Major Performance Issues
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AFsoccer
- Retired PR Developer
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Re: Major Performance Issues
130 buildings and walls have occlusion meshes and they are already in-game. Psyrus might be able to give us an idea of what percentage that is, but it's quite a lot and he's been a one-man workhorse in getting them done (so some thanks are in order). He'll continue to work on those that don't have an occ mesh yet and fix the very few that are bugged.
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EminentDomain17
- Posts: 9
- Joined: 2013-08-06 05:03
Re: Major Performance Issues
Well at least we are now getting somewhere. I played today and my frames dropped significantly when looking at a city. So it has yet to be fixed. I assume it's a work in progress. Keeping my fingers crossed. 
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Tim270
- PR:BF2 Developer
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- Joined: 2009-02-28 20:05
Re: Major Performance Issues
Map to map FPS IS going to vary, we understand there are performance issues and are working on it.EminentDomain17 wrote:Well at least we are now getting somewhere. I played today and my frames dropped significantly when looking at a city. So it has yet to be fixed. I assume it's a work in progress. Keeping my fingers crossed.![]()

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Psyrus
- Retired PR Developer
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- Joined: 2006-06-19 17:10
Re: Major Performance Issues
Yes, it's already in-game, and it is working for everyone (it's an engine thing, not a PR thing).
It isn't a very effective fix. Ironically, the OCC meshes are more effective in more built up areas, because basically you need one object to block the view of other objects (completely, even 1 pixel showing will render the other object), so on something like fallujah, there's quite a lot of space between buildings/roads, and thus unless you go right up to a building (where it takes most of your view and occludes other stuff), the performance improvement isn't that good. That's why I said the example above was a best-case scenario
It does make a little difference, especially since I did the enterable buildings as well, so you're not rendering players/weapons/caches inside buildings when you don't have direct LOS [line of sight] to them
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The biggest performance enhancers would be:
** Reducing the draw calls, having everything's final LOD just using one, basic color texture. Preferably higher LODs also reducing the texture call
* In addition to the point above, having more vegitation clusters rather than individual vegitation objects. The fields in fallujah, for example, rather than having a bunch of little ones, exporting the entire map's field areas as one object would help draw calls.
- Getting rid of the piecemeal afgan statics (It's like 20+ buildings merged into one)
- Like Rhino's guide for vehicles, having very low poly final LODS for everything
The problem with the above is that all of those steps are retrospective [not a good word choice, but can't find the right one] steps, and in many cases doing those kinds of changes can be very time consuming.
It isn't a very effective fix. Ironically, the OCC meshes are more effective in more built up areas, because basically you need one object to block the view of other objects (completely, even 1 pixel showing will render the other object), so on something like fallujah, there's quite a lot of space between buildings/roads, and thus unless you go right up to a building (where it takes most of your view and occludes other stuff), the performance improvement isn't that good. That's why I said the example above was a best-case scenario
It does make a little difference, especially since I did the enterable buildings as well, so you're not rendering players/weapons/caches inside buildings when you don't have direct LOS [line of sight] to them
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The biggest performance enhancers would be:
** Reducing the draw calls, having everything's final LOD just using one, basic color texture. Preferably higher LODs also reducing the texture call
* In addition to the point above, having more vegitation clusters rather than individual vegitation objects. The fields in fallujah, for example, rather than having a bunch of little ones, exporting the entire map's field areas as one object would help draw calls.
- Getting rid of the piecemeal afgan statics (It's like 20+ buildings merged into one)
- Like Rhino's guide for vehicles, having very low poly final LODS for everything
The problem with the above is that all of those steps are retrospective [not a good word choice, but can't find the right one] steps, and in many cases doing those kinds of changes can be very time consuming.
Last edited by Psyrus on 2013-08-15 02:37, edited 2 times in total.
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Bob12432
- Posts: 14
- Joined: 2011-10-20 11:51
Re: Major Performance Issues
Whats the Name of the Tool you are using in the Picture to display Drawcalls?'[R-CON wrote:Psyrus;1935907'] here's a more "ideal" situation comparison.
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Psyrus
- Retired PR Developer
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Re: Major Performance Issues
objectdrawer.xxxxBob12432 wrote:Whats the Name of the Tool you are using in the Picture to display Drawcalls?
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Pyrohair
- Posts: 34
- Joined: 2008-10-11 15:18
Re: Major Performance Issues
So cities like the one in Black Gold because you can basically look at the whole thing from a mountain? Are the OCC meshes done for that city already?[R-CON]Psyrus wrote: Ironically, the OCC meshes are more effective in more built up areas, because basically you need one object to block the view of other objects
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Psyrus
- Retired PR Developer
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Re: Major Performance Issues
Basically if the object doesn't block your view completely of another object, both will be rendered. So overlooking a city from above (at an angle) is when the OCC meshes will do basically nothing, except hide small objects behind the buildings. Other buildings will not be occluded.Pyrohair wrote:So cities like the one in Black Gold because you can basically look at the whole thing from a mountain? Are the OCC meshes done for that city already?
The OCCs meshes are done on an object by object basis. I basically asked Ancientman for a list of the most used statics and started with those. Essentially any large building that exists in PR now has them, including most walls. I also made meshes for the cave systems and underground tunnels that we have, so that stuff inside isn't rendered for those outside, and I believe I made them double sided so that if you're inside, you don't have to render the stuff outside.
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Prevtzer
- Posts: 648
- Joined: 2012-06-13 12:19
Re: Major Performance Issues
How were these things done in previous versions?
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Kothra
- Posts: 513
- Joined: 2009-12-31 13:52
Re: Major Performance Issues
I don't think this is really related to the performance drops that I, at least, experience, because when I do get drops, my framerate stays down regardless of what's in view. I can shove myself against a wall with nothing else in view ans still be getting only 15-20 frames per second.
Last edited by Kothra on 2013-08-15 21:46, edited 1 time in total.
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iwingi
- Posts: 99
- Joined: 2013-08-02 20:19
Re: Major Performance Issues
Yep, I'm not entirely sure what is being discussed is really the issue.Kothra wrote:I don't think this is really related to the performance drops that I, at least, experience, because when it does, my framerate stays down regardless of what's in view. I can shove myself against a wall with nothing else in view ans still be getting only 15-20 frames per second.
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ShockUnitBlack
- Posts: 2100
- Joined: 2010-01-27 20:59
Re: Major Performance Issues
It's not. These issues are something new to v1.0 as far as I can tell.
"I Want To Spend The Rest Of My Life With You Tonight."
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Arab
- PR:BF2 Developer
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- Joined: 2012-05-18 03:37
Re: Major Performance Issues
Do you think that by lowering the sound quality you'd get faster fps? (No offense Anders)
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Prevtzer
- Posts: 648
- Joined: 2012-06-13 12:19
Re: Major Performance Issues
Doubt it. My hardware does the vast majority of sound processing, so CPU has to do very little/ nothing and I still get bad FPS.Arab wrote:Do you think that by lowering the sound quality you'd get faster fps? (No offense Anders)
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Leopardi
- Posts: 409
- Joined: 2007-10-16 21:14
Re: Major Performance Issues
I'm still getting drop to 25 fps even when I look at a wall. I'm going to have to just skip the maps until occlusion is everywhere, it's unplayable.'[R-CON wrote:Psyrus;1935907']
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.
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Arab
- PR:BF2 Developer
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Re: Major Performance Issues
In other maps, do you get a good frame-rate?Leopardi wrote:I'm still getting drop to 25 fps even when I look at a wall. I'm going to have to just skip the maps until occlusion is everywhere, it's unplayable.
I blame the engine's limitations for being so slow. Stupid refractor engine.
Last edited by Arab on 2013-08-16 13:29, edited 1 time in total.
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maarit
- Posts: 1145
- Joined: 2008-02-04 17:21
Re: Major Performance Issues
System Information
------------------
Operating System: Microsoft Windows 7 Enterprise (6.1.7601)
Architecture: 64-bit
Language: Finnish (Finland)
Motherboard: MSI P55M-GD45 (MS-758
Processor: Intel(R) Core(TM) i5 CPU 750 @ 2.67GHz (Physical: 4, Logical: 4)
Memory: 8,00 GB
just played dovre skirmish just with 11 players and fps drop to the 22-30...some areas 50 fps.
is my computer that bad or what?
------------------
Operating System: Microsoft Windows 7 Enterprise (6.1.7601)
Architecture: 64-bit
Language: Finnish (Finland)
Motherboard: MSI P55M-GD45 (MS-758
Processor: Intel(R) Core(TM) i5 CPU 750 @ 2.67GHz (Physical: 4, Logical: 4)
Memory: 8,00 GB
just played dovre skirmish just with 11 players and fps drop to the 22-30...some areas 50 fps.
is my computer that bad or what?
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Prevtzer
- Posts: 648
- Joined: 2012-06-13 12:19
Re: Major Performance Issues
In the Launcher under Support copy all the info and past it here. Wrap it into CODE tags.maarit wrote:System Information
------------------
Operating System: Microsoft Windows 7 Enterprise (6.1.7601)
Architecture: 64-bit
Language: Finnish (Finland)
Motherboard: MSI P55M-GD45 (MS-758
Processor: Intel(R) Core(TM) i5 CPU 750 @ 2.67GHz (Physical: 4, Logical: 4)
Memory: 8,00 GB
just played dovre skirmish just with 11 players and fps drop to the 22-30...some areas 50 fps.
is my computer that bad or what?
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Kothra
- Posts: 513
- Joined: 2009-12-31 13:52
Re: Major Performance Issues
Dovre has its own problems.
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maarit
- Posts: 1145
- Joined: 2008-02-04 17:21
Re: Major Performance Issues
Code: Select all
[CODE]
System Information
------------------
Operating System: Microsoft Windows 7 Enterprise (6.1.7601)
Architecture: 64-bit
Language: Finnish (Finland)
Motherboard: MSI P55M-GD45 (MS-758 8)
Processor: Intel(R) Core(TM) i5 CPU 750 @ 2.67GHz (Physical: 4, Logical: 4)
Memory: 8,00 GB
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Free: 710,96 GB, Total: 931,41 GB, NTFS
Mod Path: C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr
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Profiles Path: C:\Users\lassukka\Documents\ProjectReality\Profiles
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BF2 Version: BF2 1.5
PR Version: 1.0.35.0
Language: english
Debug Available: False
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Type: Online
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Fullscreen: True
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EAX: True
also tested asad khal skirmish with few players,fps was 80 and never dropped to the 30.
also bijar canyons 80.(alone in server)
operation marlin was again bad,sometimes going to 20 with 30 palyers.in 0.98 version marlin was running smooth
also khamisyah was quite bad with 60 players,alone at the server it was better but fps was going up and down all the time.
edit:khamisyah was stable maybe after 10 minutes after servers started.
EDIT:even muttrah is going under 30 with 80 players.
Last edited by maarit on 2013-08-16 19:02, edited 7 times in total.


