Jump to content

Cpu Vs Gpu Bottleneck


23 replies to this topic

#21 NARC BAIT

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • 518 posts
  • Twitch: Link
  • LocationAustralia

Posted 28 January 2021 - 06:57 PM

View PostMrVaad, on 28 January 2021 - 01:22 PM, said:

4. Nobody really knows what r_ShadowsDepthBoundNV does. It could cause bugs. Anyway, I've never measured any gains (only it adds a few drawcalls).


this one 'draws' shadows with a different method .... NV is a reference to nvidia, I'm honestly not sure what happens if you use a non intel card and try to enable it ... for it to have a REALLY big impact, you'd probably need to set the shadow system to insane levels .... when I found this one, I was using a gtx760 at around 2K resolution, where the card was struggling to keep up .... after swapping htat card to a 1060, it really seemed to have lost its 'benefit' ....

similar stuff with geo instancing and a bunch of other things .... the less ooomph your graphics card has, the more it has to gain ....

personally I dislike depth-of-field type effects ... 3 is the only mode that doesnt look worse to me ...

gfx_inputevents_mouse_move_threshhold relates to the flash system .... it might seem like its just how fast a mech can spin in the mechlab, but its linked to far more than that ... having it execute too often will have it waste cpu cycles, having it execute not often enough will make the flash system seem slow and sluggish ....

#22 MrVaad

    Member

  • PipPipPipPipPipPip
  • Giant Helper
  • Giant Helper
  • 300 posts
  • LocationFrance

Posted 28 January 2021 - 10:17 PM

View PostNARC BAIT, on 28 January 2021 - 06:57 PM, said:


Let's have a tech discussion in the depths of the forum Posted Image

Quote

this one 'draws' shadows with a different method ....

Depth bound test is a step while rendering shadows. Basically, it enables you to reject geometry that can't receive a shadow. This could activate an nvidia extension during this step (which is done anyway). I don't know more about this but there's a reason why crytek disables this in every game and removed it in later versions (perhaps it was an experiment from crytek).

Quote

similar stuff with geo instancing and a bunch of other things .... the less ooomph your graphics card has, the more it has to gain ....

geometry instancing works very well, it removes 25% or more drawcalls. I have tested the feature with some debug tools (the game detects identical objects correctly).
Drawcalls is one of the two main problems in MWO (due to some bad practises used in MWO maps and some cryengine settings).
It does not lower gpu usage. but in some map spots or during some fights, you will reach your max drawcalls number per frame.
Fps will start to stutter, and if drawcalls increase more, fps will start to lower while your CPU and GPU are not at their maximum.

Drawcalls is really a problem in this game (which is quite rare) and i suspect cause problems on any system in MWO.

I've monitored MWO's drawcalls number in many maps and situations
MWO has an absurd number of drawcalls for what it does (and it's not the cryengine fault). Another problem is pixel fillrate but i could write pages about those two problems Posted Image

Quote

gfx_inputevents_mouse_move_threshhold relates to the flash system .... it might seem like its just how fast a mech can spin in the mechlab, but its linked to far more than that ... having it execute too often will have it waste cpu cycles, having it execute not often enough will make the flash system seem slow and sluggish

This setting is how fast the game look at the mouse position for UI (not the HUD). So if you lower the value, a button will change or a tooltip will appear faster when you move the mouse over something.
It does not affect the mech spin (there's another setting for that) or mech piloting.

Edited by MrVaad, 28 January 2021 - 11:31 PM.


#23 NARC BAIT

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • 518 posts
  • Twitch: Link
  • LocationAustralia

Posted 29 January 2021 - 05:55 PM

View PostMrVaad, on 28 January 2021 - 10:17 PM, said:

Depth bound test is a step while rendering shadows. Basically, it enables you to reject geometry that can't receive a shadow. This could activate an nvidia extension during this step (which is done anyway).

geometry instancing works very well, it removes 25% or more drawcalls.

its an unused and later removed function because of the wild variability of effectiveness ... NVIDIA lent programmer expertise to crytek during the dev, and they added 'enhancements' to make the engine perform better on their hardware versus their competitors .... pre Kepler cards will probably benefit the most from this

geo instancing really helps the save resources, it really helped the hardware of the day, as opposed to the hardware of today

View PostMrVaad, on 28 January 2021 - 10:17 PM, said:

This setting is how fast the game look at the mouse position for UI (not the HUD). So if you lower the value, a button will change or a tooltip will appear faster when you move the mouse over something.
It does not affect the mech spin (there's another setting for that) or mech piloting.

well, you see, the HUD, is UI, and its overused and abused .... when I say the mech spin in the mechlab, i just mean the mechlab, not how quickly a mech can turn while in game, if you put a giant value in here, you'll see what I mean ...

if you log the UI system, you'll see things that make no sense, especially from an early 'shockwave' point of view ... logging this system will generate log files hundreds of megabytes per game, back in the day, I used to use a ramdisk because it was the only thing that wouldnt cause a slowdown to the game ....

having the system execute too often is bad, and having it execute too little makes it sluggish ...

#24 Meep Meep

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,983 posts
  • LocationBehind You

Posted 27 February 2021 - 10:46 PM

I'm also running at 4k using an i5 4670k and 1080ti and was getting some stutter and fps drops but I used mrvaads optimization scripts and then tweaked them for my system and now I get a steady 60 on all maps except solaris city running all very high settings and postaa.

This is my custom user script so backup any you already have and give it a try.

https://www.dropbox....4/user.cfg?dl=0

Also this is a great time to upgrade from an older intel cpu if you already have a strong gpu like the 1080ti.

Looking up benchmarks comparing my current i5 vs an i5 10600kf on various games like this you can gain from a third to double the fps depending on resolution and game. There is less gain for the brand new AAA games but anything from a couple of years ago or older will greatly benefit.

This is what I am about to order once the tax check rolls in and is all you need if you can reuse your other stuff.

https://pcpartpicker.com/list/nNLcqp





3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users