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Re: Major Performance Issues

Posted: 2013-08-13 16:52
by Prevtzer
[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.
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.

Re: Major Performance Issues

Posted: 2013-08-13 17:01
by Raklodder
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.
Last time I checked, they where (public) sir PR:BF2 Changelog but maybe you're referring to their private list?

Re: Major Performance Issues

Posted: 2013-08-13 17:05
by Prevtzer
Raklodder wrote:Last time I checked, they where (public) sir. PR:BF2 Changelog
That's changelog, stuff that has already been done goes there. I was talking about something that would track their work in progress.

Re: Major Performance Issues

Posted: 2013-08-13 21:01
by iwingi
[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.
How much do you guys need to supply 1 Dev with cocaine till the problem is resolved?
If anyone else wants to chip we could get the hole team hooked and I bet the problem would be fixed within a day! :D

Re: Major Performance Issues

Posted: 2013-08-13 21:51
by iwingi
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:

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
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!

Re: Major Performance Issues

Posted: 2013-08-14 05:58
by Bob12432
iwingi wrote: Now I've taken three screenshots of 3 different scenarios all on the Map Fallujah West (Std) in Co-op mode.
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.


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)

Re: Major Performance Issues

Posted: 2013-08-14 06:03
by iwingi
Bob12432 wrote:Does your Fps and GPU (not Cpu) Loadout increase when you turn around,and look away from the City?.
I've noticed that my CPU usage seems to increase when it should be less needed.
Example, 20% looking at a fight, 24% looking in the sky. Other than that no.

Re: Major Performance Issues

Posted: 2013-08-14 06:17
by Bob12432
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.

Re: Major Performance Issues

Posted: 2013-08-14 10:06
by tjaze
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.
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%.

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.

Re: Major Performance Issues

Posted: 2013-08-14 10:43
by Pyrohair
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.
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.

Re: Major Performance Issues

Posted: 2013-08-14 14:44
by Leopardi
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.
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.

Re: Major Performance Issues

Posted: 2013-08-14 15:05
by Pyrohair
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.
Is that an engine limitation (engine defined), or can the PR devs change that?

Re: Major Performance Issues

Posted: 2013-08-14 15:18
by Psyrus
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.
:confused:

I'd like to heartily disagree with that statement. I worked quite hard on getting over 130 done :|

Image

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.

Image

Re: Major Performance Issues

Posted: 2013-08-14 16:24
by tjaze
Is the occlusion culling working on player models and other dynamic objects or even effects?

Re: Major Performance Issues

Posted: 2013-08-14 16:50
by Psyrus
tjaze wrote:Is the occlusion culling working on player models and other dynamic objects or even effects?
Not sure about effects, but any object (vegitation, static or dynamic) is culled. I think effects are too.

Re: Major Performance Issues

Posted: 2013-08-14 18:13
by Raklodder
'[R-CON wrote:Psyrus;1935907'] :confused:

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
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?

Re: Major Performance Issues

Posted: 2013-08-14 19:24
by iwingi
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?
I thought he said it was already doing that?

Re: Major Performance Issues

Posted: 2013-08-14 19:26
by Prevtzer
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?
I hav some bad news... :lol:
[R-CON]Psyrus wrote: :confused:

I'd like to heartily disagree with that statement. I worked quite hard on getting over 130 done :|
So is there a way for a normal person to test that? Maybe it's not working for everybody.

Re: Major Performance Issues

Posted: 2013-08-14 19:31
by Raklodder
Prevtzer wrote:I hav some bad news... :lol:
So is there a way for a normal person to test that? Maybe it's not working for everybody.
I'm sorry Sergeant, sir, but from what I understood this was to be applied (had not been applied)?

Re: Major Performance Issues

Posted: 2013-08-14 19:47
by Prevtzer
Raklodder wrote:I'm sorry Sergeant, sir, but from what I understood this was to be applied (had not been applied)?
As far as I understood it has already been done.