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TZeer

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Everything posted by TZeer

  1. What you saying SkateZilla? That it is due to lack of cpu power? The bug is there as long as you are controlling the aircraft. No matter if you are flying manually or on autopilot. The bug is also there if you look at the aircraft in external view. But, if you zoom out, the reduction in CPU usage and GPU usage goes away when the heat blur is no longer visible. It has nothing to do with the amount of CPU power available.
  2. Tested on the A-10A. No performance drop with heat blur. So far only A-10C who has it.
  3. Looks like I found the reason for high object count on the train and it's cargo. First picture here is the average number of objects for the rail cars. This one has 14 objects. Now, look at this one. 93 objects!! Here is a few other strange ones. This one has 15 objects. While this one only has 1. Here is one of the cranes. 40 Objects!! And a radar. With 1 object. Among the over 800 EDM files in the folder, it was about 40-50 of them who had a high number of objects compared to the rest. Most of the models where lower then 10 objects. The 40-50 other had an average of 15-16 objects. Where the highest was 93.
  4. Small update: Did some more testing today. It's not only the boats and cranes. The amount of containers is also a big contributor. Here is the default setting. 2119 objects. Here I have removed the small boats. 1858 objects. Almost 300 Objects. Here I have removed the cranes and the boats. 1450 objects. Another 400 objects reducement. And the last one, here I removed the containers as well. There are over 180 containers in the harbor!!! 665 Objects. Almost 800 objects less to deal with. So by removing small boats, containers and cranes I went from over 2000 objects to less then 700. And a doubling in framerates. I guess the containers have about 4 objects for each stack. And I doubt there is much that can be done with them. Except reducing them, or making larger stacks of containers. Make it like there are more containers. But it's still only one model with 4 objects in the world. Like this:
  5. Sure :) DCS World/Bazar/Terrain/Structures/High/EDM boat-1.edm boat-1a.edm baot-1angle.edm boat-2.edm boat-2a.edm boat-2angle.edm boat-3.edm I don't know what file is for what boat :p kran_port.edm kran_stroi.edm konteiners_brown.edm konteiners_red.edm konteiners_white.edm
  6. Let it go. All you peeps complaining wont help one bit. All that happens is that ED stop giving estimates, or stop giving updates about any modules that are coming. It will be no news, until they are ready to launch. And then we will have people complaining about lack of info instead.
  7. Titan is on track. It's believed to be released this coming week. If nothing have changed lately, those cards will be a waste for DCS. I have yet to hear about someone with a workable crossfire setup.
  8. Think I found the small boats edm files :) Renamed them and did a small test. Here is before I renamed them. 72 FPS. Not bad, but add a cockpit and few other A-10C, each with 100 object models. And FPS quickly drops. Now, here is after I renamed the boat files. 89 FPS An increase of 17 FPS. Not bad :) For a few boats you don't even see from this position.
  9. First batch ;) Now, I don't know what amount of objects would be normal or what an artist would need to still make a good model. But here are some of the stuff that really struck out. Trains, and it's load. Looking around in a city I could average around 300-400, then suddenly it would double. Turned out it was the trains causing it. And the boats. Damn boats ;) Looking at those single boats, they contain around 30-40 objects. In one of the pictures here you can see 21 boats. If that had been tanks, it would have been 126 objects. With boats it's somewhere between 600-800 objects. And of course the cranes. In some cities I could find construction sites with 2-3 of these on it. And sometimes 2-3 construction sites within a close proximity to each other. Then add a train station with a train on top of it in the background, and suddenly your are getting 600+ objects, before you even start thinking about the city. Btw, is the engine supposed to count objects even if you don't see them? Cause I was down in some valley or at a foot of a mountain with my camera. But when looking straight into the slope of the mountain, I had a object count up in the hundreds. Turned out there was a city/village on the backside.
  10. Did a small test with a ton of tanks :smilewink: There are over 300 tanks there. It had the same behavior as the harbor the more objects came into view. Of course, it's not 100% identical. But here you can look at my GPU usage as well. Those drops on the GPU, are when the number of objects go up. Of course there are a lot of more triangulation is this scene. But the mayor player on the FPS is the amount of objects.
  11. I think I found something. It's related to numbers of objects. Look at this: First one is a small crane that is a static object in the harbor. That little bastard contains over 100 Objects. There are 6 of those in the harbor. That's over 600 objects just from the cranes. Look at this tank, it contains of 6 objects..... I can put down 100 tanks, and still have less objects for the CPU/GPU to stress with then those 6 cranes in the harbor. Now this little sailboat. 45 Objects. A quick view toward the harbor from the direction of airfield quickly gives me 12 small sailboats. And that's without the smaller boats. Over 500 objects just there. That's roughly double the amount of objects needed to do Tbilisi with Kuky's high.lua mod. And there is a bunch of this all over the harbor. Models with an insane amount of objects compared to the quality of the actual 3D model.
  12. I'm not sure. Don't think so. I tried getting it to run at 1600MHz XMP profile, but it reverted back to something else every time I tried overclocking. I can't use multiplier that much for overclocking. I'm doing it with my FSB and CPU strapping. 125x37 = 4625MHz Correct. 2x580 SLI with 1,5GB VRAM @ stock speed.
  13. Did the object count Kuky. Was interesting. Here is the view over Tbilisi with your high.lua mod. 231 Objects. here is the view from the harbor towards the airfield at Novorossiysk. 635 Objects. Now, here is top down view over the Harbor. 1720 Objects!!!
  14. Sounds reasonable :) But it does not explain why there is no such effect when the plane is controlled by the AI. Only when you fly it yourself. Doesn't matter if you go external view or internal. And no such effect when flying the SU-25T.
  15. Wrong. SLI works fine. Heat blur on the SU-25T works fine. Heat blur on a AI A-10C works fine. Heat blur on your own A-10C, CPU and GPU takes a dump. It is an issue when you try to run with Vsync @ 60 FPS. And the difference in 30 and 60 FPS is huge when it comes to smoothness in the game. 30 FPS with Vsync doesn't look to bad when looking straight ahead. But see the difference with a TrackIr and looking out to one of your sides, and 30 FPS looks like a slideshow compared to 60 FPS. It's this typical attitude that's the reason many people are still humping along with 30-40 FPS on some of the latest/greatest hardware you can get for money. On a game engine that have had 10 years to optimize and tweak. Have mirrors off
  16. Already running water on low. Had some un-explainable performance issues with it on high. Renaming the the kran_port.edm gave me about 10 FPS difference. I think the reason your not getting the same as me is due to your 3 screen setup. And possible your settings. I'm running single screen 2560x1440. MSAAx2, water on low, TSSAA off, heat blur off, cockpit shadows off, tree shadows off, everything else on max. And your high.lua file. Is it a way for me to find the name of the buildings in that harbor? Or even the object for that harbor itself. Would like to test every object there.
  17. I have tried running it with 1 card, and as you say, the difference is not as big as in SLI, but with one card the single card is running at 100% even during the drop. I suspect that 1 card simply is not enough to provoke the same drop, due to it being a bottleneck. I guess it's also one of the reasons why it's hard to detect. DCS is not exactly known to have a stellar performance gain even if you go SLI. And this bug might be the one of the reasons. In more populated areas I go from about 100 FPS and down to 50-60. And since the A-10C rarely go above 260 knots with fuel and fully loaded, this bug is almost always active. And therefor people think SLI doesn't give much performance gain. If you do external view, and zoom out, the effect will go away as well. Then set up an AI flight to go slower then 260 knots, and do the same. And you wil not have the FPS drop. Try do a single screen setup and check your FPS.
  18. Thanks. I did one more test. I put my view distance down to medium and taking your high.lua file out of the equation. Same results. Kinda funny. When I'm using your high.lua file and looking over the city towards the airfield, I get 140+ FPS. And thats with 3x more stuff according to your statement. But looking at the harbor, even with view distance at medium, are only giving ~70 FPS. As you can see on the picture, there are hardly any other buildings to render. And regarding your crane theory, you could be right. Cause when I'm using the F11 view from the airfield, everything runs fine. Until the harbor comes into view. And I think from that distance, the only objects I could see where the biggest buildings and the cranes. I'm not 100% sure. If there are any other tests you want me to do. Just say so :)
  19. Just for info, if you combine the FPS drop from the heatblur bug, and the FPS drop you get from the green emergency flood light in the cockpit, you go from 180 FPS and down to 60 FPS..... The green light alone takes you from 180 and down to 100.
  20. Did as requested. Here is the GPU and CPU performance while performing the test. Every time the GPU and CPU usage goes down, is when the heatblur effect comes on. This does not happen when the AI is flying the plane and you are just a spectator. FPS goes from 180 and down to 100 during this. And jumps back up again to 180 when heat blur goes away. Screenshots taken during test. As you can see on the FPS counter the drop is quite high. heatblurtest2.trk test2.miz
  21. Yeah, I made a post about it myself a while ago. Got an answer, and felt okey with that. But after the few findings I made the last few weeks I'm starting to wonder. Is it impossible that there are no improvements to be made? I understand that there is a bottleneck somewhere, but why? Why is that specific scene using so much resources? If it's clogging up the CPU, why is it so? Only answers so far is..... because.... Every time the question about performance in specific situations are brought up, it's the same answers mostly. You have a bottleneck. Your system is to weak. DCS is a CPU hungry game. And so on. It's never: oh hmm, look at that, yeah, that seems a bit strange. There are so many other places where there is a lot more to be rendered. More objects, more land, more details etc. And they are far from this resource hungry. I'm I the only one who finds it strange that a "top down" view on that area of the harbor require more resources then rendering the rest of the entire city and airfield in one view???? Cause if that is the way EDGE will be optimized I don't think we have much to look forward to FPS wise. I hope I'm wrong!
  22. Did you guys even have a look at the heat blur bug? Anyway. Please explain this then. This is the GPU usage for this specific scene. I have taken multiple screenshots of the surrounding area and monitoring the GPU usage. For info, I'm running Kuky's high.lua mod, so my draw distance on cities or whatever is 20km, and not 10km as default. Every one of the 4 following screenshots are using the GPU at close to 100%. Every single one! (Edited, not CPU, GPU!! ) Every time the GPU is taking a dump, this is what I'm looking at!! What's so freaking special about that scene? Thanks Mustang, I already know about this one. You showed me it one time before :) I have it at 30 atm. I'm more interested in why the GPU is taking a dump just by looking at those specific buildings. Specially when I can render the entire Tbilisi with 20km range without seeing anything like this behavior from my GPU's. Are the buildings/containers made of gold? Some special coding. If they are such a resource killer, why not change them?
  23. If anyone of you have ever flown around Novorossiysk you would know that it's quite heavy on dragging down the FPS. Did some tests today. Under you can see two pictures. First one is from the harbor looking over the city towards the airfield. The FPS in that picture is 148 FPS Second picture is the camera looking towards the docks and industrial area. The FPS in this picture is 66 FPS!!! That's a drop of 82 FPS!!!! Under here you can see the load on my GPU's. Every time it's close to 100%, I'm looking towards the airfield and I'm having ~130-140 FPS. Every time it drops down like a rock, I'm looking toward the harbor area. And finally, here's my CPU usage. Which are holding steady. The GPU load looks very familiar to how the GPU's where acting during the "heat blur bug" http://forums.eagle.ru/showthread.php?t=101459 Hope ED can have a look at these things properly and tell us whats up.
  24. Having some issues with TARS. Shows it's installed correctly. Others can see my TARS as activated and on correct frequencies. Last night I could hear 1 guy. He could not hear me. But they could all talk among them self's. I double and triple checked my frequencies. I deactivated and re-activated TARS. Both in TS3 and from control panel. Any tips on further actions?
  25. When turning on the green floodlight over you right shoulder in the cockpit. It causes a FPS drop of 30-50 FPS, depending on setup and settings. I'm flying at broad daylight so you don't see much light. Here the light are turned off, as you can see on the knob. 115 FPS Here the light's are turned on. 66 FPS That's a drop of 49 FPS. Just because of the light. This is on a pair of GTX 580 in SLI. If you already have low performance you don't get that much drop. If I have the "heat blur effect bug" ( http://forums.eagle.ru/showthread.php?t=101459 ) I loose maybe 5-10 FPS when I turn on the light. Flood Light.trk DXDIAG.txt
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