Ascheberg feedback

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Ason
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Ascheberg feedback

Post by Ason »

Please post feedback here.
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Coalz101
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Re: Ascheberg feedback

Post by Coalz101 »

Heavy assets spawn too soon, Transport helicopters take too long to spawn (10 minutes + spawning offmap).
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LimitJK
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Ascheberg

Post by LimitJK »

Great map!

Only played STD so far, but it looks modern, clean and natural.

The long view range leads to enjoyable asset fights and makes TOWs a real threat while the thick woodland gives INF space to maneuver.
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Grump/Gump.45
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Re: Ascheberg feedback

Post by Grump/Gump.45 »

I love the trees in the flags. Fun to climb with whole squad to wait for enemy.
UncleSmek
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Re: Ascheberg feedback

Post by UncleSmek »

Add more micro terrain so infantry atleast can attempt to cross open fields under fire
Avatok
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Joined: 2016-05-08 15:36

Re: Ascheberg feedback

Post by Avatok »

it's basically field without any terrain
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ALADE3N
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Re: Ascheberg feedback

Post by ALADE3N »

Yep, it will get more love from ason, that is why it is still in BETA
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bad_nade
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Re: Ascheberg feedback

Post by bad_nade »

There is no 1.7.4 thread for Ascheberg so I just reuse this one.

This map is a beast when it comes to hardware requirements. Nothing seems to be enough if pushed hard enough*.

DEVs be like "Oh you own a RTX 4090? That's cute. Here, take some Ascheberg forests and enjoy your 27 FPS!"

Looks good, though. Can't deny that. This it not a complaint by the way. More like recognition of your hard work. Getting visuals like those in Ascheberg out of 20 years old game engine is an achievement by itself.

I was afraid that my new setup was going be absolute overkill for PR, and had some buyer's remorse because of that. But boy was I wrong. A couple of rounds on maps like Omaha and Ascheberg cured all that. Now I think that nothing you can buy today is enough to run all PR maps with decent minimum FPS on maxed-out setting.
Spoiler for \"*Pushing hard enough\":
Launcher settings:

Code: Select all

System Information
------------------
    Operating System: Microsoft Windows 11 Pro (10.0.22631)
        Architecture: 64-bit
     Current Culture: Finnish (Finland)
         Motherboard: ASRock Z790 Nova WiFi
           Processor: 13th Gen Intel(R) Core(TM) i9-13900KF (Physical: 24, Logical: 32)
              Memory: 32,00 GB
        DIMM Modules: Controller0-ChannelA-DIMM1: 16,00 GB @ 4800 MHz
                      Controller1-ChannelA-DIMM1: 16,00 GB @ 4800 MHz
           Page File: 2,00 GB
      .NET Framework: 4.6+ Release Build: 533320, Runtime: 4.0.30319.42000

Display Information
-------------------
   Display Device(s): Generic PnP Monitor on NVIDIA GeForce RTX 4090
     Display Mode(s): 3840 x 2160 (32 bit) @ 160 Hz
      Driver Version: 31.0.15.5186 (551.86)
      Display Memory: 4,00 GB
       Multisampling: 2, 4, 8
                 DPI: 144 (150%)

Audio Information
-----------------
    Primary Playback: Microsoft Sound Mapper
   Primary Recording: Headset (G432 Gaming Headset)
    Open AL Renderer: Software
                 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)\Project Reality\Project Reality BF2
                      Free: 515,51 GB, Total: 931,00 GB, FS: NTFS, SSD: True
            Mod Path: C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr
                      Free: 515,51 GB, Total: 931,00 GB, FS: NTFS, SSD: True
       Profiles Path: C:\Users\x\Documents\ProjectReality\Profiles
                      Free: 515,51 GB, Total: 931,00 GB, FS: NTFS, SSD: True
      Update DL Path: C:\Users\x\AppData\Local\Project Reality\Project Reality BF2\Downloads
                      Free: 515,51 GB, Total: 931,00 GB, FS: NTFS, SSD: True
     Update Log Path: C:\Users\x\AppData\Local\Project Reality\Project Reality BF2\UpdateLogs
                      Free: 515,51 GB, Total: 931,00 GB, FS: NTFS, SSD: True

Game Information
----------------
      Installed Mods: pr
         Current Mod: pr
             Version: Standalone - 1.0
          PR Version: 1.7.4.5
            Language: english
     Debug Available: False
       Large Address: True
  Supported Hardware: None
Missing dependencies: None
Ignored dependencies: None

Profile Information
-------------------
        Profile 0001: x

        Profile 0002: x

        Profile 0003: x

        Profile 0004: x
                Type: Online
   Last Used Profile: True
          View Intro: False
          Fullscreen: True
        Display Mode: 3840x2160@160Hz
  Display Mode Valid: True
     Graphics Scheme: High
       Multisampling: 8x
               VSync: True
     Terrain Quality: High
     Effects Quality: High
    Geometry Quality: High
     Texture Quality: High
    Lighting Quality: High
     Dynamic Shadows: High
      Dynamic Lights: High
   Texture Filtering: High
   Statics Lod-Scale: 5,0
Overgrowth Lod-Scale: 5,0
Use advanced shaders: True
      Audio Provider: Hardware
      Provider Valid: True
       Audio Quality: High
                 EAX: True
PRLauncher.log
-------------------
Project Reality Log File
PRLauncher.exe started at: 2024-04-04T21:43:34

Warning: 1353: Error while game running.
Warning: Unable to delete fci

 > The process cannot access the file 'C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr\vars\fci' because it is being used by another process.

NVidia Control Panel settings (I used NVIDIA Profile Inspector to create dedicated Non-BF2-linked profile just for PR):
  • Anisotropic Filtering -> 16x
  • Antialiasing - FXAA -> On
  • Antialiasing - Transparency -> 8x (supersample)
  • Max Frame Rate -> 160 FPS
  • Multi-fame Sampled AA (MFAA) -> On
  • Texture Filtering - Negative LOD Bias -> Clamp
  • Texture Filtering - Quality -> High Quality
  • Threaded optimization -> Off
  • Vertical sync -> Fast
Last edited by bad_nade on 2024-04-07 12:17, edited 5 times in total.
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Suchar
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Re: Ascheberg feedback

Post by Suchar »

Lod Scale settings significantly impact performance. The higher VD, the bigger performance impact.
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rPoXoTauJIo
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Re: Ascheberg feedback

Post by rPoXoTauJIo »

clueless_noob wrote:
This map is a beast when it comes to hardware requirements. Nothing seems to be enough if pushed hard enough*.

DEVs be like "Oh you own a RTX 4090? That's cute. Here, take some Ascheberg forests and enjoy your 27 FPS!"
Please include GPU load overlay if you think 4090 not enough.
I haven't seen any map producing enough load to saturate anything >3060.
And i assume you're familiar with Intel's P\E cores thingy for games, pretty sure bf2 engine weren't supposed to run on those.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
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bad_nade
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Re: Ascheberg feedback

Post by bad_nade »

rPoXoTauJIo wrote:Please include GPU load overlay if you think 4090 not enough.
I haven't seen any map producing enough load to saturate anything >3060.
And i assume you're familiar with Intel's P\E cores thingy for games, pretty sure bf2 engine weren't supposed to run on those.
There are overlays in the two first screenshots in the OneDrive folder: https://1drv.ms/f/s!AnhtECQ4lmzWgZdVn3k ... g?e=trw6GP. CPUs 1-8 are P-cores. Overlay is from MSI Afterburner + RTSS + HWiNFO for MOBO & RAM.
Last edited by bad_nade on 2024-04-07 14:27, edited 3 times in total.
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Ason
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Re: Ascheberg feedback

Post by Ason »

disable supersampling
4K is sharp enough
Use SGSSAA but maybe don't overdo it
Maybe just two samples
can try that.
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bad_nade
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Re: Ascheberg feedback

Post by bad_nade »

Ason wrote:can try that.
Like I said, I'm not complaining. I bought the whole 4090, I'm going to use the whole 4090. That 27 FPS is an extreme example that happens only when scoped-in deep inside forest near bushes. Non-scoped-in FPS stays around 60's, and only goes up when there is even narrow gap to open field, or if the forest is not that deep. On some other maps FPS can drop to 80's which is perfectly fine.
Last edited by bad_nade on 2024-04-07 21:47, edited 2 times in total.
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Mats391
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Re: Ascheberg feedback

Post by Mats391 »

clueless_noob wrote:Like I said, I'm not complaining. I bought the whole 4090, I'm going to use the whole 4090. That 27 FPS is an extreme example that happens only when scoped-in deep inside forest near bushes. Non-scoped-in FPS stays around 60's, and only goes up when there is even narrow gap to open field, or if the forest is not that deep. On some other maps FPS can drop to 80's which is perfectly fine.
In general zooming should increase the FPS as it decreases FOV and thus amount to render. Does this FPS drop only happen on certain zoom levels? E.g. on the first zoom of tank commander or on all? We noticed a bug before where the FPS drops very low on certain intermediate zoom levels, but never worked out why.
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bad_nade
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Re: Ascheberg feedback

Post by bad_nade »

Mats391 wrote:In general zooming should increase the FPS as it decreases FOV and thus amount to render. Does this FPS drop only happen on certain zoom levels? E.g. on the first zoom of tank commander or on all? We noticed a bug before where the FPS drops very low on certain intermediate zoom levels, but never worked out why.
Usually I prefer infantry over assests. Thus I have experienced it on rifle scopes only. So far the drop has been identical with GER and RUS basic kits. But I can test other kits and assets, and see what happens.
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bad_nade
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Re: Ascheberg feedback

Post by bad_nade »

So far I have tested Russian, German and Polish heavy assets (tanks, APCs, IFVs) on all magnification levels, including thermals, and some infantry kits that are equipped with magnified optics. There hasn't been any difference on FPS drop. It's equally bad on all of them. Contributing factors seem to be the depth of the forest – does it continue 50m or 300m to the direction player is facing – and magnification level. The deeper the forest or higher the magnification, the larger the drop.

Here are some raw screenshots with basic performance overlay:
https://1drv.ms/f/s!AnhtECQ4lmzWgZdvkf5 ... g?e=slvR7F

Another finding was that Russian PKP reticle has a small artifact that's probably caused by my AA settings. I might have to change something. It didn't happen with other reticles.
Last edited by bad_nade on 2024-04-08 17:22, edited 6 times in total.
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Mats391
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Re: Ascheberg feedback

Post by Mats391 »

This does not look like the bug we experienced before.
Judging by the screenshot it gets worse the more leafs are in the view. You have the 8x supersampling enabled for Antialiasing - Transparency and leafs are based on transparent textures. Since the Log-Z calculation is done per pixel, 4k x 8 samples could hit very hard. I would suggest to try disabling this and see how it changes FPS.
You can also try disabling the BF2 anti aliasing and the advanced shaders to see how each setting impacts the performance.
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bad_nade
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Re: Ascheberg feedback

Post by bad_nade »

I did more tests yesterday and I believe I managed to enable SGSSAA the correct way. Result was that 2x was OK performance-wise but it was not enough for my eyes (all power lines become too jagged, for example). 4x looked OK but hit almost as hard as my initial settings.

Thanks for info on leaves and transparency. It helps me to find optimal settings.

I consider myself as a seasoned IT professional but I don't really know much about AA, or most of the graphics setttings in general. Basically I've been fooling around in NVidia Control Panel & Profile Inspector without clear objective. I'll see if I can be a bit more methodical in my testing in the future. But first I need to actually learn some basics about various acronyms.

My original statement still stands: Nothing you can buy today is enough to run PR on maxed-out settings! :)
Last edited by bad_nade on 2024-04-09 15:10, edited 3 times in total.
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Mats391
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Re: Ascheberg feedback

Post by Mats391 »

Well, you can, just not at 4k ;)
Either way, this is related to the Log-Z depth implementation to fix Z-Fighting. It seems to scale terribly with big resolutions. We hope to improve this in the future.
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bad_nade
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Re: Ascheberg feedback

Post by bad_nade »

I've Been testing different AA combinations for the whole evening and looks like I'm going to settle with 8x AA in the launcher, and Antialiasing - Transparency off, Antialiasing - FXAA on in the NVidia Control Panel.

Performance hit inside deep Aschberg forests is still ridiculous but FPS stays playable. Generally it's 60+ FPS for inf and 40+ FPS for vehicles at max zoom, which is non-issue for vehicles because max zoom is useless in forests anyway. Inside smaller bushes FPS drop is negligible.

Adaptive sync couldn't handle 4k@160Hz so dropped it to 144Hz. Together with framerate limiter set to 140 FPS everything stays both stutter free and tear free even on lowest framerates.

I might still fiddle with different texture filtering options but I don't expect them to have significant effect on FPS or image quality.

Now that you mentioned Z-Fighting issues. I didn't even remember how bad it was back in older versions when every seam or surface was more or less flickering all the time. Nowdays it's so much better under control and everything looks cleaner. Good job!
Last edited by bad_nade on 2024-04-09 23:32, edited 11 times in total.
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