travbrad wrote:FWIW most bases actually run REALLY well on my new 6700K. In that other thread I was talking about amp stations which are the "worst case scenario" for me right now. Other bases generally run at 50-100% better framerates. There is just something really messed up with amp stations. I can even be at a base next to an amp station and if I raise my render distance my framerate will drop dramatically, then lower it (so that the amp station isn't being rendered) and framerate jumps back up.
travbrad wrote:Also when I upgraded from a GTX 660 to my GTX 970 I got better performance. The weird thing is the game didn't utilize either card 100%, but still seemed to benefit from just using part of a faster card's potential. It only uses 1-1.5GB of VRAM too so that shouldn't have anything to do with it either, although the 970 does have more memory bandwidth of course.
travbrad wrote:Also the reason for the recent performance problems seem to be because they "upgraded" to a newer C++ compiler/Visual Studio. There's nothing we can really do about it but they've at least acknowledged the problem. I'm just not sure if they have enough resources to fix it at this point with how much of their workforce has been cut. https://www.reddit.com/r/Planetside/comments/50qcpj/performance_update/
synthtel2 wrote:Further down that thread is an explanation of their multithreading system, and it's a lot better than I thought! It makes it a bit befuddling why it uses my system in such a single-threaded way, though. It's likely that the render thread is the usual bottleneck, but having more cores might yet do something helpful. Maybe a quad-core isn't useless and my performance situation isn't hopeless?
I think I'll try to look at what individual threads are doing in a big fight later today. That might answer some questions.
synthtel2 wrote:It might be noteworthy that while it says it's GPU-limited, it lies.
synthtel2 wrote:DX9's expensive draw calls surely aren't helping anything, but the render thread that has to use DX9 is actually using less CPU time when my game is having the most trouble, so I doubt that's the core problem.
LostCat wrote:can't access most of the shaders on your card (in type or amount) or related GPGPU functions (while it is possible with OpenCL, I doubt they're doing any of that if they can't be bothered to move on from DX9.)
It could be 'GPU bound' because it can't access any more than it already does.
synthtel2 wrote:That post sounds like it was referring to shader hardware, though I'm a bit confused about the subject at this point. Shaders in the software sense are programs the game devs write, not anything about the card, in case that helps anything. I'm happy enough to ramble about this stuff in great detail, but I'm not sure what I'm supposed to be rambling about. :wink: