Changing for performance increase
AtlantisThief
Join Date: 2010-11-24 Member: 75254Members
<div class="IPBDescription">Any usefull commands or lua-editoring?</div>Hello everyone,
I want to play and test, i really want, but i can't because with 17fps max its not funny.
So i wanted to ask you, if you know some commands to make performance better?
I only know 2 commands which helped until 160, in 161, they didn't seemed to help a lot anymore.
The first one was
r_flash false
the second i knew
r_shadows 0
Are there any other commands or maybe some commands that can be changed within the lua files to increase the performance a bit? Would really like to enjoy the game aswell, instead of just waiting for a performance patch or something like that.
I want to play and test, i really want, but i can't because with 17fps max its not funny.
So i wanted to ask you, if you know some commands to make performance better?
I only know 2 commands which helped until 160, in 161, they didn't seemed to help a lot anymore.
The first one was
r_flash false
the second i knew
r_shadows 0
Are there any other commands or maybe some commands that can be changed within the lua files to increase the performance a bit? Would really like to enjoy the game aswell, instead of just waiting for a performance patch or something like that.
Comments
The video settings have very little impact on framerate in my experience, at least not the framerate bugs that currently plague beta.
The idea is that you post ways to change that, not state the obvious.
In a scene where my computer gets 43 fps (meaning each frame takes ~23000 µs), only 9200 µs is spent on the RenderScene function. If the renderscene function means the time needed for the GPU to do its job in the frame, then one way you could think of it is that if there was nothing delaying the GPU from pumping out frames at that 9200µs rate then it could actually be producing 108 fps. In that frame ServerGame::Update take 4600 µs, ClientGame::UpdateEntityStates takes 6300 µs, ClientGame::WAitForResults takes a full millisecond, and a few other functions take up around or almost a millisecond each. Of course some of these events happen simultaneously as there is more than one thread, and overhead is expected, but that it takes longer for the non-graphics stuff to happen (14000µs in addition to the time it takes for the graphics thread) may indicate whats holding performance back.
I think the take away is that there is room for a lot of improvement, and that is good news.
It's Beta like mentioned. And I am not in any way surprised, i am just interested to know if there are some "workarounds" to make the game run smoother. I am ready to wait, but was hoping that someone maybe found out 1-2 additional things to make the game smoother.
Next build may show some improvement.
Maybe we can look forward to steady low fps some time soonish.
Asynchronous physics - Finished
Optimize server physics performance - Started
Beta is usually feature complete. This isn't. There's no other resemblance to the beta than the testing is not done by the company itself. But this is the way it was with alpha as well. So they might just as well call it omega, no difference.
Ya you need to buy yourselves at minimum 2 x HD 5870 for it to run smoothly.
Oh wait I have that and it still doesn't run smoothly (i mean buy 4 =D). But not like it would matter that much. If you go look at how active servers are, the most populous server has like 3 people and that is it (for a game that says it is in beta, it is extremely inactive. I mean beta is suppose to be swarming with activity if you look at every other game).
ns2_sample runs at +15 FPS compared to ns2_Rockdown on a dedicated server. But the FPS stutter was still present (build 160)
Optimising the server -could- fix some FPS lag issues if the server is sending data to the client that it shouldn't be or at times that aren't the greatest. If you spam the client with data, most of which it can't process in a timely fashion and that isn't really important now anyways, the CPU will be bombed and that might prevent the game from rendering in a timely fashion (and the server could tell it to render more level geometry than it needs to... but I also don't know how they currently have that set up).
At any rate, all of the lagginess issues will be fixed in due time, hopefully mostly before the release.