Finally an indication that something is being done. We can't really track your work since your bug lists etc. aren't public and judging by the dev input in this thread before your post this issue wasn't anywhere near a priority. So yeah, deal.[R-DEV]Rudd wrote:you say that in as if it isn't...if you don't make assumptions about us, I'll try and not make assumptions about you. Deal?
Don't forget there isn't a highly paid tech team working like squirrels on cocaine in the back of the PR warehouse, it's a bunch of unpaid random dudes with real lives who are working very hard, and each update has improved the situation since release. So using words like 'shit' is simply unacceptable.
Major Performance Issues
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Prevtzer
- Posts: 648
- Joined: 2012-06-13 12:19
Re: Major Performance Issues
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Raklodder
- Posts: 940
- Joined: 2013-04-22 08:36
Re: Major Performance Issues
Last time I checked, they where (public) sir PR:BF2 Changelog but maybe you're referring to their private list?Prevtzer wrote:Finally an indication that something is being done. We can't really track your work since your bug lists etc. aren't public and judging by the dev input in this thread before your post this issue wasn't anywhere near a priority. So yeah, deal.
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Prevtzer
- Posts: 648
- Joined: 2012-06-13 12:19
Re: Major Performance Issues
That's changelog, stuff that has already been done goes there. I was talking about something that would track their work in progress.Raklodder wrote:Last time I checked, they where (public) sir. PR:BF2 Changelog
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iwingi
- Posts: 99
- Joined: 2013-08-02 20:19
Re: Major Performance Issues
How much do you guys need to supply 1 Dev with cocaine till the problem is resolved?[R-DEV]Rudd wrote:you say that in as if it isn't...if you don't make assumptions about us, I'll try and not make assumptions about you. Deal?
Don't forget there isn't a highly paid tech team working like squirrels on cocaine in the back of the PR warehouse, it's a bunch of unpaid random dudes with real lives who are working very hard, and each update has improved the situation since release. So using words like 'shit' is simply unacceptable.
If anyone else wants to chip we could get the hole team hooked and I bet the problem would be fixed within a day!
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iwingi
- Posts: 99
- Joined: 2013-08-02 20:19
Re: Major Performance Issues
Well I'm going to try and provide a bit of information and statistics and all that shizzle! Note: Everything is set to High , 8xAA and No Vsync.
Here are my specs once again:
Now I've taken three screenshots of 3 different scenarios all on the Map Fallujah West (Std) in Co-op mode.
-1. Taken with no bots (Server settings said 1, forgot to look at scoreboard ingame) along with all system usage at the time: http://i.imgur.com/33RAxH1.jpg http://i.imgur.com/8N4jeE5.jpg
-2. Taken with 48 bots along with all system usage at the time: http://i.imgur.com/Q4O5Fgi.jpg http://i.imgur.com/HmxWtYR.jpg
-3. Taken with 48 bots and I disabled audiodg.exe (some said this helped) along with all system usage at the time: http://i.imgur.com/DwpfJrz.jpg http://i.imgur.com/wiN8WAK.jpg
As one can see, disabling audiodg.exe didn't improve my fps at all really, BUT looking at the core usage of the cpu something is definitely different.
If needed I can try and make a round in actual servers with 100 people but hope this helps alittle!
Here are my specs once again:
Code: Select all
System Information
------------------
Operating System: Microsoft Windows 7 Ultimate (6.1.7600)
Architecture: 64-bit
Language: English (United States)
Motherboard: ASRock 990FX Extreme3
Processor: AMD FX(tm)-6100 Six-Core Processor (OC at 4.1Ghz) (Physical: 6, Logical: 6)
Memory: 16.00 GB
DIMM Modules: A1_DIMM0: 4.00 GB @ 1600 MHz
A1_DIMM1: 4.00 GB @ 1600 MHz
A1_DIMM2: 4.00 GB @ 1600 MHz
A1_DIMM3: 4.00 GB @ 1600 MHz
Page File: 15.98 GB
.NET Framework: 4.0
Display Information
-------------------
Display Device(s): Generic PnP Monitor on NVIDIA GeForce GTX 670
Generic PnP Monitor on NVIDIA GeForce GTX 670
Display Mode(s): 1360 x 768 (32 bit) @ 60 Hz
1680 x 1050 (32 bit) @ 59 Hz
Driver Version: 9.18.13.2049 (320.49)
Display Memory: 2.00 GB
Multisampling: 2, 4, 8
DPI: 96 (100%)
Audio Information
-----------------
Primary Playback: Speakers (2- Sennheiser 3D G4ME
Primary Recording: Microphone (Realtek High Defini
EAX: True
EAX 1.0: False
EAX 2.0: True
EAX 3.0: False
EAX 4.0: False
EAX 5.0: False
X-RAM: False
Disk Information
----------------
Install Path: C:\Program Files (x86)\EA GAMES\Battlefield 2
Free: 47.03 GB, Total: 111.69 GB, NTFS
Mod Path: C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr
Free: 47.03 GB, Total: 111.69 GB, NTFS
Profiles Path: C:\Users\Ben\Documents\ProjectReality\Profiles
Free: 47.03 GB, Total: 111.69 GB, NTFS
Update DL Path: C:\Users\Ben\AppData\Local\Project Reality\Project Reality BF2\Downloads
Free: 47.03 GB, Total: 111.69 GB, NTFS
Update Log Path: C:\Users\Ben\AppData\Local\Project Reality\Project Reality BF2\UpdateLogs
Free: 47.03 GB, Total: 111.69 GB, NTFS
Game Information
----------------
CD Key Valid: True
Installed Mods: bf2, pr, xpack
Current Mod: pr
BF2 Version: BF2 1.5
PR Version: 1.0.35.0
Language: english
Debug Available: False
Large Address: True
Supported Hardware: None
Profile Information
-------------------
Profile 0001: [EMP].Wing.-015
Type: Online
Last Used Profile: True
View Intro: False
Fullscreen: True
Display Mode: 1360x768@60Hz
Display Mode Valid: True
Graphics Scheme: High
Multisampling: 8x
VSync: False
Terrain Quality: High
Effects Quality: High
Geometry Quality: High
Texture Quality: High
Lighting Quality: High
Dynamic Shadows: High
Dynamic Lights: High
Texture Filtering: High
Audio Provider: Software
Provider Valid: True
Audio Quality: High
EAX: True
-1. Taken with no bots (Server settings said 1, forgot to look at scoreboard ingame) along with all system usage at the time: http://i.imgur.com/33RAxH1.jpg http://i.imgur.com/8N4jeE5.jpg
-2. Taken with 48 bots along with all system usage at the time: http://i.imgur.com/Q4O5Fgi.jpg http://i.imgur.com/HmxWtYR.jpg
-3. Taken with 48 bots and I disabled audiodg.exe (some said this helped) along with all system usage at the time: http://i.imgur.com/DwpfJrz.jpg http://i.imgur.com/wiN8WAK.jpg
As one can see, disabling audiodg.exe didn't improve my fps at all really, BUT looking at the core usage of the cpu something is definitely different.
If needed I can try and make a round in actual servers with 100 people but hope this helps alittle!
Last edited by iwingi on 2013-08-13 21:56, edited 1 time in total.
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Bob12432
- Posts: 14
- Joined: 2011-10-20 11:51
Re: Major Performance Issues
Does your Fps and GPU (not Cpu) Loadout increase when you turn around,and look away from the City?.iwingi wrote: Now I've taken three screenshots of 3 different scenarios all on the Map Fallujah West (Std) in Co-op mode.
From my Experience just looking in the general Direction where many Buildings would be *decreases* GPU Usage and at the same Time lowers fps.
Also:
Are you using a Two Monitor Setup? (Display Mode(s): 1360 x 768 (32 bit) @ 60 Hz
1680 x 1050 (32 bit) @ 59 Hz)
Last edited by Bob12432 on 2013-08-14 06:18, edited 1 time in total.
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iwingi
- Posts: 99
- Joined: 2013-08-02 20:19
Re: Major Performance Issues
I've noticed that my CPU usage seems to increase when it should be less needed.Bob12432 wrote:Does your Fps and GPU (not Cpu) Loadout increase when you turn around,and look away from the City?.
Example, 20% looking at a fight, 24% looking in the sky. Other than that no.
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Bob12432
- Posts: 14
- Joined: 2011-10-20 11:51
Re: Major Performance Issues
I am more interested in you GPU , your Graphics Card Processor. You can use Gpu-z or other system Monitors to display that.
You Cpu can hardly be the Problem with such a low Peak Usage .
From my Experience the Problem is that the Graphiccard is just used to a small Percent all the Time.
You Cpu can hardly be the Problem with such a low Peak Usage .
From my Experience the Problem is that the Graphiccard is just used to a small Percent all the Time.
Last edited by Bob12432 on 2013-08-14 06:27, edited 5 times in total.
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tjaze
- Posts: 8
- Joined: 2010-10-30 19:21
Re: Major Performance Issues
If you have a program that uses GPU to draw something and you are not using somekind of FPS limiter, then the program will draw a new screen as fast as possible, thus engaging GPU in the process. At this point the GPU usage could even be up to 100%.Bob12432 wrote:I am more interested in you GPU , your Graphics Card Processor. You can use Gpu-z or other system Monitors to display that.
You Cpu can hardly be the Problem with such a low Peak Usage .
From my Experience the Problem is that the Graphiccard is just used to a small Percent all the Time.
But the case with PR seems to be kinda different. If there is no hardcoded FPS limiter in the BF2 engine, then the problem could be the following:
In every game code there is a loop and towards the end of the loop there is a command that says "ok GPU, I need you to draw the next frame". This loop should be as fast and as short as possible so that the GPU can draw as many frames as it possibly can.
But in that loop there has to be usualy quite a lot of code - interpreting the keyboard and mouse input, moving and rotating camera etc. and sometimes even transfering 3D objects from RAM to VRAM, but this operation is quite slow.
A general conclusion is that the game loop in BF2 engine is getting quite bloated, so the CPU has to do a lot of things each frame. So if it takes around 33ms for the loop to come around, then you would get around 30 FPS - your GPU would be quite at ease.
But if your game loop would took just 1ms, then you would get 1000 FPS and your GPU would be quite stressed.
It would be great if you could run some of the game loop in parallel thus taking advantage of multi-core processors, but the BF2 engine is quite old, so the whole game loop probably runs in a single thread. This means that on a dual-core processor the BF2.exe could only use 50% of the processor, on a quad-core just 25%, etc.
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Pyrohair
- Posts: 34
- Joined: 2008-10-11 15:18
Re: Major Performance Issues
I find my FPS jumps WAYYYY up as soon as I look away from any cluster of buildings. I feel as though there is something wrong with some of the buildings or horribly un-optimized with them that causes much of the lag.Bob12432 wrote:Does your Fps and GPU (not Cpu) Loadout increase when you turn around,and look away from the City?.
From my Experience just looking in the general Direction where many Buildings would be *decreases* GPU Usage and at the same Time lowers fps.
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Leopardi
- Posts: 409
- Joined: 2007-10-16 21:14
Re: Major Performance Issues
yeah no occlusion culling in fallujah for example so it draws all the buildings you don't see, I get 25 fps looking the other way and 100 fps the other way.Pyrohair wrote:I find my FPS jumps WAYYYY up as soon as I look away from any cluster of buildings. I feel as though there is something wrong with some of the buildings or horribly un-optimized with them that causes much of the lag.
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Pyrohair
- Posts: 34
- Joined: 2008-10-11 15:18
Re: Major Performance Issues
Is that an engine limitation (engine defined), or can the PR devs change that?Leopardi wrote:yeah no occlusion culling in fallujah for example so it draws all the buildings you don't see, I get 25 fps looking the other way and 100 fps the other way.
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Major Performance Issues
Leopardi wrote:yeah no occlusion culling in fallujah for example so it draws all the buildings you don't see, I get 25 fps looking the other way and 100 fps the other way.
I'd like to heartily disagree with that statement. I worked quite hard on getting over 130 done

Edit: And just to prove to myself that it is working as intended, here's a more "ideal" situation comparison. Photobucket appears to have tried to optimize my picture, so you can't see the text well, but it goes from 2000 draw calls down to about 133, almost doubling FPS in that situation.

Last edited by Psyrus on 2013-08-14 15:39, edited 4 times in total.
Reason: lol not 300
Reason: lol not 300
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tjaze
- Posts: 8
- Joined: 2010-10-30 19:21
Re: Major Performance Issues
Is the occlusion culling working on player models and other dynamic objects or even effects?
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Major Performance Issues
Not sure about effects, but any object (vegitation, static or dynamic) is culled. I think effects are too.tjaze wrote:Is the occlusion culling working on player models and other dynamic objects or even effects?
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Raklodder
- Posts: 940
- Joined: 2013-04-22 08:36
Re: Major Performance Issues
Look at that performance improvement! It's unreal!'[R-CON wrote:Psyrus;1935907']
I'd like to heartily disagree with that statement. I worked quite hard on getting over 130 done
http://i235.photobucket.com/albums/ee94 ... 3b69d7.jpg
Edit: And just to prove to myself that it is working as intended, here's a more "ideal" situation comparison. Photobucket appears to have tried to optimize my picture, so you can't see the text well, but it goes from 2000 draw calls down to about 133, almost doubling FPS in that situation.
http://i235.photobucket.com/albums/ee94 ... 11862b.jpg
Thanks, sir, this looks much better than before (today) however will this be applied for all buildings on all maps?
Last edited by Raklodder on 2013-08-14 18:39, edited 2 times in total.
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iwingi
- Posts: 99
- Joined: 2013-08-02 20:19
Re: Major Performance Issues
I thought he said it was already doing that?Raklodder wrote:Look at that performance improvement! It's unreal!
Thanks, sir, this looks much better than before (today) however will this be applied for all buildings on all maps?
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Prevtzer
- Posts: 648
- Joined: 2012-06-13 12:19
Re: Major Performance Issues
I hav some bad news...Raklodder wrote:Look at that performance improvement! It's unreal!
Thanks, sir, this looks much better than before (today) however will this be applied for all buildings on all maps?
So is there a way for a normal person to test that? Maybe it's not working for everybody.[R-CON]Psyrus wrote:
I'd like to heartily disagree with that statement. I worked quite hard on getting over 130 done![]()
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Raklodder
- Posts: 940
- Joined: 2013-04-22 08:36
Re: Major Performance Issues
I'm sorry Sergeant, sir, but from what I understood this was to be applied (had not been applied)?Prevtzer wrote:I hav some bad news...
So is there a way for a normal person to test that? Maybe it's not working for everybody.
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Prevtzer
- Posts: 648
- Joined: 2012-06-13 12:19
Re: Major Performance Issues
As far as I understood it has already been done.Raklodder wrote:I'm sorry Sergeant, sir, but from what I understood this was to be applied (had not been applied)?

