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What Is Limiting Mwo Performance?


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#81 xWiredx

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Posted 20 June 2015 - 06:34 PM

View PostEd Steele, on 20 June 2015 - 06:05 PM, said:

Cry Engine's physics engine seems to use the CPU rather than the GPU to avoid propriatary engines like nVidia's PhysX. The main problem is our expectations, just shoot for a steady 40-60FPS @ 1080P and have fun.

I don't think it's a problem to expect excellent performance from an enthusiast-class PC, especially when any other game (literally) runs much better on it than MWO does. MWO has real problems with performance.

#82 9erRed

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Posted 20 June 2015 - 06:55 PM

Greetings all,

I wouldn't say that it's (CryEngine) limited to the CPU, as many of the operations can be 'handed off' to the GPU.

- There leading game Crysis made full use of that feature, so it's not issues with Nvidia's PhysX. (or at least wasn't)

Piping the effects and renders over to the GPU (s) does require a somewhat different method in the code.
- There's many designers of games that are completing this changeover, actually using the 1000's of cores that are available to render and speed up tasks.
- If Dx11 was incorporated, half that task is done in the new library and file layout requirements.
- draw calls get directed to the GPU and free up the CPU, if the code is optimized for that process.

MWO is indeed CPU intensive, but may be being held back by the older Dx9 requirements.
- Rendering a solely single player game is not restricted in what can be used to effect the visual quality of that game. But, multiplayer and online servers following along could take a speed bite out of draw, LOS calculations, what's rendered where and when, and what's retained in memory. The client may suffer at those times, so it's a very thin line that PGI has to balance with all the systems types that could be playing.

I would still like to see the 'better' render code of Dx11 used, dropping the older 9 version completely. Very little to nothing sold in the last 4 yrs. has had any Dx9 only rendering components installed, it's all backwards compatible with a few dll's added so we wouldn't be dropping out those players completely. And the newer 'options' and graphics capabilities are so much better.

9erRed

#83 NocturnalBeast

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Posted 21 June 2015 - 05:15 PM

View PostxWiredx, on 20 June 2015 - 06:34 PM, said:

I don't think it's a problem to expect excellent performance from an enthusiast-class PC, especially when any other game (literally) runs much better on it than MWO does. MWO has real problems with performance.


The game is limited by Cry Engine and PGI does not seem to have the resources to rewrite large portions of the engine like RSI did with Star Citizen, so it will probably never take full advantage of the hardware in an "enthusiast-class PC".

#84 Aidan

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Posted 21 June 2015 - 08:28 PM

Remember MWO community, you have the "power of the purse"! If you do not like the way PGI is developing this game, then do not financially contribute to the MWO project. I am sure declining revenues will get the attention of PGI.

B)

#85 Aidan

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Posted 22 June 2015 - 05:45 AM

Here is a response as of June 22, 2015 from the CryEngine website from Cry-Matthijs a CryEngine Developer.


Quote

The specs for current CRYENGINE are on Steam requirements page.
DX9 is no longer supported (since 3.4 I believe), but I don't know for certain. At least, we are no longer supporting any version of the SDK that has DX9 support, so if you find one, you will be on your own with that. You can find out by checking it there is a CryRenderD3D9.dll in the Bin64 folder.

DX12 and Vulkan support are being considered, but we have made no announcements on if/when they will be available and in which SDK types.


#86 NocturnalBeast

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Posted 23 June 2015 - 01:03 AM

View PostAidan, on 21 June 2015 - 08:28 PM, said:

Remember MWO community, you have the "power of the purse"! If you do not like the way PGI is developing this game, then do not financially contribute to the MWO project. I am sure declining revenues will get the attention of PGI.

B)


Yes, it could also make them walk away and pursue other ventures.

#87 VorpalAnvil

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Posted 23 June 2015 - 02:43 AM

View PostEd Steele, on 23 June 2015 - 01:03 AM, said:


Yes, it could also make them walk away and pursue other ventures.


Like TransFail?

#88 Aidan

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Posted 23 June 2015 - 06:58 AM

Crytek supports Oculus Rift.

http://mwomercs.com/...ts-oculus-rift/

#89 Aidan

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Posted 23 June 2015 - 10:55 AM

Quote

Yes, it could also make them walk away and pursue other ventures.


Yes and then another studio with more resources can pickup where PGI left off. I am not being spite full here, it is what it is. They are a small studio and are not capable or willing to staff up to embrace the new technologies coming down the road. They appear to be content with what they have created. There is nothing bad about this but complacency in the PC video gaming world is dangerous to your existence as a creative studio and business.

Edited by Aidan, 23 June 2015 - 11:05 AM.


#90 NocturnalBeast

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Posted 24 June 2015 - 01:10 AM

View PostVorpalAnvil, on 23 June 2015 - 02:43 AM, said:


Like TransFail?



I did question PGI's decision to go up against EVE, Star Citizen and similar games on Twitter, though (I am no longer using Twitter). If PGI wanted to branch out, an FPS using Elementals would be good, also a Battletech-themed MOBA might be decent.

#91 Lynchpin789

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Posted 24 June 2015 - 01:43 AM

View PostVassago Rain, on 26 February 2015 - 10:41 AM, said:

MWO is literally the most advanced videogame on the planet, and features cutting edge graphics so good, there's no hardware on the market that lets you play it the way the devs intended.

HahHHhHhHahAHHAHAHahahah *cough cough*

#92 AUssenseiter

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Posted 07 March 2016 - 11:50 AM

hi, just looked for the topic, didnt follow the whole thing..anyone has an advice for me how i can avoid these fps drops from 60fps(works 95% of the time) to sometimes under 50, just above 40?..,,wouldnt be a drama but it makes screen tearing appear and feels stupid. Often happens in Forest Colony or Caustic.
Im running a GTX 980 at FHD and a 2700k@4.1-4,5ghz. DDR3 1600 Dual Channel.GPU is only 50-60% used at 60fps, all Settings on max, only Post AA. Tried to set the graphics to high but it doesnt make a difference, as I expected. Is there any settings what causes high CPU utilization that can be put down somehow?

Edited by AUssenseiter, 07 March 2016 - 11:50 AM.


#93 Oderint dum Metuant

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Posted 07 March 2016 - 01:42 PM

View PostAUssenseiter, on 07 March 2016 - 11:50 AM, said:

hi, just looked for the topic, didnt follow the whole thing..anyone has an advice for me how i can avoid these fps drops from 60fps(works 95% of the time) to sometimes under 50, just above 40?..,,wouldnt be a drama but it makes screen tearing appear and feels stupid. Often happens in Forest Colony or Caustic.
Im running a GTX 980 at FHD and a 2700k@4.1-4,5ghz. DDR3 1600 Dual Channel.GPU is only 50-60% used at 60fps, all Settings on max, only Post AA. Tried to set the graphics to high but it doesnt make a difference, as I expected. Is there any settings what causes high CPU utilization that can be put down somehow?


Shadows.

Although ideally, run it all on low, except for environment and textures.

Edited by Oderint dum Metuant, 07 March 2016 - 01:42 PM.


#94 AUssenseiter

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Posted 07 March 2016 - 02:10 PM

are you sure that shadows are CPU related? Like i said the GPU is not even really under Stress.

#95 Goose

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Posted 07 March 2016 - 02:53 PM

Yeah, buddy: I am.

And check this out!

#96 showtime1111

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Posted 07 March 2016 - 02:55 PM

try this web site it helps and gives good info for me

http://www.systemreq...tslab.com/cyri/

good luck

#97 M A S E

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Posted 07 March 2016 - 03:14 PM

In short.. the more FPS and GPU you lose; the more enemies are in your FOV (hidden or not). Great exploit to safely find the enemy position. The more mechs in your FOV, the more effective this exploit is...

MWO 'NEVER' had this problem until Clan Wave 1 patch.


This doesn't effect everyone. From what I've gathered its Intel + Nvidia setups that suffer from this more often than most.

Edited by M A S E, 07 March 2016 - 03:15 PM.


#98 xWiredx

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Posted 08 March 2016 - 05:38 AM

View PostM A S E, on 07 March 2016 - 03:14 PM, said:

In short.. the more FPS and GPU you lose; the more enemies are in your FOV (hidden or not). Great exploit to safely find the enemy position. The more mechs in your FOV, the more effective this exploit is...

MWO 'NEVER' had this problem until Clan Wave 1 patch.


This doesn't effect everyone. From what I've gathered its Intel + Nvidia setups that suffer from this more often than most.

U wot m8?

#99 LightningStorm

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Posted 08 March 2016 - 06:29 AM

Meanwhile, I'm playing under 20fps and under 10 when lasers light up the field

#100 GreenHell

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Posted 07 April 2016 - 09:44 PM

My limiting factor is actually my second monitor. I've got another monitor running off the CPU's display core, and the monitor only manages 60Hz. This wouldn't be a problem, if MWO didn't pick up the second monitor and limit itself to 60fps. Not sure why MWO does that by the way, but whatever.

My system could push 144fps even while streaming (monitor #1 refresh=144Hz) if I unplugged the other monitor, but while streaming the second monitor displays all the programs for that purpose. I really don't wanna power off the second monitor for that reason, but I do wish MWO didn't detect monitor #2 and only go up to 60fps...

I also wish that MWO wasn't so **** with SLI / X-Fire turned on. I actually LOSE 40fps with X-Fire turned on! That's right, my system that could stream 144fps is gimped to 20fps with X-Fire enabled... Damn PGI, optimize this ****!

Edited by GreenHell, 07 April 2016 - 09:45 PM.






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