Can't its a HP build and all they offered plus I got a insane deal on it anyway would of went for a i5 if it was a custom but the i7 is nice anyhow. Thanks for the idea though and im glad I should likely be okay ill see when I get it and play PR.ShockUnitBlack wrote:All I can tell you is that you should be good performance-wise. If you're not, it's not your computer's fault.
Also, ditch the i7 4770 processor for something cheaper and get an SSD IMO.
Major Performance Issues
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Lange
- Posts: 306
- Joined: 2007-02-28 23:39
Re: Major Performance Issues
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Arab
- PR:BF2 Developer
- Posts: 2898
- Joined: 2012-05-18 03:37
Re: Major Performance Issues
Boris, you should be in the credits man!
Well done the effort. Unfortunately, I got too damn lazy to bother with mein tests.
Well done the effort. Unfortunately, I got too damn lazy to bother with mein tests.
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Major Performance Issues
Hey Boris, fantastic work.
If you don't mind, since you've got it set up already for testing and we have your prior tests as benchmarks, can you test if the OCC meshes are creating a bottleneck, please?
The way to do this would be as follows:
I don't think they're the reason, but it's another computation the CPU [GPU?] has to do where it didn't have to do it previously in <1.0, so it's worth testing.
If you don't mind, since you've got it set up already for testing and we have your prior tests as benchmarks, can you test if the OCC meshes are creating a bottleneck, please?
The way to do this would be as follows:
- Navigate to your /pr/content/ folder, extract the "objects_statics_client" (about 580MB).
- Back up your original objects_statics_client.zip
- Open up your command prompt (CMD)
- Navigate to the directory you extracted to using "cd ___directory path_____"
- For example:
Code: Select all
cd C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr\content\objects_statics_client
- For example:
- Execute the following command in that directory. It should delete about 140 files
Code: Select all
del *.occ /q /s - Re-zip your statics_client folder and overwrite the original
- Load up the game and test FPS
I don't think they're the reason, but it's another computation the CPU [GPU?] has to do where it didn't have to do it previously in <1.0, so it's worth testing.
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Heavy Death
- Posts: 1303
- Joined: 2012-10-21 10:51
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Boris
- Posts: 223
- Joined: 2006-11-11 22:18
Re: Major Performance Issues
Alright, ladies, calm down, it was only a few bench tests.
I've been meaning to get around to doing it for weeks, just been a bit busy with things here though.
Did the above as described, 227 OCC files removed in all. Results:
Test "h" I ran before removing the occlusion meshes - I just had the idea to rem out the fire/smoke effects on fallujah out of interest to see if it showed any significant change, as they have quite a big impact on fps here at times. Results show that there was no discernible difference with them removed. I had a thought that PR 1036 might have been running new type effects, causing heavier than usual demands, affecting even the 0981 version map when loaded - this doesn't appear to be the case though.
Test "i" is with the occlusion meshes removed. Big FPS drop there without them, plenty noticeable in game too as things start to get framey. Interestingly, overall GPU utilisation is about the same as with occlusion enabled, albeit producing a lower framerate now. So, I guess the CPU is being taxed more heavily here as it needs to process the extra statics no longer being occluded(?), with fps drop merely being a consequence of an exhausted CPU.
Test "j" - thought it'd be worthwhile throwing the 0981 version fallujah map in PR 1036 again just to see if there were any surprises with occlusion removed. Results show it react as good as identical to the 1036 version map.
Test "k" - wanted to make sure the system was working as yesterday by re-testing the 0981 fallujah map in PR 0981. Results show no real difference compared to earlier tests, with framerate being almost double what PR 1036 can achieve running the same map.
Test "l" - Dawned on me to run the 1036 version fallujah map in PR 0981. Results show it perform just as well as the 0981 version, with framerate nice and healthy @ 103fps, and fast loading times.
...
Ran a few tests for start-up time from launching from desktop to the lobby opening:
It's probably not a fair test really, as there could be considerable differences in 1036 with PRLauncher involved, running file verification checks and whatnot (maybe 0981 does this too? i don't know...). Also, it's not so noticeable now on this new system I'm running, but on the old Athlon X2 before this load times were huge in PR v1, like 3 minutes to get to lobby, and 4-5 minutes to load a map. Still, for whatever reason, PR 1036 appears slower here too. I plan on running some proper tests on the old Athlon system sometime when I get it rebuilt.
EDIT: Incidentally, ran some start time tests executing PRBF2.exe directly to lobby without PRLauncher being involved:
Almost 0981 load times, some 8 seconds quicker than through PRLauncher. Shame it doesn't seem possible to run the game itself without PRLauncher involved, for testing purposes - would be interesting to see the result.
...
Conclusion: As before, PR 1036 seems laboured for some reason, both in load times from desktop to lobby, during map loading, and in-game. Kinda feels like a background process chewing up an unhealthy percentage of the CPU, or a constriction in process threading, or something like that.
:
Sure thing - not a problem running tests here. If anyone has any ideas for things to try, just shout, I'm up for it.'[R-CON wrote:Psyrus;1952847']Hey Boris, fantastic work.
If you don't mind, since you've got it set up already for testing and we have your prior tests as benchmarks, can you test if the OCC meshes are creating a bottleneck, please?
The way to do this would be as follows:
=========
- Navigate to your /pr/content/ folder, extract the "objects_statics_client" (about 580MB).
- Back up your original objects_statics_client.zip
- Open up your command prompt (CMD)
- Navigate to the directory you extracted to using "cd ___directory path_____"
- For example:
Code: Select all
cd C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr\content\objects_statics_client- Execute the following command in that directory. It should delete about 140 files
Code: Select all
del *.occ /q /s- Re-zip your statics_client folder and overwrite the original
- Load up the game and test FPS
I don't think they're the reason, but it's another computation the CPU [GPU?] has to do where it didn't have to do it previously in <1.0, so it's worth testing.
Did the above as described, 227 OCC files removed in all. Results:
Code: Select all
# map ver load corner x2 gpu
h fallujah 1036 43s 55fps 43% ambstat_* statics removed
i fallujah 1036 44s 38fps 45% 227 occ files deleted from objects_statics_client.zip
j fallujah 1036 43s 39fps 45% 0981 map loaded in 1036, no occ
k fallujah 0981 32s 104fps 82% game.lockfps 10000
l fallujah 0981 32s 103fps 81% game.lockfps 10000, 1036 map loaded in 0981Test "i" is with the occlusion meshes removed. Big FPS drop there without them, plenty noticeable in game too as things start to get framey. Interestingly, overall GPU utilisation is about the same as with occlusion enabled, albeit producing a lower framerate now. So, I guess the CPU is being taxed more heavily here as it needs to process the extra statics no longer being occluded(?), with fps drop merely being a consequence of an exhausted CPU.
Test "j" - thought it'd be worthwhile throwing the 0981 version fallujah map in PR 1036 again just to see if there were any surprises with occlusion removed. Results show it react as good as identical to the 1036 version map.
Test "k" - wanted to make sure the system was working as yesterday by re-testing the 0981 fallujah map in PR 0981. Results show no real difference compared to earlier tests, with framerate being almost double what PR 1036 can achieve running the same map.
Test "l" - Dawned on me to run the 1036 version fallujah map in PR 0981. Results show it perform just as well as the 0981 version, with framerate nice and healthy @ 103fps, and fast loading times.
...
Ran a few tests for start-up time from launching from desktop to the lobby opening:
Code: Select all
desktop to lobby 0981 19s 19s 18s 19s
desktop to lobby 1036 28s 27s 27s 29sEDIT: Incidentally, ran some start time tests executing PRBF2.exe directly to lobby without PRLauncher being involved:
Code: Select all
PRBF2.exe to 'lobby' 20s 21s 20s 21s...
Conclusion: As before, PR 1036 seems laboured for some reason, both in load times from desktop to lobby, during map loading, and in-game. Kinda feels like a background process chewing up an unhealthy percentage of the CPU, or a constriction in process threading, or something like that.
Last edited by Boris on 2013-09-24 17:43, edited 3 times in total.
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TiTo
- Posts: 9
- Joined: 2007-12-14 01:12
Re: Major Performance Issues
is poor performance a bug? My FPS goes to 20s in maps like Fallujah when i am on the move (40s if i am not). i have core i7 3630qm (2.4 ghz) and 7970m video card. Not sure if its my laptop or the bug.
I also play on my desktop. Although performance got slower i dont think i had performance issue worthy of noting.
I also play on my desktop. Although performance got slower i dont think i had performance issue worthy of noting.
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Boris
- Posts: 223
- Joined: 2006-11-11 22:18
Re: Major Performance Issues
Not necessarily a bug, it could just be just demanding. Fallujah is a demanding map anyway, always has been, and v1.0 PR has introduced other aspects that increase demands, too. Still, there could be something sucking a bit too much juice down being overlooked, which you could call a bug I suppose.TiTo wrote:is poor performance a bug? My FPS goes to 20s in maps like Fallujah when i am on the move (40s if i am not). i have core i7 3630qm (2.4 ghz) and 7970m video card. Not sure if its my laptop or the bug.
I also play on my desktop. Although performance got slower i dont think i had performance issue worthy of noting.
Your main problem there is probably that 2.4GHz CPU, as it's a bit on the low side to run this game well as it stands.
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TiTo
- Posts: 9
- Joined: 2007-12-14 01:12
Re: Major Performance Issues
even a core i7? Would 2.7 Ghz core i7 suffice?Boris wrote:Not necessarily a bug, it could just be just demanding. Fallujah is a demanding map anyway, always has been, and v1.0 PR has introduced other aspects that increase demands, too. Still, there could be something sucking a bit too much juice down being overlooked, which you could call a bug I suppose.
Your main problem there is probably that 2.4GHz CPU, as it's a bit on the low side to run this game well as it stands.
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[FSA]IrRahman
- Posts: 205
- Joined: 2013-03-23 23:08
Re: Major Performance Issues
Boris, if your changes will made it to the future release, and 1.0 will have performance like 0.98, or close I will give you a money.

"This is a great game to play if you want to masturbate and still accomplish something" - viirusiiseli
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Boris
- Posts: 223
- Joined: 2006-11-11 22:18
Re: Major Performance Issues
Actually, I don't know anything about that CPU you're on there to be honest, I was just basing my thoughts off the stated clock speed really (I see now though that it runs up to 3.4GHz 'Turbo' by default). It does appear to perform very respectably here though for single-thread performance, so I guess it should run PR pretty well.TiTo wrote:even a core i7? Would 2.7 Ghz core i7 suffice?
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Souls Of Mischief
- Posts: 2391
- Joined: 2008-05-04 00:44
Re: Major Performance Issues
[quote=""'[FSA"]IrRahman;1953002']Boris, if your changes will made it to the future release, and 1.0 will have performance like 0.98, or close I will give you a money.[/quote]
Money? Pfff... I'll suck him off.
Will post Boris test result from the previous page, just so noone misses it.
[quote="Boris""]Alright, ladies, calm down, it was only a few bench tests.
I've been meaning to get around to doing it for weeks, just been a bit busy with things here though.
Sure thing - not a problem running tests here. If anyone has any ideas for things to try, just shout, I'm up for it.
Did the above as described, 227 OCC files removed in all. Results:
Test "h" I ran before removing the occlusion meshes - I just had the idea to rem out the fire/smoke effects on fallujah out of interest to see if it showed any significant change, as they have quite a big impact on fps here at times. Results show that there was no discernible difference with them removed. I had a thought that PR 1036 might have been running new type effects, causing heavier than usual demands, affecting even the 0981 version map when loaded - this doesn't appear to be the case though.
Test "i" is with the occlusion meshes removed. Big FPS drop there without them, plenty noticeable in game too as things start to get framey. Interestingly, overall GPU utilisation is about the same as with occlusion enabled, albeit producing a lower framerate now. So, I guess the CPU is being taxed more heavily here as it needs to process the extra statics no longer being occluded(?), with fps drop merely being a consequence of an exhausted CPU.
Test "j" - thought it'd be worthwhile throwing the 0981 version fallujah map in PR 1036 again just to see if there were any surprises with occlusion removed. Results show it react as good as identical to the 1036 version map.
Test "k" - wanted to make sure the system was working as yesterday by re-testing the 0981 fallujah map in PR 0981. Results show no real difference compared to earlier tests, with framerate being almost double what PR 1036 can achieve running the same map.
Test "l" - Dawned on me to run the 1036 version fallujah map in PR 0981. Results show it perform just as well as the 0981 version, with framerate nice and healthy @ 103fps, and fast loading times.
...
Ran a few tests for start-up time from launching from desktop to the lobby opening:
It's probably not a fair test really, as there could be considerable differences in 1036 with PRLauncher involved, running file verification checks and whatnot (maybe 0981 does this too? i don't know...). Also, it's not so noticeable now on this new system I'm running, but on the old Athlon X2 before this load times were huge in PR v1, like 3 minutes to get to lobby, and 4-5 minutes to load a map. Still, for whatever reason, PR 1036 appears slower here too. I plan on running some proper tests on the old Athlon system sometime when I get it rebuilt.
EDIT: Incidentally, ran some start time tests executing PRBF2.exe directly to lobby without PRLauncher being involved:
Almost 0981 load times, some 8 seconds quicker than through PRLauncher. Shame it doesn't seem possible to run the game itself without PRLauncher involved, for testing purposes - would be interesting to see the result.
...
Conclusion: As before, PR 1036 seems laboured for some reason, both in load times from desktop to lobby, during map loading, and in-game. Kinda feels like a background process chewing up an unhealthy percentage of the CPU, or a constriction in process threading, or something like that.
:[/quote]
Money? Pfff... I'll suck him off.
Will post Boris test result from the previous page, just so noone misses it.
[quote="Boris""]Alright, ladies, calm down, it was only a few bench tests.
Sure thing - not a problem running tests here. If anyone has any ideas for things to try, just shout, I'm up for it.
Did the above as described, 227 OCC files removed in all. Results:
Code: Select all
# map ver load corner x2 gpu
h fallujah 1036 43s 55fps 43% ambstat_* statics removed
i fallujah 1036 44s 38fps 45% 227 occ files deleted from objects_statics_client.zip
j fallujah 1036 43s 39fps 45% 0981 map loaded in 1036, no occ
k fallujah 0981 32s 104fps 82% game.lockfps 10000
l fallujah 0981 32s 103fps 81% game.lockfps 10000, 1036 map loaded in 0981Test "i" is with the occlusion meshes removed. Big FPS drop there without them, plenty noticeable in game too as things start to get framey. Interestingly, overall GPU utilisation is about the same as with occlusion enabled, albeit producing a lower framerate now. So, I guess the CPU is being taxed more heavily here as it needs to process the extra statics no longer being occluded(?), with fps drop merely being a consequence of an exhausted CPU.
Test "j" - thought it'd be worthwhile throwing the 0981 version fallujah map in PR 1036 again just to see if there were any surprises with occlusion removed. Results show it react as good as identical to the 1036 version map.
Test "k" - wanted to make sure the system was working as yesterday by re-testing the 0981 fallujah map in PR 0981. Results show no real difference compared to earlier tests, with framerate being almost double what PR 1036 can achieve running the same map.
Test "l" - Dawned on me to run the 1036 version fallujah map in PR 0981. Results show it perform just as well as the 0981 version, with framerate nice and healthy @ 103fps, and fast loading times.
...
Ran a few tests for start-up time from launching from desktop to the lobby opening:
Code: Select all
desktop to lobby 0981 19s 19s 18s 19s
desktop to lobby 1036 28s 27s 27s 29sEDIT: Incidentally, ran some start time tests executing PRBF2.exe directly to lobby without PRLauncher being involved:
Code: Select all
PRBF2.exe to 'lobby' 20s 21s 20s 21s...
Conclusion: As before, PR 1036 seems laboured for some reason, both in load times from desktop to lobby, during map loading, and in-game. Kinda feels like a background process chewing up an unhealthy percentage of the CPU, or a constriction in process threading, or something like that.
[img]http://imageshack.us/a/img585/3971/r0mg.jpg[/img]
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Major Performance Issues
Thanks Boris for testing the OCC meshes. Good to see they're making a decent bit of a difference in performance.
Rahman, he didn't change anything, the large FPS numbers he is getting is by running 0.98, not changing 1.0... Which is not to say this testing isn't super helpful!
Rahman, he didn't change anything, the large FPS numbers he is getting is by running 0.98, not changing 1.0... Which is not to say this testing isn't super helpful!
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Bob12432
- Posts: 14
- Joined: 2011-10-20 11:51
Re: Major Performance Issues
Boris you could include Cpu Load.Use Windows default System Monitor or download the Tool from this Link .Boris wrote: So, I guess the CPU is being taxed more heavily here as it needs to process the extra statics no longer being occluded(?), with fps drop merely being a consequence of an exhausted CPU. ...
... Kinda feels like a background process chewing up an unhealthy percentage of the CPU...:
My Tests show not more than 50 % Cpu Load on *any* Core.
Even with 7-9 Fps on a Full Server playing Davros.
So pure CPU Power *cannot* be the Problem.
That is my Guess too. Somehow the code is too FUBAR to use the existing Hardware.Boris wrote: ... or a constriction in process threading, or something like that.
Last edited by Bob12432 on 2013-09-26 10:45, edited 1 time in total.
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Boris
- Posts: 223
- Joined: 2006-11-11 22:18
Re: Major Performance Issues
Core load is 100% for the most part where GPU utilisation is less than 100%. If the GPU is taxed then it's possible there may be spare CPU cycles available (GPU bottleneck). This is a pretty rare occurrence though here, even on the very old 7800GT video cards I'm running. I'd think that anyone running any graphics card with greater than 768MB onboard RAM (so, pretty-much anything less than 7 years old) should probably not be experiencing a GPU deficiency at any point, even with all graphics options set to high (though options like high levels of AA, or high resolutions, will tax a GPU heavily).Bob12432 wrote:Boris you could include Cpu Load.Use Windows default System Monitor or download the Tool from this Link .
My Tests show not more than 50 % Cpu Load on *any* Core.
Even with 7-9 Fps on a Full Server playing Davros.
So pure CPU Power *cannot* be the Problem.
You need to remember that the main BF2 application process is only single-threaded, so it does not, and cannot make proper use of a multi-core processor system. You may look at Windows Performance Monitor and think otherwise, but it's not actually using each of the displayed cores simultaneously; it's just being switched rapidly between them. What you're looking at there is just a representative average of load for each of the cores, not actually a true display of instantaneous load. If they did show that, then you'd see like Core1 at 100% for a split second, then Core2 at 100% with Core1 back at 0%, and so on.
It'd be worth reading through the thread in full really as this has been brought up before. I'd suggest to set PRBF2.exe affinity to a single core temporarily to get a better view of actual utilisation.
Last edited by Boris on 2013-09-26 12:56, edited 1 time in total.
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-1-Gabe-1-
- Posts: 33
- Joined: 2009-03-16 04:19
Re: Major Performance Issues
Boris wrote:I'd suggest to set PRBF2.exe affinity to a single core temporarily to get a better view of actual utilisation.
I did that test,,setting affinity to 1 of my two cores and I did see a lower framerate..I know it sounds odd but I tested it several times since the las PR release.
Another test that I did was so set the priority to it's highest,,which improved my fps by 10-12 frames,,The bitter side of it is that the sound gets choppy and breaks up a lot,,even though I use a Creative sound card,,not a new model,,but it does its job well..
Some1 else can confirm???
Great to see this thread pushing again,,thanks to all (Devs/players)
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iwingi
- Posts: 99
- Joined: 2013-08-02 20:19
Re: Major Performance Issues
I too have tried this and have had lower fps, 10 fps difference actually but no benchmarks to back the experience though.-1-Gabe-1- wrote:I did that test,,setting affinity to 1 of my two cores and I did see a lower framerate..I know it sounds odd but I tested it several times since the las PR release.
Another test that I did was so set the priority to it's highest,,which improved my fps by 10-12 frames,,The bitter side of it is that the sound gets choppy and breaks up a lot,,even though I use a Creative sound card,,not a new model,,but it does its job well..
Some1 else can confirm???
Great to see this thread pushing again,,thanks to all (Devs/players)
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Boris
- Posts: 223
- Joined: 2006-11-11 22:18
Re: Major Performance Issues
It could be that other processes running on your machine are using the same core that you set PRBF2.exe to use, with the result being them stealing a portion of the cycles. What I did here to minimise that was to set other applications that use any significant degree of CPU, like PRLauncher, Process Hacker, etc, affinity to use other cores to ensure PRBF2.exe was getting the most it could.-1-Gabe-1- wrote:I did that test,,setting affinity to 1 of my two cores and I did see a lower framerate..I know it sounds odd but I tested it several times since the las PR release.
Another test that I did was so set the priority to it's highest,,which improved my fps by 10-12 frames,,The bitter side of it is that the sound gets choppy and breaks up a lot,,even though I use a Creative sound card,,not a new model,,but it does its job well..
...
Anyhow, no work today, so did a load more faffing about. F'ing long-winded, and boring as hell, but FWIW:
Code: Select all
# map pr load hangar gpu
m ramiel 0981 32s 155fps 95% 0981 map loaded in 0981, high settings
n ramiel 1036 43s 67fps 41% 0981 map loaded in 1036, high settings
o ramiel 0981 28s 205fps 93% 0981 map loaded in 0981, low settings
p ramiel 1036 39s 172fps 78% 0981 map loaded in 1036, low settings"m" - PR 0981, high video settings, position inside a hangar set looking a particular direction.
"n" - PR 1036, high video settings, same position inside hangar. Increased loading time, big fps drop, and GPU under-utilisation by comparison.
"o" - PR 0981, lowest possible video settings (for 1036 - 2,2,2,0,0,1,1,1).
"p" - PR 1036, lowest possible video settings (for 1036). Increased loading time, moderate fps drop, moderate GPU under-utilisation.
Code: Select all
# map pr load repaircrate gpu
q ramiel 0981 21s 257fps 93% 0981 map in 0981, low settings, no statics
r ramiel 1036 32s 252fps 92% 0981 map in 1036, low settings, no statics
s ramiel 0981 29s 163fps 96% 0981 map in 0981, high settings, no statics
t ramiel 1036 40s 69fps 40% 0981 map in 1036, high settings, no statics"q" - PR 0981, low graphics settings.
"r" - PR 1036, low graphics settings. Increased load times again, but fps is not far off the PR 0981 result.
"s" - PR 0981, high graphics settings.
"t" - PR 1036, high graphics settings. Very big fps drop here, with typical increased load time.
Code: Select all
# map pr load repaircrate gpu
u ramiel 0981 28s 205fps 95% 0981 map in 0981, high settings, no objects
v ramiel 1036 39s 82fps 38% 0981 map in 1036, high settings, no objects"u" - Lean & mean 0981 reference.
"v" - Same map in PR 1036. Very big fps drop, with usual longer load times. Hmm, what's going on? Surely with all these objects removed we should be boiling the cause it down pretty soon?
Code: Select all
# map pr load repaircrate gpu
w ramiel 0981 27s 208fps 95% high settings, no objects, no overgrowth
x ramiel 1036 38s 83fps 38% high settings, no objects, no overgrowth"w" - ok...
"x" - PR 1036 - So, huge fps drop again. Why?
I noticed something odd happen. As I approached the single, lone object remaining on the map - the U.S. repair station being used as the reference point - I noticed the fps drop out all of a sudden. Move away, or look away, and fps comes back up, move closer it drops out. I ran some more tests between versions to be sure:
Code: Select all
PR 0981, high graphics settings, repair station up close = gpu load 96%
PR 1036, high graphics settings, repair station up close = gpu load 40%Ran the same test using low graphics settings:
Code: Select all
PR 0981, low graphics settings, repair station up close = gpu load 94%
PR 1036, low graphics settings, repair station up close = gpu load 94%So, I ran a bunch more tests, one for each shadows config setting:
Code: Select all
PR 1036, vehicle_depot_us lod point, shadows off, gpu: 94%, 248fps (no switch point)
PR 1036, vehicle_depot_us lod point, shadows low, gpu: 38%/94%, 84fps/233fps
PR 1036, vehicle_depot_us lod point, shadows med, gpu: 38%/95%, 85fps/234fps
PR 1036, vehicle_depot_us lod point, shadows high, gpu: 38%/95%, 83fps/228fpsAnyway, that's as far as I've got. I guess I need to look at how PR 0981 acts with shadows now at this point, as it might be significantly different judging by some of the results seen above.
BTW, I'm not saying this is the cause of people's problems here at all, just that it could explain part of it, at least here where I'm seeing these big fps differences between versions. This lot won't mean anything to anyone already running all low graphics settings, with shadows set to "off", but still having fps problems. But for anyone playing with shadows enabled having fps trouble, it could be worth try running without them to see if things improve much.
Last edited by Boris on 2013-09-26 21:01, edited 1 time in total.
- Mats391
- PR:BF2 Lead Developer
- Posts: 7643
- Joined: 2010-08-06 18:06
Re: Major Performance Issues
Here is another idea you could try:
PR 1.0 introduced some new ground texture shaders, so might be worth a try running 1.0 with 0.98 shaders and otherway around.
PR 1.0 introduced some new ground texture shaders, so might be worth a try running 1.0 with 0.98 shaders and otherway around.

Mineral: TIL that Wire-guided missiles actually use wire
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-1-Gabe-1-
- Posts: 33
- Joined: 2009-03-16 04:19
Re: Major Performance Issues
Code: Select all
It could be that other processes running on your machine are using the same core that you set PRBF2.exe to use, with the result being them stealing a portion of the cycles. What I did here to minimise that was to set other applications that use any significant degree of CPU, like PRLauncher, Process Hacker, etc, affinity to use other cores to ensure PRBF2.exe was getting the most it could.-
AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19


