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I think I know what's causing poor FPS for some users (no fix yet)

STAR WARS: The Old Republic > English > Customer Service (Read-Only)
I think I know what's causing poor FPS for some users (no fix yet)
 

Superawesomerman's Avatar


Superawesomerman
02.10.2012 , 05:20 AM | #501
Quote: Originally Posted by Froststab View Post
Remember the post Stephen Reid made about the high number of draw calls swtor generates and the texture atlas solution? it would seem obvious that BioWare are aware of the issue...
no, where is it?

Froststab's Avatar


Froststab
02.10.2012 , 05:28 AM | #502
Quote: Originally Posted by Superawesomerman View Post
no, where is it?
http://www.swtor.com/community/showt...69#edit1478869

Rikeryo's Avatar


Rikeryo
02.10.2012 , 05:37 AM | #503
sure they are aware of it. though it's not enough. high res textures + top performance should be in the game from the start. we paid for that. it's false advertisement. read the rant in the comments.

and the award for best troll universe goes to .. bioware.
5% club member

Nahela's Avatar


Nahela
02.10.2012 , 05:48 AM | #504
You'd think years of beta testing would have this better set from the start of release.

Superawesomerman's Avatar


Superawesomerman
02.10.2012 , 05:48 AM | #505
Quote: Originally Posted by Froststab View Post
i just read that post and it is frankly mind boggling to me that so many texture calls would be made IN A WARZONE. he specifically mentions calls to the hard drive when everyone knows that is probably the absolute worst place to be reading textures for performance, you throw them in ram. you throw everything you possibly can in RAM (or even better, dedicated video RAM) because it is at least a factor of magnitude faster than your average platter R/W.

and, according to people in this thread, its not just one call, but repeated calls to the same asset files on the hard drive, namely art-fx. what the? there are nuances im missing but the simple fact is that this engine is coded very poorly, at least for multiplayer.




by all reports this problem DID NOT EXIST IN BETA until the last few live releases; what did bioware do that changed this? i was not in beta, does anyone remember what changed?

does anyone happen to have old beta client bulds somewhere, unlikely as that may be?

Froststab's Avatar


Froststab
02.10.2012 , 05:53 AM | #506
Quote: Originally Posted by Superawesomerman View Post
i just read that post and it is frankly mind boggling to me that so many texture calls would be made IN A WARZONE. he specifically mentions calls to the hard drive when everyone knows that is probably the absolute worst place to be reading textures for performance, you throw them in ram. you throw everything you possibly can in RAM (or even better, dedicated video RAM) because it is at least a factor of magnitude faster than your average platter R/W.

and, according to people in this thread, its not just one call, but repeated calls to the same asset files on the hard drive, namely art-fx. what the? there are nuances im missing but the simple fact is that this engine is coded very poorly, at least for multiplayer.




by all reports this problem DID NOT EXIST IN BETA until the last few live releases; what did bioware do that changed this? i was not in beta, does anyone remember what changed?

does anyone happen to have old beta client bulds somewhere, unlikely as that may be?
I'm no expert on HeroEngine and therefore can't comment on how well or poorly its coded but you can see what causes performances issues if you go to the HeroEngine wiki:

http://hewiki.heroengine.com/wiki/Co...Rate_%28FPS%29

Superawesomerman's Avatar


Superawesomerman
02.10.2012 , 05:54 AM | #507
Quote: Originally Posted by Rikeryo View Post
sure they are aware of it. though it's not enough. high res textures + top performance should be in the game from the start. we paid for that. it's false advertisement. read the rant in the comments.

and the award for best troll universe goes to .. bioware.

i can understand why high res textures would put a massive strain on your computer, especially in places like ilum.

what i cannot understand is why graphical settings have basically nothing to do with your framerate in this game, and is instead is almost totally a factor of how many other players are on your screen, and what they are doing.

actually, that's not even true. from this thread, we kinda know why we're getting crappy framerates in warzones.

the real question is why we're not getting any response when we're begging them to consider it.



ps: its really depressing to see a slew of dev traffic about the new ui, and WHITE LIGHTSABER CRYSTALS of all things, and see very little about fps issues.

Superawesomerman's Avatar


Superawesomerman
02.10.2012 , 05:57 AM | #508
Quote: Originally Posted by Froststab View Post
I'm no expert on HeroEngine and therefore can't comment on how well or poorly its coded but you can see what causes performances issues if you go to the HeroEngine wiki:

http://hewiki.heroengine.com/wiki/Co...Rate_%28FPS%29
i read that too, ill admit i'm not a coder.

but the theory seems simple to me.

and there are relatively few actors in a place like civil war.

edit: i remember this specific quote, guess its relevant now

Quote:
There's a fourth factor, which involves how much system RAM you have and whether your computer is "hitting" Swap files (your hard drive is getting accessed constantly even when you are not moving the 3D view or doing anything with HeroBlade). This is worth knowing about, but the only solutions are: Get more RAM; or reduce the memory requirements of HeroBlade; or reduce the number of assets/instances in an area. This situation is not factored into this discussion but there may eventually be a maximum memory size allowed for any single area which will be enforced differently and so should not be a factor in FPS.
this sounds exactly like the problem we're hitting, and probably why we're not getting a response. the solution seems to be:

1) make people get more ram, like lots of it, 8-12 gigs or more. i have noticed that people with 12 gigs of ram rarely report warzone problems.

-or-

2) make the game simpler looking. not the greatest solution in their eyes.


Wow had pretty basic graphics, but also seemed to dynamically load them on the fly. sure, you had a lot of moving name bars, but t least you had a decent framerate, and gigantic 100 person wintergrasps were lagfests, but that was all server side, and people knew it.

Tsaritsin's Avatar


Tsaritsin
02.10.2012 , 06:18 AM | #509
For those that are saying the game does not have a Memory leak,

Ok, can you please explain this problem, I get this problem EVERY time I play SWTOR.

I dont do any PvP, this is just basic quest play.

Over a period of time my game gets slower and slower, I can feel it gradually grinding to a halt, first couple of hours are ok, as long as I dont change location to much, but then after 4 or 5 hours the game is almost unplayable.

If I then log out, kill the game, back to desktop, and then restart, everything is fine again.

At this point I should say NO my PC is NOT overheating, ok.

So, what is causing this ?

Xruptor's Avatar


Xruptor
02.10.2012 , 08:03 AM | #510
I'm still waiting for my computer to spontaneously just explode from playing this game. Just seems like a ticking time-bomb to me.
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