Fps Graphs
#1
Posted 30 August 2017 - 12:10 AM
please note that the scale is not the same on every graph, both vertically and horizontally, and that I've only bothered to mark points *beneath* the 10th percentile ...
#2
Posted 30 August 2017 - 01:46 AM
I can check it on my i5-4590, but I dont think it would be of much help since it is very close to your 1600X in terms of single thread and I don't have a 4K monitor.
Edited by GweNTLeR, 30 August 2017 - 02:19 AM.
#3
Posted 30 August 2017 - 04:48 AM
The game is indeed CPU-bound, though. People that don't understand how it works always say "it can't be CPU-bound because my CPU doesn't reach 100%" but every single time they improve their CPU situation their performance gets better. Adding cores doesn't help beyond a point because MWO is very poorly multi-threaded.
We do also know that VRAM is a major thing for the bigger faction warfare scenarios (if that is still a thing). At 1080p, during the initial few Community Warfare patches I noticed over 3GB of VRAM being used at 'very high' settings.
What MWO doesn't really seem to require is a massive amount of GPU power. My GTX 980 very happily plays the game at 'very high' just fine at 1080p (which is almost assuredly the 'standard' resolution for MWO players as many play on potatoes).
#4
Posted 30 August 2017 - 06:46 AM
xWiredx, on 30 August 2017 - 04:48 AM, said:
honestly, that's the echo of the poorest excuse that goes around, and its the justification that they have used to not make it any better, to quote apple, its not a crappy design, you've just never learned how to hold a phone ... the problem with coders, is you can tell them something is inefficient, but if it works most of them wont care, and the excuse has shifted the blame from where it has belonged ...
xWiredx, on 30 August 2017 - 04:48 AM, said:
I get higher than that ... whats the point of having 6 gb of graphics memory to only a third of it ... I can actually get a baseline on how many 'unpainted green mechs' there are based on how much graphics memory has been allocated ...
xWiredx, on 30 August 2017 - 04:48 AM, said:
whats the 980 'usage' get upto at 1080p ? 40 ? ... you've honestly probably got more 'power' than me, .... you should be able to pull off at least 1440p at a decent frame rate ....
might profile a few games with the HUD off, ie, no map ... if happen to TK anyone, ill just blame you ...
#5
Posted 30 August 2017 - 10:10 AM
#6
Posted 30 August 2017 - 05:01 PM
You can also say a game is CPU bound when changing GPU-Bound graphic options to lower settings make nothing but changing CPU-Bound options giving you FPS boosts and that totally is the case.
Ofc even for MWO there are GPUs that are to weak and make it look like MWO could be GPU-Bound but these are entry-level GPUs you cant take for benchmarking.
#7
Posted 30 August 2017 - 10:18 PM
Alcom Isst, on 30 August 2017 - 10:10 AM, said:
Thorqemada, on 30 August 2017 - 05:01 PM, said:
a big part of the problem comes from abuse of flash elements, ie the map ... even when you cant see it (like 3pv), its spazzing out at points, like when your view area drastically changes and it starts calculating a bunch of things that you a) cant actually see and are too far from to have it show on the minimap .... a few days ago I was messing around with some aspect ratio stuff, which completely exposed how the flash HUD elements don't scale to aspect ratio, which amusingly, is about the only 'advantage' vector based flash is meant to have over, anything ...
the devs must have been drunk when they did the numbers for the particle system, and in desperate need of a calculator ... you can field 24 mechs in a game, each one can easily generate three or four particle effects, but every individual LRM makes multiple at high enough 'quality' if there are 200 tubes in total in a game, even the highest normal settings don't add up ... and I've seen plenty of games with more like 200-400 total tubes in quick play ...
Edited by NARC BAIT, 30 August 2017 - 10:19 PM.
#8
Posted 30 August 2017 - 11:27 PM
LRM spam is the only time i see framerate drops (6700k @ 4.7 + 980m SLI) with everything on low except textures. Disabling 1 card makes no differance in this situation - its all about the cee pee u's
#9
Posted 31 August 2017 - 04:53 PM
So the game is setup/coded pretty CPU bound bcs PGI made it so and nothing but PGI can change that,,,
#10
Posted 01 September 2017 - 08:27 AM
NARC BAIT, on 30 August 2017 - 06:46 AM, said:
I get higher than that ... whats the point of having 6 gb of graphics memory to only a third of it ... I can actually get a baseline on how many 'unpainted green mechs' there are based on how much graphics memory has been allocated ...
whats the 980 'usage' get upto at 1080p ? 40 ? ... you've honestly probably got more 'power' than me, .... you should be able to pull off at least 1440p at a decent frame rate ....
might profile a few games with the HUD off, ie, no map ... if happen to TK anyone, ill just blame you ...
Eh? Being 'bound' is a function of the end result. You don't say something is not CPU-bound just because the code is not optimized for multi-threading. If it isn't, being CPU-bound is still a product of that lack of optimization. The game is indeed CPU-bound, and there is nothing you can do about it except buy chips with higher IPC and overclock them higher. Is it ideal? No, why should the burden be on the gamers to compensate for developer inefficiencies? It shouldn't, but it doesn't change the end result. At this point, those optimizations are probably never coming, so it does fall to us to deal with it in whatever ways we choose.
My VRAM measurement was, again, at 1080p and on a very old version of community warfare. Things have changed a lot. If you change the resolution, of course more VRAM is going to be used. Not sure what your point is there. People playing MWO at 4K are a very very tiny minority.
Of course I could run MWO at 1440p, but I don't have a 1440p monitor and I abhor the lack of UI scaling. There is literally no point in increasing the resolution for this game beyond native res as long as AA works. You get a slightly sharper image with a 4k monitor, sure, but you have no advantage in battle. You only have a disadvantage when using the UI. Though I was planning when building my next system to get a nice 2K screen... more for productivity than anything else.
#11
Posted 02 September 2017 - 12:05 AM
Edited by G4LV4TR0N, 02 September 2017 - 12:35 AM.
#12
Posted 03 September 2017 - 07:07 AM
visionGT4, on 30 August 2017 - 11:27 PM, said:
xWiredx, on 01 September 2017 - 08:27 AM, said:
xWiredx, on 01 September 2017 - 08:27 AM, said:
I've scaled down from 4K, to 3072x1728, with the main difference being how far I have to move the mouse to cover all pixels on the screen ... scaling downwards is easy, and scaling upwards is possible, but if you set your resolution to 1.5x within a full window, you end up losing visual information along the way ... the same as DSR in effect ... what you should do, is you should disable the LOD system ... and watch the distance get MUCH cleaner than what AA will do for you ... that's 'e_Lods = 0' into a user.cfg/tuning.cfg ... your cross map gauss accuracy will thank me later ..
xWiredx, on 01 September 2017 - 08:27 AM, said:
G4LV4TR0N, on 02 September 2017 - 12:05 AM, said:
anyway, your not likely to catch me in FP any time soon ... and the reason is three fold, firstly, almost all my 'preferred' mechs are light IS, secondly I cant have a valid drop deck with four lights and be over 160t, and thirdly, theres IS, in FP ... they tend to make the PUG queue look good and organised ... maybe being in a 12 man roller is another story, but is that really a GG ...
in terms of TOD change, I've seen it plenty, I'd consider a drop to 45-48 fps 'normal' for my system during the init or end of the sun cycle, but that's more like my long term average than the current ... the sun is not a deferred light source, at sunrise it adds load, and at sunset it 'frees' its allocations, generally you will only see one side of the change during a game, in terms of testing it ... on the testing grounds, on frozen city/river city the sun sets about 20 minutes or so after spawn .. on terra therma, will mostly cause issues with the particle system ... which runs in a serial fashion, that is, one effect after the other, and if there are more than X, run them in half rendering mode, which brings its own performance hit too btw ... fog effects over the view distance can get a bit mental around the middle looking in any direction, and may bring people close to the limit, before anything has happened ...
#13
Posted 04 September 2017 - 12:52 AM
#14
Posted 04 September 2017 - 10:07 AM
#16
Posted 05 September 2017 - 07:28 AM
Map with much Water are also ressource hogs where FPS Drops likely happen - or Maps that have already a high object count and with 24 Mechs you come to the Limit of your PC having set the Object Detail Level to very high.
Usually i set Environment to low as i dont like Particles below High as PPC Trails and Missiles become ugly - normally i should set Particles to the lowest Settings bcs it is the very most ressource hog of this game aside of the HUD which as improved over time.
But i cant settle myself down with PPC Trails that loo like a flying spermatozoid...an no Missile Trials - it is unacceptable on the medium Setting - it would be acceptable on low Settings.
Edited by Thorqemada, 05 September 2017 - 07:29 AM.
#17
Posted 18 September 2017 - 07:22 PM
Thorqemada, on 05 September 2017 - 07:28 AM, said:
Thorqemada, on 05 September 2017 - 07:28 AM, said:
Thorqemada, on 05 September 2017 - 07:28 AM, said:
But i cant settle myself down with PPC Trails that loo like a flying spermatozoid...an no Missile Trials - it is unacceptable on the medium Setting - it would be acceptable on low Settings.
and then there is the HUD ... which, hasn't really gotten better at all ... there was a day that it was, but everyone complained, and they hot fixed it, giving us worse performance than prior to it all ... oh it was funny to hear everyones complaints about the disorientation it caused on that day ... the biggest impact is the way the map is done, or more so, the way the data is processed to generate the map ... which happens, wether its visible or not ... even in third person where the map is not shown, CPU cycles are wasted with it ...
#18
Posted 18 September 2017 - 08:06 PM
#19
Posted 01 October 2017 - 08:33 PM
very high settings - no user.cfg - 1080p
polar / domination / min = 37 / avg = 76 / max = 173
very high settings - no user.cfg - 1080p
caustic / domination / min = 22 / avg = 91 / max = 181
low settings - no user.cfg - 1080p
polar assault / min = 46 / avg = 118 / max = 200
low settings - no user.cfg - 1080p
frozen / skirmish / min = 64 / avg = 124 / max = 246
low settings - basic user.cfg - 1080p
grim / skirmish / min = 63 / avg = 138 / max = 243
low settings - basic user.cfg - 1080p
crimson / escort / min = 49 / avg = 97 / max = 174
low settings - most user.cfg - 1080p
hpg / conquest / min = 63 / avg = 123 / max = 212
low settings - most user.cfg - 1080p
tourmaline / escort / min = 55 / avg = 109 / max = 226
low settings - most user.cfg - vsync - 1080p
grim / domination / min = 56 / avg = 60 / max = 61
low settings - most user.cfg - vsync - 3072x1726
crimson / escort / min = 45 / avg = 60 / max = 60
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users