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Dx11 Performance Hit


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#61 Matthew Craig

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Posted 05 March 2014 - 09:26 AM

View PostChronojam, on 04 March 2014 - 06:39 PM, said:

Totally. I know the pains of trying to move a Dx8 project up to Dx9/10 to take advantage of better GPU tech and updating old codebases to make use of SSE and multi-threading to take advantage of better CPU tech, it's not fun and will probably hit some rough spots on your way there.

It's definitely the right path forward. But, I still have to question the wisdom of releasing a bad implementation that you know is bad. It won't sell users on the time/effort you've invested in the feature, and if you're only doing it to hit a deadline you'll look really foolish.

I've been there before, with pushing out a suboptimal DirectX upgrade to production before, so I'm feeling empathy here but that's also why I'm screaming "don't do it!" in my mind. Don't do it if you're just trying to prove you're working on it, especially if you have a test server people can go see. Use the test server!

Seriously, use the test server!


Couple of points, for users who recently bought a computer running Windows 8 or that came with DX11 by default they no longer need to downgrade to DX9 to be able to run the game so there is benefit beyond just performance/visuals.

For those that have worked in development you know that engine integrations, especially on a rapidly moving project like this that code branches have a tendency to diverge, its not as simple as keep it on the test servers until we're 100% happy with it. To do that we incur constant integration overhead to keep it up to date with the main trunk and exhaust more QA resources in the process. If you're not happy with where DX11 is at currently you're welcome to continue to use DX9 this is why we didn't switch to DX11 by default at this time, but at least now users have an option.

Personally I'm happy to now be able to push forwards with DX11 to make further improvements to the game knowing its not time invested in a code path that will quickly become legacy code.

#62 Name115734

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Posted 05 March 2014 - 09:39 AM

View PostMatthew Craig, on 05 March 2014 - 09:26 AM, said:

Personally I'm happy to now be able to push forwards with DX11 to make further improvements to the game knowing its not time invested in a code path that will quickly become legacy code.


One would hope you would be happy, otherwise we would have something very serious to worry about. Self agrandizing besides, are you happy with the implementation and time delay (one year after the fact) in getting this out to the public?

#63 H A S T A

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Posted 05 March 2014 - 09:46 AM

View PostShamous13, on 05 March 2014 - 05:40 AM, said:

Try turning v-sync on to reduce your gpu load and temps. your card could be throttling its self causing the CTD.

I had some nasty problems last night running DX11, CTD, missing parts on mechs, missing terrain, when loading in to mech lab the componets on a mech would load in one section at a time. running the repair tool and removing the systemoverride.cfg solved the problems.

I found that I got an average 16% increase in FPS, I did however notice that my gpu usage in crosfire mode was wonky. My 1st gpu was running at 40% avg while my second gpu was running at 99% the hole time. any Ideas?



Same problem here, im running the game, SLI disabled , was on max settings 1920x1080 , average fps 80-90 on dx9, went to dx 11, tried different settings, but i see stalker with 1 leg, hunchback no legs, no arms, catapult no arms, some invisable mech also, very funning when they are on ecm.. taking shots from invisible mech.. kinda Hardcore

fps is like 55-60 now

and its really not smooth, but better graphics.

#64 Sh4dow78

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Posted 05 March 2014 - 09:48 AM

View PostMatthew Craig, on 04 March 2014 - 02:24 PM, said:

DX11 performance was on average for us around 10fps lower than DX9, this is a fairly early version of DX11 support in CryEngine and is not highly optimized we intend to see what we can do to boost performance in the months to come.


MONTHS ? its a joke right ? u gotta be kidding me ? how many ppl u have working on this game 2 ? ahh i forgot other 98ppl implementing new hero mechs so u can get some extramoney from ppl... sure thats the way u should go!

Like really when i start to play this game on my old 9800GTX+ with same CPU as i have now and when there was 8v8 mode i was playing at 60+ fps on EVERY ON HIGH it worked like a CHARM.. since u implemented 12v12 after EVERY patch u make i get my fps lower and lower ... it gotta be a damn JOKE! now i have damn GTX760 ( know its not "the best" but still DECENT GPU) i barely can play at 30fps with all sets to LOW :P ... SERIOUSLY ? 30 ? i can run BF3 at 90 fps i can play BF4 ~60fps ( even if this game is broken right now) i can play War Thunder - full HD all settings high/ultra and this game runs 100+ fps! there is more planes than mechs in ur game in abattle and those planes are like really detailed compared to ur game, overall graphic in WT is awesome compared to MWO yet still i cant play ur game bcoz when comes to action my fps drop lower than 20-15 its not the way it meant to be played.... its DISGRACE of how company can ruin such a great game as MWO is. Its just damn SAD what u did with this game in last 2 years, and now u ask us to wait MONTHS ?

#65 Chronojam

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Posted 05 March 2014 - 10:24 AM

View PostBladeXXL, on 05 March 2014 - 02:19 AM, said:

Community was crying for DX11 even PGI always told "it's not that magic thing you believe".

Now they released an early implementation and YOU cry again... ROFL!

Now you know why it's called CryEngine! :-)

Used properly, modern instruction sets and algorithms are far better than what we had in the past; for example, compare the performance implications of older anti-aliasing algorithms. For years, gamers had to turn down anti-aliasing for performance reasons. The anti-aliasing technique older games relied on was processing-intensive, which pales in quality and speed to MSAA. MSAA itself is, speed wise, outpaced by modern FXAA which effectively makes anti-aliasing "free" to implement. FXAA also has a smaller video-memory footprint, and is ideal for 3D/stereoscopy rendering that's become popular.

A good whitepaper on this is available here, if you're genuinely curious but have no technical background it's still quite readable even if you ignore the code examples:
http://developer.dow..._WhitePaper.pdf

Of course, it's possible to prepare a "bad" implementation of a "good" algorithm, especially if you rush it out the door before it's actually done and don't extensively test things despite having an idle test server.

Surely you realize the perils of releasing something you KNOW will degrade performance on the general audience-at-large? If they really, truly wanted to just do a "test" with it they should use the test server instead of releasing something that is not-ready to the point that it, once again, makes things worse inarguably.

#66 Chronojam

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Posted 05 March 2014 - 10:29 AM

View PostMatthew Craig, on 05 March 2014 - 09:26 AM, said:

Couple of points, for users who recently bought a computer running Windows 8 or that came with DX11 by default they no longer need to downgrade to DX9 to be able to run the game so there is benefit beyond just performance/visuals.

For those that have worked in development you know that engine integrations, especially on a rapidly moving project like this that code branches have a tendency to diverge, its not as simple as keep it on the test servers until we're 100% happy with it. To do that we incur constant integration overhead to keep it up to date with the main trunk and exhaust more QA resources in the process. If you're not happy with where DX11 is at currently you're welcome to continue to use DX9 this is why we didn't switch to DX11 by default at this time, but at least now users have an option.

Personally I'm happy to now be able to push forwards with DX11 to make further improvements to the game knowing its not time invested in a code path that will quickly become legacy code.

"It says I don't have DirectX 9"
"Yes. You need DirectX 9"
"I have DirectX"
"No, you need DirectX 9."
"But I already have DirectX 10/11"
"You need DirectX 9, c, from [month]"
"But I already--"
"If you had DirectX 9 it would not say you lack the proper version"
"But why would I need 9 if I have 10/11?"
"Because it's different"

... for years. So, fair enough I suppose.

#67 Kill Dozer

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Posted 05 March 2014 - 10:42 AM

View PostMatthew Craig, on 04 March 2014 - 02:24 PM, said:

DX11 performance was on average for us around 10fps lower than DX9, this is a fairly early version of DX11 support in CryEngine and is not highly optimized we intend to see what we can do to boost performance in the months to come.


I'm lucky to pull 25-30 fps consistently as it is, single digit frame rates here we come.

#68 C E Dwyer

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Posted 05 March 2014 - 10:52 AM

View PostJDH4mm3r, on 04 March 2014 - 06:39 PM, said:

I tried Dx11 with problems of stuttering more so ...... i only see some stuttering at the start of game in DX9 then the rest of it is smooth. DX 11 however, the entire match stutters here and there making it unplayable.


pretty much what I'm getting, stuttering on moving generally a 10fps less, and dropping to around 25 as soon as it gets busy

#69 BladeXXL

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Posted 05 March 2014 - 11:42 AM

View PostChronojam, on 05 March 2014 - 10:24 AM, said:

Used properly, modern instruction sets and algorithms are far better than what we had in the past; for example, compare the performance implications of older anti-aliasing algorithms. For years, gamers had to turn down anti-aliasing for performance reasons. The anti-aliasing technique older games relied on was processing-intensive, which pales in quality and speed to MSAA. MSAA itself is, speed wise, outpaced by modern FXAA which effectively makes anti-aliasing "free" to implement. FXAA also has a smaller video-memory footprint, and is ideal for 3D/stereoscopy rendering that's become popular.

A good whitepaper on this is available here, if you're genuinely curious but have no technical background it's still quite readable even if you ignore the code examples:
http://developer.dow..._WhitePaper.pdf

Of course, it's possible to prepare a "bad" implementation of a "good" algorithm, especially if you rush it out the door before it's actually done and don't extensively test things despite having an idle test server.

Surely you realize the perils of releasing something you KNOW will degrade performance on the general audience-at-large? If they really, truly wanted to just do a "test" with it they should use the test server instead of releasing something that is not-ready to the point that it, once again, makes things worse inarguably.


Oh common... you are not stuck to use it!
There is no idle server ... those have to be taken from production-environment.
Stop telling something about "bad/good" implementation if you know nothing about.
Once again CE3 is NOT in peace with DX11 ... just type "Crysis 2 DX11" in google.
Me as developer - I can tell you: the best test is going live!
At least there are so many people playing this game without DX11 hardware...

#70 Chronojam

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Posted 05 March 2014 - 11:57 AM

View PostBladeXXL, on 05 March 2014 - 11:42 AM, said:



Oh common... you are not stuck to use it!
There is no idle server ... those have to be taken from production-environment.
Stop telling something about "bad/good" implementation if you know nothing about.
Once again CE3 is NOT in peace with DX11 ... just type "Crysis 2 DX11" in google.
Me as developer - I can tell you: the best test is going live!
At least there are so many people playing this game without DX11 hardware...

They're not seriously using production servers to run double-duty as test servers, that would be... huh. Yes, I could see them cutting that corner.

e: But that's also quite the assumption, I've never seen them suggest that.

Edited by Chronojam, 05 March 2014 - 11:57 AM.


#71 BLOOD WOLF

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Posted 05 March 2014 - 11:59 AM

also had the frames drop, would have been nice.

#72 xMEPHISTOx

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Posted 05 March 2014 - 12:29 PM

View PostMatthew Craig, on 05 March 2014 - 09:26 AM, said:

Personally I'm happy to now be able to push forwards with DX11 to make further improvements to the game knowing its not time invested in a code path that will quickly become legacy code.


Well, I am glad that you are happy...however a great many of us who were playing just fine prior to this addition are not able to play at all or with ridiculous frame rates after patch are not so happy as you may be.
Prior to this patch I was running 40-50 fps and all was good, now cant even complete a game without ctd and when can play it is at a dismal frame rate of 10-20 which is obviously unplayable. I can safely say that I am NOT HAPPY.
I have been patient and tried a great many things to fix last night (cleared shaders cache, removed the configoverride file, emptied the user.cfg file, ran the repair tool) to no avail and have simply reached the point of utter frustration, I will attempt to reinstall and if that does not work will create ticket (because that will help :P) if need be.

Spoiler


#73 Armament

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Posted 05 March 2014 - 02:20 PM

DX11 is running like absolute crap. If I'm standing still, I get a smooth 100+ fps. As soon as I start to move, lots of stuttering and my fps drops to 15 for a second, then goes back up. It's doing this constantly, pretty much unplayable.

i7 2700k
780ti

#74 xMEPHISTOx

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Posted 05 March 2014 - 03:01 PM

Okay, so after having failed matches last night after having done the repair tool, I played a round today and was able to complete a round with 30-40 FPS, while not ideal or at previous levels this FPS is at least playable until we get some performance tweaks.
Not sure why it did not run last night after ran the repair tool though, made no changes today prior to being able to complete the match.

Still working on and looking for more tweaks to improve FPS.

Thank you Matthew Craig for your assistance, it is appreciated.

#75 Darth Futuza

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Posted 05 March 2014 - 03:57 PM

View PostChronojam, on 04 March 2014 - 04:22 PM, said:

What rationale is there for deploying a known-incomplete build of Dx 11 that degrades the player experience on the production server, when there is an idle test server available? Who made the call to release a detrimental build, regardless of its impact, just to claim the (revised) deadline was met?

From my perspective its always better to get a new optional feature available, even if it performs poorly, then none at all.

#76 El Rizzo

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Posted 05 March 2014 - 04:02 PM

Quote

From my perspective its always better to get a new optional feature available, even if it performs poorly, then none at all.


I wouldn't describe it as a feature but more of a hindrance since it doesn't add anything to the game at the moment other than lower fps, which i wouldn't call a feature :huh:. Furthermore the performance under dx9 also got worse, which might not be related to the implementation of dx11 but still sucks :/

#77 mekabuser

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Posted 05 March 2014 - 08:04 PM

well i would appreciate if any further tweaks to dx11 performance are spelled out in patch notes so i can make a judgement call as to whether or not ill try it again.. I got three..... blue screens of death over the course of id say 25 matches... with dx11..
Thats a serious no no, and I wont be running dx11 till things get sorted out.
This is the only game in 15 years ive had that happen.. I had i think... one bsod with mwo back in closed beta, but that was one of the nightmare builds back in the day. The game had been pretty darn rock solid up until ui2.0. the previous 6 months.

#78 Darth Futuza

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Posted 05 March 2014 - 08:09 PM

View PostEl Rizzo, on 05 March 2014 - 04:02 PM, said:


I wouldn't describe it as a feature but more of a hindrance since it doesn't add anything to the game at the moment other than lower fps, which i wouldn't call a feature :huh:.

How does it hinder if its optional? That's like saying having a "high" setting for graphics hinders because if I turn it on I get lower fps. Some people actually have reported better performance with dx11 and thus it is a feature for them. Clearly the feature needs work, I'm not saying it doesn't, but I'd rather have partially functioning dx11 then not at all. Now I would agree with you if the dx9 performance getting worse was actually caused by releasing dx11, but I doubt it is.

#79 Skylen

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Posted 05 March 2014 - 09:13 PM

View PostShamous13, on 05 March 2014 - 06:43 AM, said:

as the gpu temp gets to the high end of its temp limits it will slow its self down to reduce heat and to save its self. by setting the fan speed manually to 70%+ you can reduce the chance of this happening.

View PostEl Rizzo, on 05 March 2014 - 08:29 AM, said:

@Skylen

Which model of the 290x do you have ? If you have the standard design it will be difficult to keep your card from throttling without very high fan speeds, if you have a custom design it would be good to know which one, since some of them have a lowered temp. target of 80°C which is unnecessary since your gpu can run at 90°C without any problems.

thanks for the input ill try that.
i have the gigabyte windforce version with 3 fans. ive never seen it go above 84c in game. on average its around 75c depending on the ambient tempature.

#80 El Rizzo

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Posted 06 March 2014 - 03:49 AM

Quote

i have the gigabyte windforce version with 3 fans. ive never seen it go above 84c in game. on average its around 75c depending on the ambient tempature.


I just looked it up and the default temp. target on the windforce card is 87°C which you could increase to 90 or even 94°C if you want, since the default setting of Amd was 94°C which is unproblematic for the card. Msi afterburner is also great to check for possible throttling in case you suspect it, it also displays the reason why, so you can adjust your settings.





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