Harke Posted October 30, 2015 Posted October 30, 2015 I5 2500K@4,2 ghz 8go dd3 - gtx 970 win 10 64bit easy to reproduce with Su-25T First mission of Georgian Oil War Set Civ Traffic to high, launch the mission and once pit look at your left retry with civ traffic off My friend have tried with same result screen: http://imgur.com/a/OpVCV
algerad3 Posted October 30, 2015 Posted October 30, 2015 Normal event. Civ Traffic eats up fps. [sIGPIC][/sIGPIC] CPIAS FOR Saitek: Saitek Flight instrument panels and X-52 pro mfd scripts for Dcs http://forums.eagle.ru/showthread.php?t=94174
Grand Posted November 5, 2015 Posted November 5, 2015 Is this issue even acknowledged? The whole point behind 1.5 was improved CPU and GPU usage as far as I'm aware, this issue is a prime example of unimproved CPU usage. If some of the techies around here feel like I'm wrong, please correct me.
xXNightEagleXx Posted November 5, 2015 Posted November 5, 2015 (edited) Is this issue even acknowledged? The whole point behind 1.5 was improved CPU and GPU usage as far as I'm aware, this issue is a prime example of unimproved CPU usage. If some of the techies around here feel like I'm wrong, please correct me. Honestly I kind agree with you. From what I see we had a huge graphic engine improvement but when it comes to CPU load, the thing gets easily bottlenecked (at least in my experience and from what I read in this forum itself). Edited November 5, 2015 by xXNightEagleXx
OnlyforDCS Posted November 5, 2015 Posted November 5, 2015 CIV traffic is solely dependent on the CPU. It will always cause a FPS drop as a result, no matter the graphics card power of our systems. Current specs: Windows 10 Home 64bit, i5-9600K @ 3.7 Ghz, 32GB DDR4 RAM, 1TB Samsung EVO 860 M.2 SSD, GAINWARD RTX2060 6GB, Oculus Rift S, MS FFB2 Sidewinder + Warthog Throttle Quadrant, Saitek Pro rudder pedals.
Grand Posted November 5, 2015 Posted November 5, 2015 Isn't CIV traffic pre-scripted in that it's a mix of fixed movements with a few random moments in it? Because it looks like that.
xXNightEagleXx Posted November 5, 2015 Posted November 5, 2015 Isn't CIV traffic pre-scripted in that it's a mix of fixed movements with a few random moments in it? Because it looks like that. Yep, this is why it shouldn't weight too much the CPU.
OnlyforDCS Posted November 5, 2015 Posted November 5, 2015 Yep, this is why it shouldn't weight too much the CPU. This is pure conjecture on your part. You have to take into account that even if it is prescripted, the script is running on the entire Black Sea Map, so that your simple road, train and I believe even air civil traffic really adds up fast. I keep my CIV traffic on medium and I have a mid range (overclocked) Intel processor. Current specs: Windows 10 Home 64bit, i5-9600K @ 3.7 Ghz, 32GB DDR4 RAM, 1TB Samsung EVO 860 M.2 SSD, GAINWARD RTX2060 6GB, Oculus Rift S, MS FFB2 Sidewinder + Warthog Throttle Quadrant, Saitek Pro rudder pedals.
S-GERAT Posted November 5, 2015 Posted November 5, 2015 All features should increase the processor or Gpu load in more or less degree, but the problem as I stated a lot of times is that when enabling some options we get a performance loss but the cpu or gpu load not increases.. So DCS is using a 40 % of a single core and the Gpu is at 30 % load and we are getting a low fps.. Obviously the faster your Cpu is that 40 % allow to get more frames.. but the Cpu usage should bet increased.. I even tried to put real time or high priority to the dcs process, but I get the same result..
OnlyforDCS Posted November 5, 2015 Posted November 5, 2015 S-GERAT you are looking at things too simplistically, it's not just about CPU load. CPU load is a very simplistic parameter that doesn't tell you the whole picture. If the CPU needs to wait for certain processes to calculate and finish before going on to the next instruction, then it won't show 100% load. That doesn't mean that its not working at 100% due to a bug. It is indication of the limitation of the software, or the timing processes, or the scripting in the simulation or any number of things. One other thing to consider. It is hard to make your software run well on both lower end machines, and also scale effectively to use very powerful hardware at full efficiency. It does show that there is room for improvement. But that is true of most software and it's not as simple as we would like it to be. I'm sure that Eagle Dynamics is aware that their codebase is not as efficient as it could be, but we are still in beta and Im sure they will be improving it as we go along. Current specs: Windows 10 Home 64bit, i5-9600K @ 3.7 Ghz, 32GB DDR4 RAM, 1TB Samsung EVO 860 M.2 SSD, GAINWARD RTX2060 6GB, Oculus Rift S, MS FFB2 Sidewinder + Warthog Throttle Quadrant, Saitek Pro rudder pedals.
S-GERAT Posted November 5, 2015 Posted November 5, 2015 S-GERAT you are looking at things too simplistically, it's not just about CPU load. CPU load is a very simplistic parameter that doesn't tell you the whole picture. If the CPU needs to wait for certain processes to calculate and finish before going on to the next instruction, then it won't show 100% load. That doesn't mean that its not working at 100% due to a bug. It is indication of the limitation of the software, or the timing processes, or the scripting in the simulation or any number of things. One other thing to consider. It is hard to make your software run well on both lower end machines, and also scale effectively to use very powerful hardware at full efficiency. It does show that there is room for improvement. But that is true of most software and it's not as simple as we would like it to be. I'm sure that Eagle Dynamics is aware that their codebase is not as efficient as it could be, but we are still in beta and Im sure they will be improving it as we go along. Yes, I know it, and indeed isn't the worst scenario because as you say there is room for improvement. But we can't look to another side regarding this problem, the way DCS uses the Cpu is the biggest problem actually in my point of view, if it only uses one core for everything except sounds, it should use the 100 % until it hits a fps cap, hope that ED solve this soon.
tobyeez Posted November 5, 2015 Posted November 5, 2015 Which is why I don't understand the statement they made about not seeing much improvement using multi-core. Why wouldn't you?
xXNightEagleXx Posted November 5, 2015 Posted November 5, 2015 Which is why I don't understand the statement they made about not seeing much improvement using multi-core. Why wouldn't you? In defense of ED, we have to remember that currently we have the new graphic engine with the old terrain engine. There is a good chance that the new terrain engine unloads even more the CPU (maybe just a little, but that little might have a big impact).
-Mop- Posted November 5, 2015 Posted November 5, 2015 In defense of ED, we have to remember that currently we have the new graphic engine with the old terrain engine. There is a good chance that the new terrain engine unloads even more the CPU (maybe just a little, but that little might have a big impact). lol... of Course it will: in Nevada you´ll find less trees... so...
xXNightEagleXx Posted November 6, 2015 Posted November 6, 2015 lol... of Course it will: in Nevada you´ll find less trees... so... hahahaha, i didn't mean that (although it is highly true)
OnlyforDCS Posted November 6, 2015 Posted November 6, 2015 Which is why I don't understand the statement they made about not seeing much improvement using multi-core. Why wouldn't you? You can't simply stick a single-threaded process into some kind of API and expect results. You need to completely rewrite large parts of the code to take advantage of multi-cores, and that could very well be unfeasible or because of the way the simulation runs it's algorithms it could be less efficient than in a single threaded process. One other thing to consider, rewriting the code (basically rewriting the simulation engine) might simply take too long or be too costly to make financial sense. Current specs: Windows 10 Home 64bit, i5-9600K @ 3.7 Ghz, 32GB DDR4 RAM, 1TB Samsung EVO 860 M.2 SSD, GAINWARD RTX2060 6GB, Oculus Rift S, MS FFB2 Sidewinder + Warthog Throttle Quadrant, Saitek Pro rudder pedals.
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