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Reduced Image Quality At Ultra Settings?


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#1 FuzzyLog1c

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Posted 09 January 2014 - 07:52 PM

Hey,

Is it just me, or has PGI been steadily decreasing the draw distance and object count in the game over the past year of patches? While that kind of "optimization" is fine for lower quality levels, the thing that strikes me as bizarre is that many of those changes are also affecting the highest quality level.

PGI: I'm pushing 250 fps @ 2560x1600 and I don't need a higher framerate. Restore the detail that the closed beta used to have.

Edited by FuzzyLog1c, 09 January 2014 - 07:53 PM.


#2 Matthew Craig

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Posted 10 January 2014 - 09:04 AM

There isn't a huge focus on the visuals currently until we transition to DX11 once that comes online after UI 2.0 is released we're planning to revisit these settings to ensure that quality levels and corresponding fps are well separated across the various settings.

#3 CHH Badkarma

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Posted 10 January 2014 - 11:08 AM

That is good to know. Nothing worse than building a high end machine just to play MWO only to have the game look more "blah" as time goes on

#4 Jabilo

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Posted 10 January 2014 - 11:53 AM

Hey Fuzzy, what's your rig?

The reason I ask is that I have a 2500k and GTX770.

Despite being able to achieve well over 60fps most of the time I experience random FPS drops even though neither my CPU Cores or my GPU register as being at 100% (I monitor core and GPU usage with EVGA precision and HWinfo).

Matthew: any input from you would be appreciated as this has been driving me nuts for a while now.

Thanks,

#5 Matthew Craig

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Posted 10 January 2014 - 02:08 PM

Significant performance hitches are usually related to streaming of the terrain or shader compilation, you could try moving your shader cache from your user folder and letting it get recreated (will hitch more at first but should settle down to nothing over time if not just move the old one back). For the terrain stuff ensuring the assets are on a fast hard drive can help we often run the game on SSD these days so we could be overlooking poorer hard drive performance.

Its worth noting that most of our effort internally is going into the DX11 'version' of the client, there are improvements in that branch for both performance and stability that won't come to production until it is rolled out after UI 2.0 which is my way of saying a lot of the progress on this front is largely hidden from the community currently. Once DX11 is released I'd like to see this resolved for all users and if it persists for anyone we'll work with you to ensure it's smoothed out once and for all.

#6 FuzzyLog1c

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Posted 10 January 2014 - 02:25 PM

The reason why I brought this up was because I noticed another significant drop in visual quality (almost as if 8X AF was dropped in favor of trilinear filtering, and the number of small, debris-type objects on the ground was reduced). If there was a little more transparency in the available .cfg settings, we could probably handle this on our own.

View PostJabilo, on 10 January 2014 - 11:53 AM, said:

Hey Fuzzy, what's your rig?

The reason I ask is that I have a 2500k and GTX770.

Despite being able to achieve well over 60fps most of the time I experience random FPS drops even though neither my CPU Cores or my GPU register as being at 100% (I monitor core and GPU usage with EVGA precision and HWinfo).

Matthew: any input from you would be appreciated as this has been driving me nuts for a while now.

Thanks,


Core i7 3770K (Ivy Bridge) @ 5 GHz (delidded and lapped to a mirror polish), 32 GB DDR3 RAM, triple Radeon 7970s @ 1.25 GHz core, Samsung 840 SSD, Xonar Essence STX with the 1.71 Uni drivers. The whole thing is water-cooled and makes less sound than my fridge. Using the Bioshock.exe to enable Crossfire for MWO is key. I pay a small price in terms of some minor texture flickering at the beginning of the match, but nothing distracting.

You may want to upgrade to a faster storage device, as Matt said. Cheap/free improvements on a traditional HDD can be had by either increasing the amount of free space available and/or running an advanced defragmentation tool like PerfectDisk that will place high-priority files on the outer rim of the platter. As you probably know, random access times on the periphery are lower because the angular speed of the disk is significantly higher there.

Edited by FuzzyLog1c, 10 January 2014 - 02:33 PM.


#7 Jabilo

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Posted 10 January 2014 - 04:04 PM

Thank you very much for responses.

Nice rig Fuzzy :ph34r:

I actually have the game on a 6 gb/s SSD.

I will try the shader experiment, other than that I look forward to DX11 and hope this resolves the issue.

It just bugs me that I may have a problem with my rig somewhere that is not showing up in other games.

I might take a screenshot later and post it so you can seem what I mean.

Edited by Jabilo, 10 January 2014 - 04:13 PM.


#8 Whatzituyah

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Posted 10 January 2014 - 04:37 PM

View PostMatthew Craig, on 10 January 2014 - 02:08 PM, said:

Significant performance hitches are usually related to streaming of the terrain or shader compilation, you could try moving your shader cache from your user folder and letting it get recreated (will hitch more at first but should settle down to nothing over time if not just move the old one back). For the terrain stuff ensuring the assets are on a fast hard drive can help we often run the game on SSD these days so we could be overlooking poorer hard drive performance.

Its worth noting that most of our effort internally is going into the DX11 'version' of the client, there are improvements in that branch for both performance and stability that won't come to production until it is rolled out after UI 2.0 which is my way of saying a lot of the progress on this front is largely hidden from the community currently. Once DX11 is released I'd like to see this resolved for all users and if it persists for anyone we'll work with you to ensure it's smoothed out once and for all.


knowing how much the cry engine has to offer it could be a scary thought not being able to see some eye candy to an extent in some other levels of graphic settings.

#9 FuzzyLog1c

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Posted 11 January 2014 - 07:27 AM

View PostWhatzituyah, on 10 January 2014 - 04:37 PM, said:


knowing how much the cry engine has to offer it could be a scary thought not being able to see some eye candy to an extent in some other levels of graphic settings.


When you look at the draw distance, lighting, and object count in Far Cry 3 and Crysis 3, and then you hear about the MWO team failing to implement SLI and Crossfire support and deleting simple, bump-mapped stones and tree sprites to improve performance, it really seems like these guys are in way over their heads.

Posted Image

#10 Veranova

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Posted 11 January 2014 - 09:17 AM

View PostFuzzyLog1c, on 11 January 2014 - 07:27 AM, said:


When you look at the draw distance, lighting, and object count in Far Cry 3 and Crysis 3, and then you hear about the MWO team failing to implement SLI and Crossfire support and deleting simple, bump-mapped stones and tree sprites to improve performance, it really seems like these guys are in way over their heads.



Well MWO's rendering department is two people, AFAIK.
Crysis & Far Cry both use their graphics as a bragging point, so they would have comparatively massive rendering departments.
PGI may distribute more resources/hire more staff for rendering once the big features are out the door. But most people would rather see features first.

The whole team had to learn Cryengine for MWO, so the rendering guys may well be in over their heads slightly when it comes to implementing new features and optimisation, but I expect it's more a problem of resources.

#11 CHH Badkarma

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Posted 11 January 2014 - 10:18 AM

This game has a lot of potential in the eye candy department. Hopefully when DX11 comes into play SLI and Crossfire wont be to far behind. Hopefully then PGI can hire addition talent to help bring this game up to jaw dropping status in the eye candy department

#12 Fooooo

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Posted 12 January 2014 - 01:06 AM

View PostJabilo, on 10 January 2014 - 11:53 AM, said:

Hey Fuzzy, what's your rig?

The reason I ask is that I have a 2500k and GTX770.

Despite being able to achieve well over 60fps most of the time I experience random FPS drops even though neither my CPU Cores or my GPU register as being at 100% (I monitor core and GPU usage with EVGA precision and HWinfo).

Matthew: any input from you would be appreciated as this has been driving me nuts for a while now.

Thanks,


I used to get this exact same problem.

I think I still do.

However I found how to fix some of the problems......some of the time........

It would run at 60fps and even standing still, every 4 or 5 seconds the fps would drop to 40 then instantly back to 60. Constantly repeating itself.

When moving it felt like the game was constantly stuttering.


The way I first fixed it was removing one of the updates for windows. (not a critical one, one of the optional ones) I basically went through 1 by 1 removing updates until I saw a change...which I did......and this fixed it....for a time. (I could run fullscreen again with no probs)

However the problem returned after some time.

Not sure if it was to do with the updates again as I had upgraded my pc and installed all the updates.........so once again I did the same thing, removing 1 by 1, this time I made sure to remember what it was or at least close ^_^

It was one of the .net client 4.0 updates causing the problem. Once one of those was gone it was fixed again.


There was also a way I fixed it before figuring to try uninstalling updates.

Basically the surefire way to fix it for me is to first not run the game in fullscreen.
Then it became a test of lowering res until the sudden drops stopped....which they did at around 1440x900 or something.

I'd first try running not fullscreen and lowering res until the sudden drops stop. If this doesn't work then you could try what I did with the updates to windows etc.......


As to the OP, I agree.....but good to hear with dx11 more will be put into visual quality. (for dx9/10 and 11)

#13 Corvus Antaka

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Posted 12 January 2014 - 01:18 AM

Crysis 3 also cost 66 million $ to make. Thats a lot bigger art team I bet. At least the future potential is here for PGI with cryengine.

I've had some luck with user.cfg. If you are nice & need a refresher you can pm me ^_^

#14 Spooky01

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Posted 12 January 2014 - 09:01 AM

Hi Guys

I have an issue when playing Frozen City Map Day or Night. Some of the detail is greyed out ? Sides of building, hill, nearby objects. Making at times very hard to see where your going,standing etc.

I have a high end water-cooled PC.

i7 Hex core
2x SLI GTX 680 Classified
32GB Dominator 24000 DDR3 RAM
OCZ 256 SSD
Seagate 2TB Constellation.
Running on Windows 7 ultra.

I have run the repair tool but this has not helped all drivers are up to date. Machine stable and tested.

#15 CHH Badkarma

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Posted 12 January 2014 - 10:20 AM

Texture issues are a know issue on that map. Pgi is aware of it and still has yet to fix it

#16 Jack Avery

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Posted 13 January 2014 - 01:53 PM

View PostSpooky01, on 12 January 2014 - 09:01 AM, said:

Hi Guys

I have an issue when playing Frozen City Map Day or Night. Some of the detail is greyed out ? Sides of building, hill, nearby objects. Making at times very hard to see where your going,standing etc.

I have a high end water-cooled PC.

i7 Hex core
2x SLI GTX 680 Classified
32GB Dominator 24000 DDR3 RAM
OCZ 256 SSD
Seagate 2TB Constellation.
Running on Windows 7 ultra.

I have run the repair tool but this has not helped all drivers are up to date. Machine stable and tested.


The only thing I've found to fix that is turning on V-Sync in the in-game options. I'm not sure that fix works for everyone, but it is the culprit in my case.





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