[Optimization] Cpu And Particles
#1
Posted 09 November 2020 - 08:09 AM
It tanks lower fps when there's a lot of snow despite having good average FPS way above 60.
My System is Core i5 4570(4c/4t @3.6Ghz) with 16Gb RAM and a GTX1060 6Gb.
The other system with Core i7 3870k(4c/8t @4+Ghz) and GTX970 does not have the same issue(reportedly).
A system with a Ryzen 7 2700 and GTX1070 does not have that issue(witnessed).
So narrowing it down there seems to be an issue that the particle effects such as snow that are not even needed for the gameplay purposes outside of obstructing vision are rendered via CPU.
If that's the case, could you switch the particles to GPU?
The same applies to MW5.
#2
Posted 09 November 2020 - 02:39 PM
#3
Posted 09 November 2020 - 04:36 PM
#7
Posted 10 November 2020 - 01:32 PM
1. go to your <Program Files (x86)\Piranha Games\MechWarrior Online> folder and create two text files, <tuning.cfg> and <user.cfg>
2. In tuning.cfg add the following code
Quote
3. In user.cfg add the following code and change the first row from 120 to your monitor's max refresh rate
Quote
gp_hud_ams_update = 6
gp_hud_compass_update = 4
gp_hud_ecm_update = 6
gp_hud_engine_update = 6
gp_hud_heading_update = 2 --high will make mini map choppy
gp_hud_heat_update = 2
gp_hud_targetinfo_update = 6
gp_hud_textwarning_update = 6
gp_hud_throttle_update = 6
gp_hud_weapon_update = 6
gp_mech_disable_autotarget = 1 -- 1) do not auto target mech under crosshair
gp_mech_ping = 1 -- 1) show ping in top left corner
gp_mech_showfps = 1 -- 1) show fps in top left corner
gp_mech_showpos = 1 -- 1) show position in top left corner
---------------------------------------------------------------------
; EFFECTS
r_Refraction
r_MotionBlur = 0
r_DepthOfField = 0
r_SSAO = 0
r_ssdo = 0
e_GI = 0
r_ColorGrading = 0
---------------------------------------------------------------------
; OBJECTS
e_Dissolve=0
e_ObjQuality = 4
e_StatObjMerge
e_Lods
e_LodRatio = 25
e_LodCompMaxSize = 16
e_LodsForceUse = 0
--r_TextureLodDistanceRatio
e_ViewDistRatioVegetation = 75
---------------------------------------------------------------------
; VEGETATION
e_VegetationSprites = 1
;[1.5]
e_VegetationSpritesDistanceRatio = 0.5
;[8]
e_VegetationSpritesMinDistance = 4
;[64]
r_VegetationSpritesTexRes = 256
e_VegetationBending = 0
e_VegetationAlphaBlend = 0
; e_VegetationMinSize = 16 LOCKED
e_ProcVegetation
e_ProcVegetationMaxSectorsInCache = 64
---------------------------------------------------------------------
; TERRAIN
e_TerrainAo = 0
r_TerrainAO = 0
---------------------------------------------------------------------
; WATER
e_WaterOcean = 2
r_WaterTessellationHW = 0
e_WaterOceanFFT = 0
r_WaterReflections = 0
r_WaterReflectionsQuality = 0
r_WaterCaustics = 0
r_WaterGodRays = 0
r_WaterUpdateFactor = 0.2
---------------------------------------------------------------------
; PARTICLES
e_ParticlesGI = 0
e_ParticlesObjectCollisions = 1
e_ParticlesQuality = 1
--r_UseSoftParticles = 0
--e_ParticlesSoftIntersect = 2
e_ParticlesMotionBlur = 0
e_ParticlesShadows = 0
---------------------------------------------------------------------
; DECALS
e_DecalsForceDeferred = 0
e_DecalsOverlapping = 0
---------------------------------------------------------------------
; COVERAGE BUFFER AND OCLLUSION
e_CoverageBuffer = 1
e_CoverageBufferResolution = 128
e_CoverageBufferTerrain = 1
e_StatObjBufferRenderTasks = 0
e_CoverageBufferAABBExpand = 0
e_coveragebufferbias = 0.03
e_OcclusionCullingViewDistRatio = 1
r_ZPassDepthSorting = 0
r_ConditionalRendering = 0
---------------------------------------------------------------------
; SHADERS - compiling and loading
r_ShadersUseInstanceLookUpTable = 0
r_ShadersCompileAutoActivate = 1
r_ShadersAsyncCompiling = 1
r_ShadersAsyncActivation = 0
r_ShadersAsyncMaxThreads = 4
r_ShadersSubmitRequestline = 0
---------------------------------------------------------------------
; PRELOAD/PRECACHE
e_ParticlesPreload = 0
e_StatObjPreload = 0
e_DecalsPreCreate = 0
e_PreloadDecals = 0
e_PreloadMaterials = 0
r_ShadersPreactivate = 0
r_TexturesWarmup = 0
---------------------------------------------------------------------
; HUD/MENUS
gfx_inputevents_mouse_move_threshold = 0.0166
---------------------------------------------------------------------
; GENERAL
s_MaxChannels = 64
r_stereodevice = 0
r_BatchType= 0
r_MaterialsBatching
r_GeomInstancing = 1
r_GeomInstancingThreshold=1
r_DynTexMaxSize = 160
--Larsh Extra--
r_ReflectionsQuality = 1
r_UseZPass = 2
r_DepthOfFieldBokeh = 1
r_HDRGrainAmount = 0
e_ParticlesLod = 0.25 -- 1) normal
e_ParticlesMaxScreenFill = 8 -- 32) low / 64) med / 128) high / 160) very high
e_ParticlesMinDrawPixels = 1.5 -- 1.5) low / 1) med + high
e_dynamic_light = 0
r_FogShadows = 0
r_fogShadowsWater = 1
r_SilhouettePOM = 0
r_Flares = 0
g_battleDust_enable = 0
r_HDRBloomMul = 0.1 -- 0.7) normal / 0) disable / 0.1) preferential visually nice value
--this is laser glow
q_ShaderWater = 0
--More--
g_radialBlur = 0
r_Sharpening = 0.15
sys_job_system_max_worker = 0
--Reduce terrain pop in--
e_Lods = 0
e_TerrainLodRatio = 1
r_DepthOfField = 3
r_DepthOfFieldBokeh = 1
4. If you ever run MWO's repair tool, it deletes the tuning.cfg file so remember to re-add it afterwards.
#8
Posted 10 November 2020 - 02:16 PM
Nightbird, on 10 November 2020 - 01:32 PM, said:
Hello Nightbird, most of those settings come from my config,
but e_Lods=0 is not a good idea at all (for many computers).
Keep e_Lods=1 and increase e_LodRatio (start around 20 and increase if you still see too many objects/buildings switch to low detail)
else you will keep huge buildings or tourmaline huge crystals to max details whatever the distance.
q_ShaderWater=0 can also cause problems
r_ColorGrading=0 will wreck the colors and has no real impact on fps.
and you have a few locked or unsupported settings, but that won't cause problems
Edited by MrVaad, 10 November 2020 - 02:25 PM.
#9
Posted 10 November 2020 - 02:23 PM
MrVaad, on 10 November 2020 - 02:16 PM, said:
but e_Lods=0 is not a good idea at all (for many computers).
Keep e_Lods=1 and increase e_LodRatio (start around 20 and increase if you still see too many objects/buildings switch to low detail)
else you will keep huge buildings or tourmaline huge crystals to max details whatever the distance.
q_ShaderWater=0 can also cause problems
and you have a few locked or unsupported settings, but that won't cause problems
Hi, sorry for not sourcing you, I just didn't remember where I copied everything from. e_lod is server locked, it doesn't matter what you set it to for live games (you can see changes on testing grounds but that's all)
#10
Posted 10 November 2020 - 02:40 PM
Nightbird, on 10 November 2020 - 02:23 PM, said:
Ah yes, my bad, did not check if this one was also locked, as i prefer to adjust objects/terrain detail ratios
i have compiled a few of my researchs here (MWO available vars, locked values, values set by MWO's settings)
https://github.com/M...O-MrVaad-Tweaks
Edited by MrVaad, 10 November 2020 - 02:40 PM.
#11
Posted 10 November 2020 - 05:45 PM
http://mwomercs.com/...ide-and-usercfg
A big thank you to everyone to help make MWO a better game for everyone!
MrVaad, on 10 November 2020 - 02:40 PM, said:
i have compiled a few of my researchs here (MWO available vars, locked values, values set by MWO's settings)
https://github.com/M...O-MrVaad-Tweaks
#12
Posted 13 November 2020 - 02:35 PM
Quote
;0=disabled, 1=enabling rendering in separate thread, 2(default)=automatic detection
sys_flash_newstencilclear=1
;1 will make Flash use a faster method for mask rendering.
r_MultiGPU = 2
; Enable if SLI/CrossFire
s_NoFocusVolume = 1
; Enables sound when tabbed out
If you like to tab-out make sure you add the last one so you don't miss the start of a match.
As for the other 3, this is where someone a little more experienced with cry-engine corrects me......
#13
Posted 13 November 2020 - 09:36 PM
I tend to "tab out" to watch Baradul MWO videos, and wait for the start of a match!
OR I do catch up on MWO Forums...
VonBruinwald, on 13 November 2020 - 02:35 PM, said:
...
Edited by w0qj, 13 November 2020 - 09:58 PM.
#14
Posted 14 November 2020 - 12:43 AM
This enable SLI if detected, crossfire is not supported. Set to 0 if you have only one graphic card.
sys_flash_newstencilclear=1
This should in theory be faster for HUD/UI because it's mentionned as a *new* clearing method. If using masks when drawing hud/UI, this method will draw rectangles instead of clearing the buffer.
s_NoFocusVolume = 1
This is the volume used by the game when you are tabbed-out. Value can be set from 0 to 1 (ie 0.5 is 50%)
#15
Posted 14 November 2020 - 04:51 AM
Same with r_SSAO, does it work?
Beside that I tried the setting and it seams to work fine but the PPCs now look very lame. Is there a way to increase the details on them again?
#16
Posted 14 November 2020 - 05:18 AM
-> you can set this to 2 (3 will enable missile launch smoke which is probably too much for your system)
e_ParticlesLod = 0.25
-> this is way too low and probably cause display bugs. Try 0.75 or 0.5 as a last resort.
It's a multiplier for the number of particles in one emitter. But some effects don't use many particles, so you could end with 1 particle emitted (or 0) when there was only 4 for an effect
Effects can disappear in the environment, etc.
e_ParticlesMaxScreenFill = 8 -- 32) low / 64) med / 128) high / 160) very high
-> again i think this low will cause display bugs. 32 is low enough.
As for particle effects, let's take LRM launch effect as an example, it contains:
- one particle emitter for launch smoke
- one particle emitter for missile engine
- one particle emitter for missile trail
Each of these effects has a min particle quality to be displayed, this is what your are selecting with e_ParticlesQuality.
And you should clean this file, there's a lot of variables that don't exist.
Edited by MrVaad, 14 November 2020 - 05:26 AM.
#17
Posted 14 November 2020 - 08:33 AM
Would this be considered as "multi-GPU" condition satisfied, ie: MultiGPU = 2 ?
2. So what is MultiGPU = 1 condition then?
(Noted you've described MultiGPU=0, and also MultiGPU=2).
Thank you in advance!
#18
Posted 14 November 2020 - 09:03 AM
w0qj, on 14 November 2020 - 08:33 AM, said:
Would this be considered as "multi-GPU" condition satisfied, ie: MultiGPU = 2 ?
2. So what is MultiGPU = 1 condition then?
(Noted you've described MultiGPU=0, and also MultiGPU=2).
Thank you in advance!
0 = Disabled
1 = Enabled
2 = Auto-detect (Best option if you're unsure but isn't always accurate)
Also, GPU=/=CPU
CPU is your processor
GPU is your graphics card
Most CPUs with built in Graphic can't do multi GPU setups (and if they do they tend to bottleneck the whole system), there are a handful though i.e. I have an AMD A10-7700k CPU which has a built in R7-250 GPU and I have this crossfired with an external R7-250 graphics card. It's a niche setup.
Depending on your graphics card you're likely best off disabling the Intel UHD Graphics completely.
Edited by VonBruinwald, 14 November 2020 - 09:10 AM.
#19
Posted 14 November 2020 - 09:57 AM
So this mode won't be used even if your CPU integrated card is enabled.
Edited by MrVaad, 14 November 2020 - 10:25 AM.
#20
Posted 14 November 2020 - 02:52 PM
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