors and has no real impact on fps.

and you have a few locked or unsupported settings, but that won't cause problems Posted Image

Edited by MrVaad, 10 November 2020 - 02:25 PM.


#9 Nightbird

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Posted 10 November 2020 - 02:23 PM

View PostMrVaad, on 10 November 2020 - 02:16 PM, said:

Hello Nightbird, most of those settings come from my config,
but e_Lods=0 is not a good idea at all (for many computers).

Keep e_Lods=1 and increase e_LodRatio (start around 20 and increase if you still see too many objects/buildings switch to low detail)
else you will keep huge buildings or tourmaline huge crystals to max details whatever the distance.

q_ShaderWater=0 can also cause problems

and you have a few locked or unsupported settings, but that won't cause problems Posted Image


Hi, sorry for not sourcing you, I just didn't remember where I copied everything from. e_lod is server locked, it doesn't matter what you set it to for live games (you can see changes on testing grounds but that's all)

#10 MrVaad

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Posted 10 November 2020 - 02:40 PM

View PostNightbird, on 10 November 2020 - 02:23 PM, said:

Hi, sorry for not sourcing you, I just didn't remember where I copied everything from. e_lod is server locked, it doesn't matter what you set it to for live games (you can see changes on testing grounds but that's all)

Ah yes, my bad, did not check if this one was also locked, as i prefer to adjust objects/terrain detail ratios Posted Image

i have compiled a few of my researchs here (MWO available vars, locked values, values set by MWO's settings)
https://github.com/M...O-MrVaad-Tweaks

Edited by MrVaad, 10 November 2020 - 02:40 PM.


#11 w0qj

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Posted 10 November 2020 - 05:45 PM

MrVaad also had a very similar thread about editing user.cfg

http://mwomercs.com/...ide-and-usercfg

A big thank you to everyone to help make MWO a better game for everyone!

View PostMrVaad, on 10 November 2020 - 02:40 PM, said:

Ah yes, my bad, did not check if this one was also locked, as i prefer to adjust objects/terrain detail ratios Posted Image

i have compiled a few of my researchs here (MWO available vars, locked values, values set by MWO's settings)
https://github.com/M...O-MrVaad-Tweaks


#12 VonBruinwald

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Posted 13 November 2020 - 02:35 PM

Just did a comparison, I've got the following additional lines in my user config.

Quote

r_MultiThreaded = 2
;0=disabled, 1=enabling rendering in separate thread, 2(default)=automatic detection

sys_flash_newstencilclear=1
;1 will make Flash use a faster method for mask rendering.

r_MultiGPU = 2
; Enable if SLI/CrossFire

s_NoFocusVolume = 1
; Enables sound when tabbed out


If you like to tab-out make sure you add the last one so you don't miss the start of a match.

As for the other 3, this is where someone a little more experienced with cry-engine corrects me......

#13 w0qj

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Posted 13 November 2020 - 09:36 PM

Thanks a lot, that's exactly what I'm looking for!

I tend to "tab out" to watch Baradul MWO videos, and wait for the start of a match!

OR I do catch up on MWO Forums...

View PostVonBruinwald, on 13 November 2020 - 02:35 PM, said:

...If you like to tab-out make sure you add the last one so you don't miss the start of a match.
...

Edited by w0qj, 13 November 2020 - 09:58 PM.


#14 MrVaad

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Posted 14 November 2020 - 12:43 AM

r_MultiGPU = 2
This enable SLI if detected, crossfire is not supported. Set to 0 if you have only one graphic card.

sys_flash_newstencilclear=1
This should in theory be faster for HUD/UI because it's mentionned as a *new* clearing method. If using masks when drawing hud/UI, this method will draw rectangles instead of clearing the buffer.

s_NoFocusVolume = 1
This is the volume used by the game when you are tabbed-out. Value can be set from 0 to 1 (ie 0.5 is 50%)

#15 Nesutizale

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Posted 14 November 2020 - 04:51 AM

e_GI = 0 -> Is that global illumination? Does it work / is it supported?
Same with r_SSAO, does it work?

Beside that I tried the setting and it seams to work fine but the PPCs now look very lame. Is there a way to increase the details on them again?

#16 MrVaad

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Posted 14 November 2020 - 05:18 AM

e_ParticlesQuality = 1
-> you can set this to 2 (3 will enable missile launch smoke which is probably too much for your system)

e_ParticlesLod = 0.25
-> this is way too low and probably cause display bugs. Try 0.75 or 0.5 as a last resort.
It's a multiplier for the number of particles in one emitter. But some effects don't use many particles, so you could end with 1 particle emitted (or 0) when there was only 4 for an effect Posted Image
Effects can disappear in the environment, etc.

e_ParticlesMaxScreenFill = 8 -- 32) low / 64) med / 128) high / 160) very high
-> again i think this low will cause display bugs. 32 is low enough.

As for particle effects, let's take LRM launch effect as an example, it contains:
- one particle emitter for launch smoke
- one particle emitter for missile engine
- one particle emitter for missile trail
Each of these effects has a min particle quality to be displayed, this is what your are selecting with e_ParticlesQuality.


And you should clean this file, there's a lot of variables that don't exist.

Edited by MrVaad, 14 November 2020 - 05:26 AM.


#17 w0qj

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Posted 14 November 2020 - 08:33 AM

1. So I have Intel UHD Graphics 630 that came with my CPU, and another external CPU.

Would this be considered as "multi-GPU" condition satisfied, ie: MultiGPU = 2 ?

2. So what is MultiGPU = 1 condition then?
(Noted you've described MultiGPU=0, and also MultiGPU=2).

Thank you in advance!

#18 VonBruinwald

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Posted 14 November 2020 - 09:03 AM

View Postw0qj, on 14 November 2020 - 08:33 AM, said:

1. So I have Intel UHD Graphics 630 that came with my CPU, and another external CPU.

Would this be considered as "multi-GPU" condition satisfied, ie: MultiGPU = 2 ?

2. So what is MultiGPU = 1 condition then?
(Noted you've described MultiGPU=0, and also MultiGPU=2).

Thank you in advance!


0 = Disabled
1 = Enabled
2 = Auto-detect (Best option if you're unsure but isn't always accurate)

Also, GPU=/=CPU

CPU is your processor
GPU is your graphics card

Most CPUs with built in Graphic can't do multi GPU setups (and if they do they tend to bottleneck the whole system), there are a handful though i.e. I have an AMD A10-7700k CPU which has a built in R7-250 GPU and I have this crossfired with an external R7-250 graphics card. It's a niche setup.

Depending on your graphics card you're likely best off disabling the Intel UHD Graphics completely.

Edited by VonBruinwald, 14 November 2020 - 09:10 AM.


#19 MrVaad

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Posted 14 November 2020 - 09:57 AM

Here, we're are talking about SLI which is for dual NVIDIA graphic cards.
So this mode won't be used even if your CPU integrated card is enabled.

Edited by MrVaad, 14 November 2020 - 10:25 AM.


#20 LordNothing

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Posted 14 November 2020 - 02:52 PM

whats the pro's stance on resolution? i run 4k at about 60 fps with a lot of the bells and whistles turned off. but i hear recent advances in high refresh displays have done a lot for pro gaming. so what do the actual esports players think?





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