Terrible FPS
Spacecraft
Join Date: 2012-02-03 Member: 143398Members
I am getting pretty dang poor FPS considering my hardware and the graphics of this game. During a full game on the max settings, I get probably 40 FPS on average, dipping into 20s during a lot of action. BF3 I don't ever drop below 50 FPS on ultra at 1920x1080.
Hardware:
AMD Phenom II X4 965BE 4GHz
2x crossfire ATI Radeon 6950 2GB
8GB DDR3
W7 Ultimate x64
Is this a problem with the game, or should I be expecting higher FPS than I am getting?
Hardware:
AMD Phenom II X4 965BE 4GHz
2x crossfire ATI Radeon 6950 2GB
8GB DDR3
W7 Ultimate x64
Is this a problem with the game, or should I be expecting higher FPS than I am getting?
Comments
Mind you this isn't a Beta that is comparable to the "Betas" by bigger companies as those are mostly near final release Betas
Mind you this isn't a Beta that is comparable to the "Betas" by bigger companies as those are mostly near final release Betas<!--QuoteEnd--></div><!--QuoteEEnd-->
Right, I understand the beta bit. And I know my CPU is a bottleneck (i5 2500k soon :D), but no way this game is that demanding. Crysis 2 runs over 60 FPS for me with the DX11 patch and high res texture patch.
Metro2033 runs a steady 60 FPS on everything maxed.
I just really hope this is something they're able to fix before August.\
The game code is in lua and that is causing some issues right now. But the Devs are seeing many options to improve it all on the way to<i> SummerTime</i>
Besides I;m on a E6420 (2.13Ghz) @ 3.2Ghz and seeing 19-35(peaks of 60 in map)FPS and I find it quite enjoyable, just hang in there it will only get better and ain't it awesome you're now part of the inhouse development.
The game code is in lua and that is causing some issues right now. But the Devs are seeing many options to improve it all on the way to<i> SummerTime</i>
Besides I;m on a E6420 (2.13Ghz) @ 3.2Ghz and seeing 19-35(peaks of 60 in map)FPS and I find it quite enjoyable, just hang in there it will only get better and ain't it awesome you're now part of the inhouse development.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh.. it's in lua? Why in God's name would they do that? For modding support?
Max (main engine dev/co founder) actually manage to get lua to run faster using his own lua engine (from what I heard/understand). They say there is a lot of headroom to improve upon, just a lot of work :D
Max (main engine dev/co founder) actually manage to get lua to run faster using his own lua engine (from what I heard/understand). They say there is a lot of headroom to improve upon, just a lot of work :D<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, that's good to hear then. Really though I have full confidence in the guys at unknown worlds. I'm not worried. :)
I wouldn't say it's faster to work with per se, as you may well know Max (and other engine-guys) have been spending bucket-loads of time getting the ###### to run properly. The real advantage to using Lua is it's sandboxed-nature, allowing for safe server-to-client propagation without clients having to worry they're being set-up with malicious code that can potentially damage their machine. The worst that can happen with Lua, well, nothing that can't be fixed by disconnecting from the server.
It managed 30 much of the time now but lag and fps dips are still a problem.
Yes and that has happened with certain things already, but doing this incurs a performance-penalty, so you can't do it all the time.
It demands more CPU and GPU power than Battlefield 3 and Crysis 2, though the whole game occurs in indoor environments.
Great game, great graphics, great mechanics. Almost everything is perfect in this game.
The only problem is a lack of optimization, which keeps me from playing NS2 everyday.
It managed 30 much of the time now but lag and fps dips are still a problem.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, when games are somewhat empty, or a lot of things haven't been built, I usually sit around 50 FPS. But in heavy combat, like the whole team of marines launching grenades, flying around in jetpacks, the comm is spamming objects all over, I dip into like 20 fps. I've never seen 30 FPS in BF3 lol.
But I'm alright if optimization isn't what they're focused on right now. As long as it gets done some day before release. :P
How does that works exactly, for example if you would move Vector:DotProduct() which is a very simple but called many times function, would it slows down the game because of the lua->c ->lua "travel time" ?
Yar, the Lua/C interaction adds overhead, so you need to have a serious workload to make it worthwhile. Something like calculating a dotproduct (a number of simple operations) I guess is a bit of a coin-toss, it looks like it was once in Lua, but now moved into the engine (perhaps to reduce heap-usage, garbage-collection has been an issue early on).
The LuaJIT+FFI combo would kinda render the need to even move such things into the engine obsolete, the only reason I can come up with why McGuire hasn't gone that way is because of Lua's garbage-collector (which really is not up to the task of working with massive datasets such as NS2's), and McGuire's implementation of a new one broke compatibility with LuaJIT. Or maybe I'm way off base, it's a bit of a guessing game what goes on in the dev's minds.
We need a new Q&A-newsposting.
They made Vector type objects more stack like.
So when vector math was done to determine something the temporary objects would not get garbage collected.
They also made an allocator for other small object size requests.
This is all from memory and i did not double check ...so i could be wrong.
I keep seeing improvements in general.
But the new map is a little hitchier.
I did play on their server and the new map played a bit better.
Metro2033 runs a steady 60 FPS on everything maxed.
I just really hope this is something they're able to fix before August.\<!--QuoteEnd--></div><!--QuoteEEnd-->
Lol AMD Phenom II X4 965BE 4GHz to an i5 is hardly an upgrade. Don't do it.
I wouldn't call this "hardly and upgrade" <a href="http://www.cpubenchmark.net/cpu.php?cpu=AMD+Phenom+II+X4+965" target="_blank">http://www.cpubenchmark.net/cpu.php?cpu=AMD+Phenom+II+X4+965</a>. Slap that 2500k into 4Ghz (easy OC) and you've got even more more performance...
nah waste of money, they're the same speed with very minor difference. i5 gets a bit more per clock speed. Games like BF3, Crysis, ect, from the benchmarks I've seen on TomsHardware, the i5 is a very slight upgrade, just a few fps, and sometimes losing.
<a href="http://www.anandtech.com/bench/Product/288?vs=102" target="_blank">http://www.anandtech.com/bench/Product/288?vs=102</a>
The LuaJIT+FFI combo would kinda render the need to even move such things into the engine obsolete, the only reason I can come up with why McGuire hasn't gone that way is because of Lua's garbage-collector (which really is not up to the task of working with massive datasets such as NS2's), and McGuire's implementation of a new one broke compatibility with LuaJIT. Or maybe I'm way off base, it's a bit of a guessing game what goes on in the dev's minds.
We need a new Q&A-newsposting.<!--QuoteEnd--></div><!--QuoteEEnd-->
I believe part the argument was it was hard for them to understand and extend LuaJit code to there needs, although I've never seen anything that implied they bothered trying Lua Jit's FFI before switching away
i wonder how many players more we would have if there was something like a %40 increase in performance.
everyone would then notice the server performance, i believe lol.
we need to clone max.
No, it really is a large upgrade. The PII 965 hits a wall at 3.8GHz where the i5 2500k can hit 5GHz (and I have the cooling to hit that.) Even stock the i5 2500k performs as well as an OC'd 965.
i wonder how many players more we would have if there was something like a %40 increase in performance.<!--QuoteEnd--></div><!--QuoteEEnd-->
Eeeehm, what? You mean moving performance-heavy parts into the engine? Lua is here to stay. Anyway, 40% would still not be enough by a long shot, servers should be able to sustain the maximum tick-rate no matter what, and not just only on 5GHz machines. On top of that, the tick-rate ceiling ought to be upped to at least 60 before v1.0, that's a long road ahead.