visionGT4, on 30 August 2017 - 11:27 PM, said:
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
RAM speed has a noticeable impact at my end ... different clocks essentially set different 'low points' .... anything described as asynchronous makes the fork of the engine crash ...
xWiredx, on 01 September 2017 - 08:27 AM, said:
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
it just seems to me, that its like describing your cars maximum speed by the reference to the limit of the road your driving on ... anyway, its kind of splitting hairs, but allowing them to describe the problem as being someone elses fault, excuses them from having to fix, someone elses fault ...
xWiredx, on 01 September 2017 - 08:27 AM, said:
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.
the resolution has very little impact to the texture memory used, which tends to the majority of where the VRAM is burned here, the settings in the menu have a big impact, but they don't really describe the whole range very well, as in, very high isn't the absolute maximum, and low is far above the absolute minimum ...
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:
Though I was planning when building my next system to get a nice 2K screen... more for productivity than anything else.
that's why I got a 4K screen ... its 4x 1920x1080p ... with the native windows 10 window location shortcuts, why would you only have one task running ... I had multiple monitors for years, and have been pretty happy to squish four into one, and saving on desk space ... that's more space, for more mess, looking at the desk in front of me ...
G4LV4TR0N, on 02 September 2017 - 12:05 AM, said:
You might need to try another game on Forest Colony to compare results. I do wonder were those frame drops there caused by day/night shifts. I'd also like to see Terra Therma and Siege maps like Emerald Taiga because those are known to cause certain issues.
yeah, those graphs are more for baselining, than absolute numbers ... and I am going to do more, but well ... have you ever had that time you cleaned something, which made the rest of it look worse, and your suddenly doing 1000% more than you had planned ... and essentially I've identified a few other issues present during the graphing .... yanked the hard drive that I was dumping video captures to for underperforming, re-organised a shitload of data between drives, been working on the memory timings .... and in true style, I declared to be done with it, the morning after poked one more thing, and then spent a whole day messing, teasing and testing ... but for now I've backed off going for even higher memory clocks, and am evaluating my current user.cfg ... the shadow system is doing my head in a bit ... it looks mostly good at the moment, but comes at a reasonable cost ... in saying that, a few times I've decided to change directions because I could see the shadow of a SNV before I could see the mech ... that's the point right ? gain legitimate advantages ?
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 ...