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64Bit Vs 32Bit/dx11 Vs Dx9 Benchmarks


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#41 Mavairo

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Posted 22 December 2014 - 07:23 PM

Performs much better in CW than it did before.
Also is pretty stable now.

#42 Anjian

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Posted 22 December 2014 - 08:27 PM

Makes me interested to try it out.

Next time I also suggest to PGI, like other games, they should put an FPS and a ping rate counter on top or bottome of the screen. It helps testing the client.

#43 SgtMagor

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Posted 22 December 2014 - 08:44 PM

just wondering if PGI would try to write an OpenGL driver for the game, 64 bit exe may be a little better in performance but its not really that much of improvement. DX-11 always seemed like it cut the performance of my system in half terribad.

#44 Anjian

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Posted 22 December 2014 - 08:47 PM

I think the whole purpose of 64 bit is to handle larger (exceeding 4Gb) of data, especially with textures. The mem alloc errors we are seeing in the client now are supposed to be fixed by going 64 bit, assuming indeed if all implementations in the 64 bit client are truly 64 bit.

#45 Anjian

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Posted 23 December 2014 - 02:54 AM


Going to try the 64 bit myself, though not much CW action is going on right now as of time of posting.

#46 That Dawg

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Posted 23 December 2014 - 04:05 AM

View PostTrixxstrr, on 22 December 2014 - 09:35 AM, said:

Ya it's hard to get a true benchmark test in CW because the match would play out different each time. We would need a demo loop with a bunch of mechs and effects going on to do true benchmark comparisons.



god, we need a demo loop for testing, otherwise, its all peeing into the wind and washing unicorns.
I can roughly test the offline map, to get the highest fps looking at smoke, explosions etc, but a test loop, hands off benchmarking, with light areas, and heavy areas, allowing us referential chatter in the forums

#47 Anjian

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Posted 23 December 2014 - 04:50 AM



From a subjective feel of the pants point of view it does feel smoother, probably more solid, though I will add that impressions are not scientific.

#48 xWiredx

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Posted 23 December 2014 - 06:28 AM

View PostAnjian, on 22 December 2014 - 08:27 PM, said:

Makes me interested to try it out.

Next time I also suggest to PGI, like other games, they should put an FPS and a ping rate counter on top or bottome of the screen. It helps testing the client.


F9 for fps. Tab will show ping.

Edited by xWiredx, 23 December 2014 - 06:28 AM.


#49 9erRed

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Posted 23 December 2014 - 01:46 PM

Greetings all,

Correct on the F9 Key to show the FPS and Mech location.

- Check out the CW maps with F9, it shows the Mech starting out at around 9000mtrs up then rapidly descending to the terrain elevation for the physical drop off.
(perhaps there will be some future requirement for this starting height?)
- maybe a denial of that landing location if not secured? I could see a future requirement of a single dropship landing to drop off the first lance to secure the other drop points. First in then others allowed to land.

Good to see the new code has improved the CW maps and allowed most 'on the borderline' systems to render these maps better.

9erRed

Edited by 9erRed, 23 December 2014 - 01:47 PM.


#50 Anjian

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Posted 23 December 2014 - 09:24 PM

Tab I know, thanks for the F9.

I played the 64 bit client last night. Except for one time where I exited form a match into a black screen, the client was pretty much reliable the whole time the entire night. I would recommend it.





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