#Particle effect performance

1 messages · Page 1 of 1 (latest)

fast creek
#

This happens with most dust/smoke type particles: car exhaust, weapon muzzle smoke, bullet impact smoke, etc.
The FPS drop is especially big when ZOOMing (holding right mouse button)

The best example is shooting a full-auto weapon at the ground and zooming.
However when shooting at something ~25m away, still causes enough of an FPS drop to be concering.

specs:
CPU: amd 5600x
GPU: nvidia GTX1060 6gb
RAM: 32gb
Disk: m2. pcie ssd

IN-game settings:
I tried both with low and ultra presets, as well as lowering the render resolution.
The FPS drop is always present.

lilac moss
#

Did you try without aiming/zooming as well? Just hip-fire?

fast creek
#

without zooming, it's a way smaller issue, going from 69 to 60 fps

#

I also tried disabling the muzzle smoke and impact smoke,
After that I had no FPS impact from shooting, so I know it's the particles

#

Here's an example of zooming and shooting,
but I changed the materials to be lower quality than vanilla:

ripe seal
night wave
#

Seeing fire particle effects absolutely kill server FPS as well, only had 5 placed in a server but dropped the fps to like 11 from 120

vital lance
#

Just zoom in on the exhaust from the Ural truck and FPS will drop to 1/2 or 1/3 in client. (rx 6600 xt)

stiff geyser
lilac arrow
#

^

fast creek
#

Unless it's a missing technology on the GPU, the only difference is the FPS, but the effects will be the same

stiff geyser
fast creek
#

No my VRAM is not full

#

minimum spec: GTX1650 comes in 4GB.
I have a GTX1060 6GB

#

I heard others complain about smokes and vehicle dust also causing fps drop, and after testing myself, I concluded that it's an issue worht raising.
I'm interested what GPU others have and if they notice FPS drops?

#

And perhaps your GPU is not at 100% usage, in that case you may not see a FPS drop, but you are limited by your CPU

lilac moss
#

Maybe testing it on a empty map like the "MP Test" map or what it is called will give more accuratd results?

fast creek
#

Well the issue is in the GPU limitations.
Doesn't matter what GPU you have.

  1. Increase graphics until 100% GPU usage
  2. shoot m249 at ground
  3. zoom in (hold right mouse button)
  4. fps will decrease
#

If you have lets say RTX3060, you can increase your Render Scale until your GPU is at 100%

frozen wave
#

Isn't that normal thing?

fast creek
#

Perhaps, but I didnt excpect particles to be so costly

#

I would personally prefer particles not to cause an FPS drop this big,
especially during gameplay when it matters the most, namely:
Shooting my gun at full auto and zooming (I ususally do this when I am in combat with an enemy)

So getting an FPS drop this big, in a moment this crucial is one I
would personally prefer to be remedied.
Now don't get me wrong, I know I can turn the settings down,
I already made a mod that fixes this for myself,
but I bring up issues like this because I want reforger to be a game which I can recommend to other people to play with out issues

stiff geyser
# fast creek minimum spec: GTX1650 comes in 4GB. I have a GTX1060 6GB

Huh. I thought min spec was
8GB VRAM. I actually stand by what I said, believing it to be further based in reality than the system requirements.
4GB is definitely not enough for this game. The min spec should be 8GB, because by my own testing the game won't run smoothly with less.

The only mitigation is to use the lowest texture quality setting, but it's so low that your own character turns into a blurry mess in 3rd person.

vital lance
#

It's fascinating that there are always people who start claiming that the problem doesn't exist or that it doesn't matter 🙂

#

If you have 60+ FPS and if in the coastal base Chotain, there are 5 players, 1x Ural in front of office building and 2x tents around and you zoom in on the exhaust and you have 30 FPS, then something is wrong.

stiff geyser
vital lance
#

And how did you figure out that in the Xbox series S you have a better gpu than the 1060 and more than 6 GB of VRAM for the game?

#

If the OS takes ~2 GB, the game ~4 GB and you have 10 GB RAM, it doesn't work for me somehow.

fast creek
#

here's what the game actually looks like if I max the VRAM,
the high performance impact of smoke particles are not because of VRAM

stiff geyser
#

So, roughly speaking, series S has double the usable video memory capacity of a PC with a 4GB card.

vital lance
stiff geyser
vital lance
# stiff geyser Read my previous comment again. You clearly didn't understand it. 95% of that 4...

I have no idea how you figured that out. On a PC, graphics data is loaded through the CPU and RAM to VRAM on the graphics card, but that doesn't mean it stays in RAM forever. Only what the CPU works with remains in RAM and it is worth storing it there, which can also be various textures and the like, from which you can generate something, but certainly not the majority of graphic data.

In RAM is map terrain, game entities, sounds and other things. And surprisingly, it's exactly the same on XBox. And then you have graphic data that is in VRAM or in a defined part of RAM on the Xbox.

#

As for particles, it works roughly as you load the textures into VRAM after starting the game and never delete them, because they are used +- permanently. Then you have preallocated buffers in RAM (presets, entities itself) and VRAM (vertex) that do not change. This means that you will probably never see more than 1000.. particles in the game at the same time and it also means that it has no additional demands on memory capacity. Which rather disproves the insufficient VRAM theory.

stiff geyser
#

That terrian, sound etc all part of the 5% I mentioned. Just look at the file sizes; models and tex eat all others.

#

Idk why throwing around a possibility incorrect theory was so offensive to you.

vital lance
# stiff geyser You just repeating what I said and going down a wierd rabbit hole now. There was...

Since xbox and PC are the same x86 architecture, things work the same here. If you have a cross-platform game on which crossplay also works, logically the game data will take up a very similar space in RAM as on a PC, i.e. something around ~4 GB with Everon. Which you pointlessly try to deny. Feel free to show me a screenshot from the Xbox where it will be seen how the game client takes up 0.5 GB of RAM and the game data simply does not exist.

#

It's not particularly offensive for me, I stick to the technical topic, not the personal one.

fast creek
#

lol It's okay, arguing about games and tech is cool and it's okay 🙂

vital lance
low frigate
#

yep particles are not very efficient especially since they are not simulated on the GPU, but in the case of smoke effects if they have shadows enabled then I guess computing those may be the bottleneck there (are those computed on the CPU?)

vital lance
#

In version 1.0, they reduced the density, size and other parameters of particles. That solved more or less the exhaust, the FPS doesn't drop as much, but there are still problems with the combined effects.

low frigate
#

trying to walk through a few smoke grenades with a flashlight on turns the game into a powerpoint presentation

vital lance
#

It is possible that the light is somehow fundamentally ruining the performance.

#

And as for simulating via CPU, it should still be able to handle thousands of them?

low frigate
#

the limit is 10240, and I haven't actually measured if it's the cpu or gpu that shoots up in usage when I do my smoke test