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Started by bertie97, August 10, 2012, 02:23:15 PM
Quote from: Jeremy Collake on December 16, 2012, 10:15:19 PMWould you kill me if I said my home internet is 100Mbps downstream in the RURAL USA? ;p .. Happen to have the fastest cable provider in the nation, though they suck at everything else.
Quotebut I just checked today and is 18.72Mbps and upload is 1.88Mbps
QuoteAt least you have an optimistic future.
QuoteI see that whilst attempting to learn dry wall skills my CPU parking thread has gone even more wildly off-topic than ever.(BYH, the red herring king, has something to do with it I suspect...)
QuoteI find that suddenly the ability to edit the powersaver parking dialog no longer saves any setting. The other 2 seem to be changing/updating as they should be.I cannot enable CPU parking in the Powersaver option.
Time to update.Every player with PlanetSide 2 know it is CPU bound game, when fighting at least 100+ people.So I wanna test some change that can reduce the CPU time for it to rendering.Most the tweak that I can get higher FPS isUseFloat32Output=1This guy fixed the sound problem, so you can set the MaxVoices=192 without any reduce of FPS, and get the most quality of sound.But be careful, the reason that PS2 devs disable it is because they found some sound problem for some sound card.ShadowQuality=0RenderFlora=OffYa, this two are tested by most people, and all of them can get higher FPS, maybe the sun is causing the problem.----So I get like 20-30 Fps in 500+ fight, but it will lag(drop to 5-10 FPS) when I turning the mouse, so I think it might be the timer problem.And I force windows to using HPET as the only timer, and yes this fixed the problem.But it causing another problem, the GC time of the Firefox(Nightly) is increased.Without forcing HPET, I can get <100ms at the <7xxM and 150ms~ at the >8xxM memory usage.With forcing HPET, I only can get >100ms at <5xxM and >200ms at 7xxM memory usage.And so did iGC, it increase from <15ms to <50ms.So if you are browsing website when the iGC is happening, you will found the lag more easy.----And I also testing that, if I force the timer resolution to 0.5ms, what will happen.Nope, It don't affect anything, PS2 or Firefox but...In another game.That game is 2.5D, and the game engine is working in 30 or 60FPS.When the timer resolution is 1ms, I get 61-62 FPS without vsync.When the timer resolution is 0.5ms, I get 60 FPS and sometimes 61 FPS without vsync.I don't know it is a "good" thing for it or not, but it sound like the timer is more accurate for the game.Maybe it prevent the game engine to speed up 1-2 FPS(1.67-3.33ms). ;D----Increasing the informationYes, I also disable the core-parking, which is more issues for a high-end i7 as they has more core/frequency, and will be seeing more 10-15 FPS without the setting about.And changing the powerplans to forcing the max frequency will increase 1-5 FPS and might be less for a big fight.About the multi-threads, yes, PS2 is using 4 core, but maybe the sound is using 3 of them.One times I saw 4 core CPU usage is as high as 90% in a building that having at least 100+, with many of them is spamming the "Q" button. ;DAnd about why they are having low CPU usage when in a big battle, it has been say in their forum.Draw calls.This is a good example for the reducing the draw calls.http://answers.unity3d.com/questions/14578/whats-the-best-way-to-reduce-draw-calls.htmlAnd that also explain why I found this.[quote]TerrainQuality=5ModelQuality=5[/quote]It increase the model quality for far object, but it also means there are showing the same material & texture, which means reduced draw calls.http://forums.steampowered.com/forums/showthread.php?t=3029182But I think the Biggest problem is the light, which why I say sun.[quote]Draw calls aren't related to materials, but shaders and light sources and other factors (forward rendering vs. diffuse, pixel lighting vs. vertex lighting, etc.). Forward rendering with the default diffuse shader requires a draw call for the object and another one for each pixel light, although it depends on the version of Unity...Unity 3.3 seems to have only one draw call in this case, with an additional call for each pixel light.[/quote]http://answers.unity3d.com/questions/57506/2-draw-calls-per-mesh.htmlSo that why after we disable the shadow and get a big increase of performance, but it is still not good.The draw calls is still higher in that game, as it is showing at least 50-100 people in front of you.And far enough, I will stop at here and waiting their 30/1/2012 patch came out and see the FPS will be increase or not.Because it is a MMOFPS, we need at least 60FPS for it. :)----TSC has a lower access time than HPET which pass through the data bus.And the reason that using HPET when gaming is better, I think it is because the processor is processing the game data, so the TSC might be can't sync?[quote]The time stamp counter in newer processors may support an enhancement, referred to as invariant TSC. Processors support for invariant TSC is indicated by CPUID.80000007H:EDX. The invariant TSC will run at a constant rate in all ACPI P-, C-. and T-states. This is the architectural behavior moving forward.[/quote]http://stackoverflow.com/questions/10921210/cpu-tsc-fetch-operation-especially-in-multicore-multi-processor-environmentYou can asking more if you want, but I am just a person that collecting data. ;)
Quote from: BenYeeHua on October 22, 2012, 02:00:44 AMYa, so I am thinking why the HPET will affect the mouse movements, boot time and the FPS in the games. Because the Nvidia website also provide a tools to check the accuracy of the QueryPerformanceCounter and related APIs too. And the timer will change to 1ms when playing game, video(flash also include) music etc.So, maybe it will getting a better result because the sync for TSC+HPET has some problem?
Quote from: Gamba on April 08, 2013, 08:18:27 AMYes it the right choice to utilise the tool provided by nvidia.