Changing for performance increase

AtlantisThiefAtlantisThief 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.

Comments

  • CamronCamron Join Date: 2011-01-06 Member: 76356Members
    You can try playing some simple custom maps like <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112125" target="_blank">ns2_basic</a>. You could convert and use low-poly NS1 models.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    I'm guessing you've gone into options and turned down all of the video settings so its in a not-so-cool-looking but playable state?
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--quoteo(post=1824844:date=Jan 16 2011, 01:08 PM:name=CoolCookieCooks)--><div class='quotetop'>QUOTE (CoolCookieCooks @ Jan 16 2011, 01:08 PM) <a href="index.php?act=findpost&pid=1824844"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm guessing you've gone into options and turned down all of the video settings so its in a not-so-cool-looking but playable state?<!--QuoteEnd--></div><!--QuoteEEnd-->
    The video settings have very little impact on framerate in my experience, at least not the framerate bugs that currently plague beta.
  • AtlantisThiefAtlantisThief Join Date: 2010-11-24 Member: 75254Members
    I have turned the graphic settings on 1024*768 and the lowest setting i could get. It's not in a "playable state". Im not very experienced with things like converting changing models etc. :(
  • MOOtantMOOtant Join Date: 2010-06-25 Member: 72158Members
    This is alpha. It's not playable and you shouldn't be surprised.
  • gorge.ousgorge.ous Join Date: 2011-01-07 Member: 76481Members
    Well, actually it's beta ;)
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    Has anybody tried out using a low detailed map to see if there are significant performance boosts? I'm really not sure if thats the issue, but its worth trying to inform others.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1824872:date=Jan 16 2011, 08:26 PM:name=MOOtant)--><div class='quotetop'>QUOTE (MOOtant @ Jan 16 2011, 08:26 PM) <a href="index.php?act=findpost&pid=1824872"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is alpha. It's not playable and you shouldn't be surprised.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The idea is that you post ways to change that, not state the obvious.
  • Mr. EpicMr. Epic Join Date: 2003-08-01 Member: 18660Members, Constellation
    There is nothing to change right now, the majority of the issue comes from the time it takes to do the non-graphics stuff. You can turn off shadows, and maybe lower your resolution if you are gpu bound, but beyond that we'll all have to wait. Using the profile function (with spacebar to pause), you can speculate as to how long all of the various steps take in producing a frame.

    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.
  • AtlantisThiefAtlantisThief Join Date: 2010-11-24 Member: 75254Members
    <!--quoteo(post=1824872:date=Jan 16 2011, 09:26 PM:name=MOOtant)--><div class='quotetop'>QUOTE (MOOtant @ Jan 16 2011, 09:26 PM) <a href="index.php?act=findpost&pid=1824872"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is alpha. It's not playable and you shouldn't be surprised.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • MurderKingMurderKing Join Date: 2010-12-31 Member: 76066Members
    edited January 2011
    Seems to me that most fps drops are related to server performance.
    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
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    How are fps drops related to server performance? Server-related issues would be the rubber-banding, lag, and hit registration. How smoothly my computer runs the game has nothing to do with another computer halfway across the country.
  • countbasiecountbasie Join Date: 2008-12-27 Member: 65884Members
    For me it works not to go into hive rooms ^^
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    <!--quoteo(post=1824875:date=Jan 16 2011, 10:35 PM:name=gorge.ous)--><div class='quotetop'>QUOTE (gorge.ous @ Jan 16 2011, 10:35 PM) <a href="index.php?act=findpost&pid=1824875"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, actually it's beta ;)<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • MOOtantMOOtant Join Date: 2010-06-25 Member: 72158Members
    You won't make C++ side faster by Lua hacks. Just wait, there's no other way. In the meantime spam getsatisfaction.com with performance reports.
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    Mr Epic is wise. Analysis like that makes me so optimistic.
  • OnionknightOnionknight Join Date: 2010-03-28 Member: 71103Members
    <!--quoteo(post=1825132:date=Jan 18 2011, 01:11 AM:name=MOOtant)--><div class='quotetop'>QUOTE (MOOtant @ Jan 18 2011, 01:11 AM) <a href="index.php?act=findpost&pid=1825132"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You won't make C++ side faster by Lua hacks. Just wait, there's no other way. In the meantime spam getsatisfaction.com with performance reports.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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).
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1824896:date=Jan 16 2011, 10:52 PM:name=CoolCookieCooks)--><div class='quotetop'>QUOTE (CoolCookieCooks @ Jan 16 2011, 10:52 PM) <a href="index.php?act=findpost&pid=1824896"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Has anybody tried out using a low detailed map to see if there are significant performance boosts? I'm really not sure if thats the issue, but its worth trying to inform others.<!--QuoteEnd--></div><!--QuoteEEnd-->
    ns2_sample runs at +15 FPS compared to ns2_Rockdown on a dedicated server. But the FPS stutter was still present (build 160)
  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
    Actually, while Lua won't have a direct correlation on how fast the C++ part of the engine will run, it will have an effect on how many times certain parts of the engine are run. But that is besides the point, and probably would lead to "Client/Server Mismatch" errors anyways.

    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.
Sign In or Register to comment.