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Public Test - Directx11 - New Issues


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#121 Goose

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Posted 07 November 2013 - 06:14 PM

So I figured out the other AA modes; The warings about restarting the client are no joke, but they quickly stopped appearing.

Only PostAA is useable, it seems: Got hammered into the low 40s in the training grounds with ether of the non-PostAA options. Hadn't been clobbered like that since nVidia fixed AO with 331.40 …

#122 Heketon

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Posted 07 November 2013 - 06:15 PM

I'm running a DX-10 system, but I thought I'd add some feedback.

Spoiler

No issues, ran just like normal, but on River City - Night, I got a bright flash of white when I turned on night vision. I was unable to repeat the issue in the same match and was not able to start another match to see if the issue showed up again.

#123 trucker1227

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Posted 07 November 2013 - 06:18 PM

its 8:17 pm central time in texas having problems logging in network error occurred i get anyone know was up with the beta server like to see more of thos e graphics they talking about ....comeback would be appreciated

#124 firezx

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Posted 07 November 2013 - 06:18 PM

Spoiler


I had good performance until River City Night, where I dropped from 50s/60s to 20s/30s (with regular vision, night vision, or heat vision).
TSAA gave me FPS in the 40s. Changing to another AA method (without restarting client, didn't get a message that I needed to when I changed to MSAA or PostAA) didn't affect performance. Changing settings from High to Medium didn't affect performance either.

Potential Bugs
Spoiler

Edited by firezx, 07 November 2013 - 06:19 PM.


#125 trucker1227

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Posted 07 November 2013 - 06:20 PM

ok i missed the afternoon by a mile ok got it thanks , this morning i played one game my laptop did not slow down at all like it does with crysis 3 game .....liked the environmental effects it add
more realistic cinematic hd realism thanks....

#126 WarHorseOne

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Posted 07 November 2013 - 06:20 PM

Spoiler


Spoiler


Much more CPU intensive (approx 75% - 85% on all six cores. DX9 60% - 75% on three cores, other three remain idle) and GPU intensive (85% - 95% both cores. DX9 50% - 75% both cores) however VRAM usage is less, Crimson Straight uses 60% - 75% but in DX9 uses all 2GB. No noticeable difference in RAM usage.

DX9 avgFPS 45 - 50.
DX11 avgFPS 20 - 30 which drops down to 10-20 when rendering explosions and lots of pew pew.

River City Night night vision is just a laggy black screen with hud, themal is the same but can still see mechs and heat effects, no enviroment. Only happend on this map.

Edited by WarHorseOne, 07 November 2013 - 06:27 PM.


#127 Thorqemada

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Posted 07 November 2013 - 06:20 PM

Win7 x64
AMD FX 8350 (4 GHz)
GA990XA-UD3
2x 4GB DDR3-1600
ATI HD 6950 (13.11beta8)
X-Fi Titanium (2.17.0009)

MWO at Very High, 1920x1200, Fullscreen.

Lasers do not look good on most maps, especially Frozen City with Misty Weather, they lack volume and have pale colours.
Tag Laser also is a nontransparent flat looking pale red stripe.
Jumpjet effect flames do not look good.
I get a bigger Performance Decrease in River City (Night bcs i only got Night - down to ~25 FPS instead of ~45 FPS) compared to other Maps (i got to play Alpine, Canyon, Terra Therma and Forrest Colony also) that stay almost at Dx9 Performance Level.
Game was stable all the time.

Edited by Thorqemada, 07 November 2013 - 06:48 PM.


#128 Fuerchtegott

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Posted 07 November 2013 - 06:27 PM

Overall it worked pretty well.
I hope you guys keep this open a little bit longer, it's 3:30 am now in europe, not really the time when I can give you guys good feedback.

Performance was nice on maxed out details, except postaa, which i assume is the least performance consuming aa method. ;-)
When I switched to high detail or custom settings the game became unplayable, <20 fps at max it was most times around 30+ fps.

Phenom 965 4 cores @ 3,7 GHz Radeon 7850 latest beta drivers and 4 gigs 1066 MHz DDR2

Would love to edit/ update the posting at civil times later.

You did a good job this time. Keep it up!

Edited by Fuerchtegott, 07 November 2013 - 06:28 PM.


#129 Corbon Zackery

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Posted 07 November 2013 - 06:30 PM

i5-2500k
8GB Ram
64-bit windows 7 operation system
AMD HD 6670

Morning testing: no issues

Afternoon testing: Windows 7 yelled at me 2 times about low performance due to the colors asked if I wanted to change my colors to basic. Leave them as, is and let it scream at me again, Or do nothing at all.

Frame rate at different graphic setting still declines way to much still drops by 15 frames per level.

35fps: Low
20fps: High
5 fps: Very High

A lot of graphic tear at Low setting probably due to anti aliasing being turned off.

All in all it worked great.

#130 mariomanz28

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Posted 07 November 2013 - 06:44 PM

System:
CPU: AMD Phenom II X4 980 BE Quadcore 3.7Ghz
Memory: 8GB 1600Mhz DDR3
Video Card: EVGA Geforce GTX 570 1.2GB
Operating System: Windows 8 Professional x64

MWO is running on Very High at 1920x1200 for the test.

This morning, after fighting with the resolution I only got to run a few matches in DX11 however using Thermal or Night Vision had no issues. This evening's test session however I had a few weird bugs with both DX9 and DX11.

Using DX9 for testing purposes when switching to thermal vision it was normal except the smoke was GREEN, like very lime green. See the following pics:

Posted Image

Posted Image

Posted Image



Now after switching back to DX11 for more testing later on I ran into this issue:
Posted Image

I was checking to see if there was still green smoke in DX11 that I missed in the first testing session, however what I found was that both Night Vision and Thermal Vision were completely black (on Crimson Strait) but I could see mechs and there was no difference between the two vision modes. However after launching into another match everything was normal and I was not able to reproduce.

#131 Therobomega

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Posted 07 November 2013 - 06:59 PM

Spoiler



When exiting the game from a match or from the mechlab, the game fails to quit properly half the time. Task Manager is usually needed to fully stop the game.

I was able to select TXAA although my 7970HD Radeon is clearly not a Nvidia card. Even with TXAA selected, game worked fine.

These black boxes were showing up on the water in River City (didn't check to see if this was happening on other maps) only at certain angles. Seems to have something to do with the reflections.

Game is running full screen, 1920 x 1080 resolution, at High settings with MSAA on.
First image shows the black boxes.
Posted Image

Second image is just a tap of the backward key, same result if moved forward alternatively.
Posted Image

Game is running full screen, 1920 x 1080 resolution, at High settings with TXAA on. (I'm assuming it's defaulting back to MSAA, PostAA, or none)
First image shows the black boxes.
Posted Image

Second image is just a tap of the backward key, same result if moved forward alternatively.
Posted Image


All in all, game seemed to run smoothly in DX11, possibly a little more smoothly than DX9.
MSAA/TXAA generally dropped fps to 25-35 on heavy smoke maps (like River City).
PostAA ran around 10fps faster than MSAA/TXAA.
Switching from High to Very High settings only caused an average 5fps drop.

Almost forgot: No missing/lacking texture/shaders issue on Frozen City Night!

Edited by Therobomega, 07 November 2013 - 07:01 PM.


#132 9H3X6

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Posted 07 November 2013 - 07:21 PM

FPS significantly lower on DX11 than DX9 in fullscreen mode. Steady 30-40 FPS with dips into 20s. So unplayable imo.

I was able to get near DX9 performance (40-50, dips into 30s) when I switched from full screen to full window mode. (I use extended desktop with TV + monitor if that is possible cause. Playing mwo on primary TV display)

I will note that although the overall performance (for my rig) was lower, I did not experience the crazy drops into 10-20 FPS when using thermal or night vision which happens constantly with production version.

Also somewhat unrelated. Please please give an option to turn off the static. AKA film grain. It destroys the detail on my large pixel 46" TV. Especially when enhancing sharpness.

All maxed out except post processing low. Vsync off. Blur off.

i7 920 @ 3.6
6GB DDR3 triple channel @ 1600
ATI 7870
X-fi Music
Win7 64bit

#133 Flying Fox 333

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Posted 07 November 2013 - 07:22 PM

System
Spoiler


Settings
Video Resolution: 1280x1024
Low graphics for all options, motion blur was off.

Bugs
Frame rate was acceptable for all maps played except River City when my battlemech was in the water. It drops considerably due to what seems the draw distance being much further than necessary.

Several HUD issues:
  • The map is visible beyond the confines of the HUD
  • The chat box is also visibile beyond the confines of the HUD
  • In conquest the capture bars all solid making it impossible to determine how it is captured.
  • The mechs were blurring despite motion blur being off
Steps to Reproduce


The map and chat HUD issues are fine until you zoom in, using standard zoom.

Map HUD Issue
Posted Image


Conquest HUD Issue and Battlemech Motion Blur
Posted Image


Chat HUD Issue and Battlemech Motion Blur
Posted Image

#134 Galil Nain

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Posted 07 November 2013 - 07:31 PM

OK... here goes my first attempt at using spoiler tags for my dxdiag...
Spoiler


[Edit] YAY, that worked... BUT, I forgot to add in that my Screen Res is 1280x1024x32 @ 60Hz

Now onto the feedback...

Stability:
  • better than it has EVER been for me under dx9. NO issues AT ALL with stability. Didn't even crash when changing graphics settings within a drop!
Performance:
  • No issues. In fact, 5-10 FPS HIGHER than under dx9 (unexpected, but I ain't about to complain!)
Graphics:
  • Was able to use far higher settings than I was able to under dx9, so I can't say whether the improvements in visuals (and it DID look SO much better!) are due to higher settings or just the dx version
  • No footprints left by mechs.
Sound:
  • No sound of footsteps (bit of a loss in immersion)
  • Other sound effects seemed much crisper, but this could be due to the lack of footsteps drowning them out
Input Devices:
  • Was (very) pleasantly surprised (so much so, that it threw off my aim, and subsequently my game!) to find that under dx11, I was able to use my third, fourth and fifth mouse buttons, which have never been recognised by MWO under dx9. (I run a Toshiba PA3706E-1ET1, which I believe has long since been discontinued. Works great in everything except MWO under dx9) Whatever changes have been made to input device detection in your dx11 build, please port them back into the dx9 build on live so I can keep using the extra buttons until dx11 goes live!
One minor suggestion (not related to this test specifically). I know it's in the PTS FAQs, but could you pop a reminder to users (preferably the first time that they click Launch in the PTS client) that any settings they have configured in the LIVE client (resolution, graphics levels, key-mappings, 3pv, etc) do not automatically carry across into the PTS?


All in all, great job, keep it up! Looking forward to seeing this go live!

Edited by Galil Nain, 07 November 2013 - 07:38 PM.


#135 aniviron

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Posted 07 November 2013 - 07:43 PM

Spoiler


No crashes during the tests. Game ran smoothly, nearly the same framerate as with DX9. I run a full window and so am capped at 60 fps; framerate stayed consistent at 60 for the early part of the match and while looking out toward map boundaries as usual. Framerate took a hit to the 40s and rarely 30s in heavy action, but generally stayed above 45. Compared to DX9, the frame loss started earlier than usual in battles, but the framerate in DX11 felt more consistent overall.

#136 Matthew Craig

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Posted 08 November 2013 - 08:51 AM

Just wanted to thank everyone again for their help yesterday, the good news is as you can see according to the Poll, that DX11 is looking stable enough to start moving to production so we will be looking at where we can slot it into the patch schedule once it is integrated and we've addressed some of the minor issues found during the public test.





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