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Some Performance Tests


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#201 Oderint dum Metuant

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Posted 05 February 2015 - 04:04 AM

Same settings open pug que game with comparison of training grounds

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#202 Goose

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Posted 05 February 2015 - 10:56 AM

View PostLordred, on 04 February 2015 - 06:21 PM, said:

I always feel like I get glossed over when I post data.

Sorry: I get pulled in a lot'a directions these days …

#203 Goose

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Posted 05 February 2015 - 11:02 AM

View PostDV McKenna, on 05 February 2015 - 03:46 AM, said:

Very quick and simple empty user.cfg training grounds run oing to try opens in a moment.

Have you tried a loaded user.cfg yet? Or, at the very lest, a framerate limit to go with v-sync?

And thanks: I'd wondered where teh reporting on these CPUs had gotten off to …

#204 Oderint dum Metuant

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Posted 05 February 2015 - 11:04 AM

View PostGoose, on 05 February 2015 - 11:02 AM, said:

Have you tried a loaded user.cfg yet? Or, at the very lest, a framerate limit to go with v-sync?

And thanks: I'd wondered where teh reporting on these CPUs had gotten off to …


Not yet, i started playing the telltale GoT thing...and wasted my whole day.

#205 Goose

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Posted 24 February 2015 - 01:50 AM

[Jeza]Yes: Yes I have screwed up the settings[/Jeza]
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So: All ye i7s' need a copy of ParkControl to go with Bill2's ProcessManager, so you can disable all the EPA, and Framerate Like A Boss … Posted Image

#206 xWiredx

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Posted 25 February 2015 - 04:32 PM

Goose, using just that core unparking utility has basically taken away those hiccups for me. I was stubborn until you showed graphs, but I'm happy as fk now!

#207 Goose

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Posted 25 February 2015 - 07:46 PM

See: I'm positive I'd done something of the sort years ago, and I derp'd it with my wipe'n reinstall; That's why all my recent output showed half my cores, in pairs, no less, asleep at the wheel. Posted Image

I did have CorParkingManager45 installed, but it seemed redundant and silly awhile ago, just showing the Maximum processor state under Power Options (Processor power management;) Somehow, I had it in my head it handled the minimum, too.

I still have no clue how I thought I was addressing it back then: ParkControl didn't work at all for me prior, but I think I'd grabbed some kink'a beta …

So now "Process Lasso or ProcessManager," complicated by CacheMan, ProcessExplorer, and the Windows timer resolution tool in the form of a system service. -_-

Edited by Goose, 25 February 2015 - 07:48 PM.


#208 Goose

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Posted 25 February 2015 - 10:07 PM

Soooo yeah: About that

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Whereas the red line is with the improved lack of core parking, it's also PostAA; The other two are still 50% parking, and FIIK-levels of MSAA+CSAA+TrAA, done in nVidia Inspector; I think green line is 4+4+4, so the blue might be 8+24+8-sparse grid? Posted Image

Anyway: MSAA loads up ca_thread0Affinity? :wacko:

#209 Smokeyjedi

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Posted 26 February 2015 - 05:30 PM

Project Lasso, Core Parking run each and every time I play MWO.

#210 Goose

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Posted 05 March 2015 - 02:11 PM

… Are there any hard maps, anymore? :huh:

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I reduced Shaders to "clear room" on the GPU core for all the fancy AA, but that was for 8+24+8-sparse, and now it's down-clocking: Shaders back up to Very, and a bump to Objects, for hitss'n grins, next …

#211 That Dawg

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Posted 06 March 2015 - 02:11 PM

View PostxWiredx, on 01 December 2014 - 08:52 PM, said:

The first is that this game needs a lot of optimization done still.



Indeed...this last patch took my rig from 50 and ok looking to 30 with kicks in the electronic crotch single digits
To the point, I really cant play that much without getting sick- yeah...that bad
sigh

#212 POOTYTANGASAUR

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Posted 06 March 2015 - 09:54 PM

I'm just saying that an aggressively clocked i7-xxxxK would yield performance with a negligible difference between it and the new extreme editions. MWO doesn't really take full advantage of all the cores and there is really no reason at all to have the extreme editions for any game at this point in time. Those are productivity and high end enthusiast parts and not really gaming centric. Also I see way too much flaming in the thread. You all need to calm yourselves.

Edited by POOTYTANGASAUR, 06 March 2015 - 09:55 PM.


#213 Goose

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Posted 06 March 2015 - 10:53 PM

wat

#214 That Dawg

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Posted 07 March 2015 - 04:08 AM

View PostGoose, on 06 March 2015 - 10:53 PM, said:

wat



he said MWO is broke, other games aren't, and the haters need to go QQ over......something else

#215 Goose

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Posted 14 March 2015 - 09:31 PM

View PostGoose, on 05 March 2015 - 02:11 PM, said:

… Are there any hard maps, anymore? :huh:

… Shaders back up to Very, and a bump to Objects, for hitss'n grins, next …

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Forest was hard, right?

Pick one of the three AAs (Multi, Cover, or Transparency-Super Sampling Sparse Grid) and boost that, I guess; I don't dare up Particles or Environment, and turning on Glow seems like borrowing trouble …

#216 Goose

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Posted 15 March 2015 - 11:58 PM

Acid bath Caustic is hard?

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#217 Goose

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Posted 16 March 2015 - 03:22 PM

Mining is not hard.

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Edited by Goose, 19 March 2015 - 02:54 PM.


#218 xWiredx

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Posted 18 March 2015 - 07:55 PM

Settings still at the very high spot they've been at for my testing.
EDIT: actually, I have more eye candy turned on in my user.cfg that I completely forgot about, so this might actually be higher settings beyond very high in the in-game settings now... feeling even better about the numbers.

gp_option_ShowCockpitGlass=0
r_HDRGrainAmount=0
cl_fov=68
r_DynTexAtlasCloudsMaxSize = 128
r_DynTexAtlasSpritesMaxSize = 128
r_EnvTexUpdateInterval = 0.001
r_VegetationSpritesTexRes = 512
e_TerrainTextureLodRatio = 3
e_CoverageBufferReproj = 1
e_TerrainTextureStreamingPoolItemsNum = 512
e_LodRatio = 32


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The low max and high min for Terra Therma is a bit odd I guess, at least compared to the other two. It is visually different from them, too, though, so it might make sense. Either way, not a single dip below 60 playing it, and staying above 60 for the vast majority of the time overall. Pretty happy, and apparently the improvements PGI has made so far have actually been improvements. That's kind of a new thing for them. Lookin' good!

EDIT #2: and again, testing with the 32-bit client, so the tiny performance gain I might see from the 64-bit client is absent here. In addition, I think I might throw up some test numbers from my laptop, as those types of things seem to be completely missing from the forums and could be of use.

Edited by xWiredx, 18 March 2015 - 08:00 PM.


#219 xWiredx

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Posted 19 March 2015 - 07:03 AM

map min max avg
Canyon Network 11 94 57.89
Veridian Bog 25 69 43.25

Mining Collective 45 90 74.64
Frozen City 20 77 54.87

crimson strait 50 101 78.54
forest colony snow 38 88 66.12

Here are my laptop numbers.

First 2 tests: DX11, High preset.
Second 2 tests: DX11, High preset, Core parking fix enabled
Third 2 tests: DX11, Medium preset, Core parking fix enabled
All tests on fresh install, no custom user.cfg

Laptop: Gigabyte P25W V2
Core i7 4710MQ, 16GB DDR3-1600 9-9-9-24, GTX 870M 3GB, 1x 1TB HDD, 2x 250GB Samsung 840 EVO mSATA SSD RAID0

Hyperthreading is on, cannot be disabled in the BIOS. Latest Nvidia drivers. No OC on the GPU/VRAM. Fan at MAX. Stock thermal compound (this is important because I know I experienced at least a tiny bit of throttling based on temps, was watching with GPU-Z).

Running the 64-bit client on Windows 8.1, fps measured with FRAPS (doesn't have the issue with locking the client like my desktop does).

Conclusion: medium settings should be fine for anybody with a mobile i7 or i5 Haswell chip and a GTX 860 or better. It won't be perfectly smooth, but it is playable. Had decent 1-3 kill rounds with 250-700dmg in my DWF-S through these 6 rounds. Would NOT trade my desktop for a laptop, though. Not for this game. No way.

Edited by xWiredx, 19 March 2015 - 07:09 AM.


#220 Goose

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Posted 14 April 2015 - 05:25 PM

Acid Bath Caustic was hard, once, right? The only map to get revised for performance issues?

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Ever wonder if the heat-shimmer stall isn't just Particals, but a PostAA issue, also? Not that it ever comes up while I'm logging …





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