Re: Major Performance Issues
Posted: 2013-08-18 13:27
Also get major FPS drops when looking at certain areas of maps regardless of what is actually on screen.
Q6600 @ 3.4ghz
4GB ram
GTX 560
W7
Q6600 @ 3.4ghz
4GB ram
GTX 560
W7
Yeah, XP 64 here, though my machine is pretty damn old now so performance issues are not going to be so surprising as some others here.Prevtzer wrote:Does anybody without Win 7 have performance issues?
Code: Select all
System Information
------------------
Operating System: Microsoft(R) Windows(R) XP Professional x64 Edition (5.2.3790)
Architecture: 64-bit
Language: English (United Kingdom)
Motherboard: http://www.abit.com.tw/ AN8 Series(NF-CK804)
Processor: AMD Athlon 64 X2 4400+ Dual Core Processor
Memory: 4.00 GB
Page File: -260100096.00 B
.NET Framework: 4.0
Display Information
-------------------
Display Device(s): Plug and Play Monitor on NVIDIA GeForce 7800 GT
Plug and Play Monitor on NVIDIA GeForce 7800 GT
Driver Version: 6.14.12.9610 (296.10)
Display Memory: 256.00 MB
Multisampling: 2, 4
DPI: 96 (100%)
Audio Information
-----------------
Primary Playback: kX Wave CT4620 10k1 [9c00] 0/1
Primary Recording: kX Wave CT4620 10k1 [9c00] 0/1
EAX: True
EAX 1.0: False
EAX 2.0: True
EAX 3.0: True
EAX 4.0: False
EAX 5.0: False
X-RAM: False
Disk Information
----------------
Install Path: D:\games\bf2pr
Free: 67.09 GB, Total: 140.00 GB, NTFS
Mod Path: D:\games\bf2pr\mods\pr
Free: 67.09 GB, Total: 140.00 GB, NTFS
Profiles Path: C:\Documents and Settings\Administrator\My Documents\ProjectReality\Profiles
Free: 9.78 GB, Total: 25.00 GB, NTFS
Update DL Path: D:\games\bf2pr\binaries
Free: 67.09 GB, Total: 140.00 GB, NTFS
Update Log Path: D:\games\bf2pr\logs
Free: 67.09 GB, Total: 140.00 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: boris
Type: Online
Last Used Profile: True
View Intro: False
Fullscreen: True
Display Mode: 1280x1024@60Hz
Display Mode Valid: True
Graphics Scheme: Low
Multisampling: 4x
VSync: True
Terrain Quality: Low
Effects Quality: Low
Geometry Quality: Low
Texture Quality: Low
Lighting Quality: Low
Dynamic Shadows: Low
Dynamic Lights: Low
Texture Filtering: Low
Audio Provider: Software
Provider Valid: True
Audio Quality: High
EAX: FalseCode: Select all
Low Profile, 2xAA, VDS100% = 38.0 fps, GPU Load = ~19%
Medium Profile, 2xAA, VDS100% = 37.7 fps, GPU Load = ~21%
High Profile, 2xAA, VDS100% = 35.5 fps, GPU Load = ~23%Boris wrote:Another theory is that it could be a consequence of forced shadows, where it's possible they're being calculated on the CPU by this engine, not GPU, and so throwing up an increased load onto the CPU I've not experienced before (as I used to run all low settings 0.98 prior).
Alternatively, it could be both.Some may say it's the player count, but I don't think so necessarily
+1. Can it hurt to try?Skitrel wrote:Alternatively, it could be both.
How are shadows calculated in game? I've got a theory that shadows might be getting calculated by the CPU whether or not the actual object casting the shadow is getting rendered. So, when looking in the direction of lots of infantry, objects, etc, all of them are having their shadows drawn with absolutely zero render culling, while previously people using low shadows were not getting this issue because there were none rendering.
This would explain why, inexplicably, when looking towards populated areas or areas filled with many objects the fps takes a big hit whether or not you can actually see those objects.
If that's the case, shadows should be rolled back to the previously unforced state because render culling isn't helping lower end systems that were previously not experiencing this issue in those instances.
they could have missed to optimize something. thats why it is needed to post reasons when you get performance dropMats391 wrote:When i pop the smoke from an uparmored hmmwv my FPS drops from 60 to under 15 while looking at the smoke. This is the first time though that i got unplayable FPS.
Tested on: Local, Mestia STD
i know you did a lot to optimize the effects but it still seems to be the biggest issue at least for me.
Egos, probably.Pyrohair wrote:+1. Can it hurt to try?
The BF2 engine isn't multi threaded, it can't use more than a single core at any one time anyway. CPU usage for actual gameplay will max out at 25% for a core on an i5 2500k, as it does on mine. You should consider this running at the absolute maximum your cpu can do for it. That extra 5% will be from the rest of the system, mumble, the prlauncher, etc.Spook wrote:I just took a look at the CPU and GPU usage ingame. It never goes over 30% CPU and 40% GPU. Still my FPS drops to 30 sometimes and is generally very unstable.
Gainward Geforce GTX 680 Phantom 4GB
intel i5 2500k (I assigned 2 cores to BF2, so the 30% actually come from the 2 cores and not from 4 cores, where 2 cannot be used anyways)
Gigabyte P67A-D3-B3
Creative SB X-Fi Titanium
8gb DDR3 1333
Corsair HX750 750W
Win7 Pro 64bit
The engine doesn't properly use 2 cores. This was visible back in 2005 when the arguments about hyper threading cropped up when the game was first released. Performance difference between dual and single core machines was shown to be next to nothing back then when the 100 odd page threads of arguments came to an end with benchmarked evidence. Fun times. It's funny to look back on how much people with "high end" machines were egotistical about their performance gains now that they're low end machines. E-penis length fights are the most entertaining when looking back in retrospect.Spook wrote:Thats why I said that I already limited CPu usage to 2 cores with BF2. The engine uses 2 cores, and still is seems that it uses only 30% of those 2 cores. Or the displaying might be wrong and it actually still means 30% of 4 cores instead of 2.
I even assigned PRlaucnher and mumble to core 3-4 and BF2 to 1-2. No change at all. When recording gameplay its even worse that way. I assigned the recording tool to core 3-4 aswell and for some reason FPS drops about 10 frames more than with the standard setting were windows assigns the cores.
I mean i already have OCed to 4,5 GHZ ....how much does PR need to run smooth? 2x 6,0 GHZ? Thats ridiculous.
Have you considered deactivating the forced settings in the launcher until further optimizing has been done? It could serve as hotfix for now.[R-DEV]AFsoccer wrote:This is all very helpful. Please continue to post specifics so we can work on fixes. The hardest part is trying to figure out the culprit(s).
Dynamic lighting and Shadows are forced settings I believe. Changing them below medium does absolutely nothing, but some (including myself) have spoken about thinking we get slightly better framerates by having them set to medium rather than off or low. Whether that's in heads or not is questionable though.Boris wrote:OK, so I just come to realise that it is actually possible to turn shadows off. I've been running the "Low" profile in PRLauncher without realising that all "Low" shown in video settings is not the lowest settings possible, but that it's possible to manually configure shadows and dynamic lighting as "Off" completely.
So, I set those off and did some testing. I found no real difference between them though on a 96 bot offline coop server with all the team stood still at the Barracks flag on Pavlovsk. FPS tests with and without seemed to produce about the same result.
Also played Muttrah online, ~98 player, but it was still rubber-banding a lot. Noticed every time CAS fired off rounds in the distance things went downhill a bit, but maybe that's to be expected though as the CPU's already running too close to 100% all the time. Still, I don't know why moving through the city is still causing problems in general, even when there's not many players nearby, nor any local fire fights going on.
Damn though, I was kinda hoping shadows were the cause of it.![]()