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Cpu Overhead Seems Very High


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#1 Rathborne

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Posted 08 March 2016 - 07:18 PM

Hi,

I'm trying to get a friend's old PC to run MWO smoothly but am having some issues :) .

Specs are:

CPU: Core 2 Quad Q6600 @ 3.2GHz
Motherboard: Gigabyte EP45T-UD3LR
RAM: 8GB DDR3 1866MHz
GPU: Asus DirectCU II GTX 670 2GB
SSD: Intel 80GB
PSU: XFX 750W

Other games have responded well to the recent inclusion of the GTX 670 and 8GB RAM however MWO seems to be different and I suspect its due to heavy CPU utilisation.

In the testing grounds I get anywhere between 60-90 FPS with graphics settings set to Very High with PostAA on 1080p.

As soon as I jump into a live game this plummets to 25-40 FPS in Very High and on the lowest settings.

I recently doubled the RAM to the faster 8GB RAM and this made little difference. I can see that increasing the CPU clock speed yields the best improvement to the minimum FPS.

After further testing I discovered that the halving of FPS occurs when one or more player controlled 'mechs are in the field of view (even behind hills/buildings). In a live game I can look away from player controlled 'mechs and go up to 50-80 FPS.

I'm curious to know what calculations are being processed by the CPU when a player controlled 'mech is in the field of view and is there a way that I can lessen the CPU bottlenecking the game?

Thanks :) .

#2 p4r4g0n

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Posted 08 March 2016 - 11:01 PM

You might want to take a look at this thread -> http://mwomercs.com/...formance-tests/

Lots of good technical information / data

#3 Rathborne

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Posted 09 March 2016 - 02:44 AM

View Postp4r4g0n, on 08 March 2016 - 11:01 PM, said:

You might want to take a look at this thread -> http://mwomercs.com/...formance-tests/

Lots of good technical information / data


Awesome, thanks for that link I'll check it out :) .

#4 Rathborne

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Posted 09 March 2016 - 05:51 PM

I guess I'm also keen to know what's happening under the hood when a mech is on screen to be pushing the CPU so hard compared to when no player mech is in view. Does the game have to calculate player movements, collisions, physics, etc on each 'tick'? How are these operation multi-threaded? Technical details like this i find very interesting :) .

#5 Fiona Marshe

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Posted 12 March 2016 - 03:17 AM

Its an issue with CryEngine itself. CPU intensive in this iteration.

The new engine (CryEngine.4 or another) will hopefully unbound this limitation.





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