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Dx11: Balancing Performance


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#21 Barbaric Soul

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Posted 05 March 2014 - 07:45 AM

Just played 4 games in DX11, no noticeable performance hit, still getting around 60 fps, all settings to very high, motion blur turned off, 2560*1600 resolution

system specs-
CPU- 2600k OC'ed to 4.5ghz
RAM- 8 gig DDR3 1600
GPU- EVGA GTX 780ti SC ACX boosting to 1261 MHz core, 3650 MHz memory
Monitor- HP ZR30w 2560*1600 30" IPS

#22 DaZur

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Posted 05 March 2014 - 08:51 AM

View PostCatamount, on 05 March 2014 - 07:32 AM, said:

Those who are already GPU bound will probably lose performance. Those who are CPU bound will likely gain marginally, or see little difference. I personally see little difference with my 3570k (4.2ghz) and 7970.

In hindsight that's kind'a the summary I drew as well... While my video card is not top-dog, it's more than enough to handle MW:O but my AMD quad is not necessarily as muscled as the present stable of i7s.

So I guess it should come as no surprise I didn't take a noticeable performance hit and the video performance seemed crisper.

#23 Werewolf486 ScorpS

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Posted 05 March 2014 - 10:07 AM

I'll be making a few posts on the different rigs in my house, but for now I will start with this one.

Rig#1 My rig
ASUS Rampage IV Black Edition lga2011
i7-4930k
16GB Corsair Vengeance
1 ASUS HD 7870 V2
Kingwin Mach1 1220watt

Same setting in both DX9 and DX11. Everything was set to very high except shadows which are set to low and I have AA, Blur, and Sync turned off.
DX9:
Grainy, Max FPS 110 idle in any map with no action, in heavy battle as low as 30 FPS, FPS was not very stable and would fluctuate wildly, slight rubber banding when collisions with other mechs occurred,

DX11:
Sharper picture, Max FPS down to 90 idle in any map with no action, any asset dropping into the match is hammering my FPS to 20 FPS, once in game and fighting the FPS seems more stable with way less fluctuation and rarely gets below 50 FPS. I did have a slight case of artifacting on Forest Colony Conquest at the initial charge to Kappa.

Overall impression is that on my new rig this is an acceptable change, but I caution against respawns in game with how badly my FPS takes a hit from any asset spawning into the match. Obviously this is a small step in the right direction and it will be interesting to see how DX11 development in MWO proceeds.

Rig#2: Wife's
ASUS Rampage Extreme lga775
Q9550s
8GB OCZ Reaper
1 ASUS HD 7870v2
Kingwin Mach1 1220watt

Same setting in both DX9 and DX11. Everything was set to very high except shadows which are set to low and I have AA, Blur, and Sync turned off.

DX9:
Grainy, Max FPS 100 idle in any map with no action, in heavy battle as low as 20 FPS, FPS was not very stable and would fluctuate wildly, slight rubber banding when collisions with other mechs occurred,

DX11:
UNTESTED

Rig#3: Oldest son
ASUS Z87 Sabertooth lga1150
i7 4770k
16GB Corsair Vengeance
2 ASUS HD4870 Dark Knight (Waiting for GTX880's)
Kingwin Mach1 1220watt

Same setting in both DX9 and DX11. Everything was set to high except shadows which are set to low and I have AA, Blur, and Sync turned off.

DX9:
Grainy, Max FPS 60 idle in any map with no action, in heavy battle as low as 30 FPS, FPS was not very stable and would fluctuate wildly, slight rubber banding when collisions with other mechs occurred,

DX11:
HD4000 can not support DX11

Rig#4: Youngest son
eVGA 680i (Free, will be upgraded)
E8500 Wolfsdale (Free, will be upgraded)
8GB G.Skill
1 eVGA 550ti
Kingwin Mach1 1220watt

Same setting in both DX9 and DX11. Everything was set to Medium except shadows which are set to low and I have AA, Blur, and Sync turned off. Would not handle Very High settings.

DX9:
Grainy, Max FPS 60 idle in any map with no action, in heavy battle as low as 20 FPS, FPS was not very stable and would fluctuate wildly, slight rubber banding when collisions with other mechs occurred,

DX11:
UNTESTED

I will attempt to update the other rigs with DX11 information when I can.

Edited by Werewolf486, 05 March 2014 - 10:35 AM.


#24 DjPush

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Posted 05 March 2014 - 04:46 PM

GTX770 4GB
AMD FX8350 4Ghz

I Switched to Dx11 and noticed the frame rate drop to below 20 in heavy action and then hiccup slightly. It doesnt happen that often though. Otherwise it performs the same as Dx9 did. However, the image is much sharper and there are subtle differences in particles and other eye candy. Nice work PGI. However, compared to other games that are more graphically challenging than your product, you have a long way to go. Keep up the good work! I love this game and would like to see more from it.

#25 DjPush

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Posted 05 March 2014 - 05:24 PM

Wow! Tried to use MSAA and the game was unplayable.

#26 Spooky01

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Posted 06 March 2014 - 09:56 AM

I have noticed improved frame rate. Kill ratio has gone down a lot.

BUT, the main thing is seeing Mechs running around on one leg, main body missing, weapons hanging in mid air without any support.

When firing large lasers main beam only goes as far as 30 meters and not hitting target as if an invisible wall was in the way. maybe this is why kill ratio has gone down?????

PC built by SCAN 3XS system.
i7 3930 at 4.3 overclock
2x GTX 680 classified in SLI
Coursair 32gb 2400hz Dominator DDR3 ram
SB Recon 3D

All water cooled tested and stable..... Above only happens when DX11 turned on [ did not know SLI was active with this patch? ]

#27 DanielMeier

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Posted 08 March 2014 - 12:54 PM

View PostDjPush, on 05 March 2014 - 05:24 PM, said:

Wow! Tried to use MSAA and the game was unplayable.


Same here SMAA really makes the game drop a crazy amount of frames.

#28 Goose

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Posted 08 March 2014 - 01:00 PM

Ever notice how alot of guys swear up'n down all you have to do is "turn off AA and you'll be just fine"?

Yeah: MSAA is what they are talking about, and we only just now have had it as an option …

#29 RobinSage

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Posted 09 March 2014 - 02:27 PM

I don't want to come on here as arrogantly promoting an enthusiast build and saying it runs everything fine.....

Okay, that's what I'm doing. But if people are expecting older systems to be running this game at max settings at anything faster than 40fps on one GPU, then you are asking for miracles. It's not the DX11's fault, not PGI's fault. It's your build.

Although there are many that say that MWO's graphics are not GPU heavy, they are completely wrong. This game sucks GPU memory resources very heavily. So in order to run the game at max settings, while broadcasting in 1080p HD at 60fps, and record at 1080p HD at 60 fps is very difficult unless you build your system specifically to handle all of that video stress and multiple applications.

Our new TBAGR system is playing and configured to run MWO at full settings on any visual setup. 4k, multi-projection, curved projection, etc. While also broadcasting on TWITCH, and recording locally in HD.

We make sure that our games run at 60fps. No faster, no slower. Locked at 60.

Achieving perfect frame rates in DX11 requires using PCI-E 3.0 or a multi-GPU setup or possibly both. With all settings maxed and using MSAA, vsync on, DX11 on, Crossfire engaged, using ATI 14.2 BETA drivers, with CCC and Sapphire Trixx (to control voltage and OC'ing).

Here's our specs and pics can be found in our gallery at: www.hardcorpgaming.com/gallery

Intel i7- 3970X @ 4.5 Ghz EK Supremacy Water Block. Full load: 44*C
MSI Big Bang Power II board - using Slots 1 and 5 for FULL PCI-E 3.0 on both cards.
64 GB Kingston Hyper-X Beast - 2133mhz DDR3 - running at 933mhz @ 9-11-10-11-38 T1 Air Cooled
2x R9 290X @ 1040mhz/5500mhz (that's 1380+ something on Ramdac but stable at 1400), 2840 Shaders, Crossfire On, EK Waterblocks and parallel connected and fully liquid cooled. Full load: 51*C
Corsair AX1200i modular PS

To cool the entire thing we use primochill pure performance liquid. Anything with dye in it is dumb. I could tell you why but that's another thread.

So, given that most of the MWO community is not using builds like these, they are asking for DX11 numbers that simply aren't going to happen. As far as our review of the DX11 drivers we conducted a TWITCH broadcast of the review here:

http://www.twitch.tv/hardcorpgaming

DX11 looks and feels MUCH better than DX9. In fact we couldn't even turn on our second card with DX9 settings. We've been waiting for DX11 to see our framerates stabilize finally for MWO. We did experience a few pixelated artifacts when using a few weapons, when the projectiles hit the opposing mech occasionally we'd get some little black boxes that popped up. There is also a small effect of color bleeding on the edges of mechs when the motion blur is turned on. Not sure if these are even related or if adjusting the .cfg would help that. With MSAA on the game runs very smoothly. No more texture glitches, no more tearing, no more greyed out buildings and mountains with crossfire on....

Fixes for immediate frame rate loss without having to mess with .cfg:

Turn Post AA on, vsync on, shaders and shadows to medium, particle effects to high. If DX11 is still yucky for you with these set...then look into upgrading your system or continue to play MWO in DX9, as even the optimizations for DX9 are looking much better than even a few months ago.

Cheers all, and GL.

#30 CeeKay Boques

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Posted 10 March 2014 - 11:50 AM

Werewolf, we'll have to have a family LAN vs Family LAN sometime... :angry:





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