#Player Performance Megathread
1 messages · Page 1 of 1 (latest)
DirectX runtime version: DirectX 12
CPU: Intel(R) Core(TM) Ultra 7 155H
RAM: 40.0 GB DDR5
Storage: SSD - 953.9 GB
GPU: NVIDIA GeForce RTX 4070 Laptop GPU
Direct3D feature level: 12_1
CUDA cores: 4608
Graphics clock: 1980 MHz
Memory data rate: 16.00 Gbps
Memory interface: 128-bit
Memory bandwidth: 256.032 GB/s
Total available graphics memory: 28422 MB
Dedicated video memory: 8188 MB GDDR6
Display (1): Laptop display
Resolution: 2560 x 1600 (native)
Refresh rate: 240 Hz
Desktop color depth: Highest (32-bit)
Display technology: G-SYNC```
The current iteration of TSR seems to have considerable performance dips during high player count matches. Interpolation issues specifically I feel are the biggest concern here, with SFPS/FPS secondary.
There's a lot going on in this mod and while it runs fairly well given the limitations of the engine used, I don't believe it's enough for consistent and reliable gameplay to be had. During todays game night there have been multiple instances of pop correction being triggered, most of the time on flat ground with no objects nearby, and when near an object it becomes even worse
The corrections might be the result of insufficient bandwidth or incorrect BBO setting
OVH network log shows peek upload at 32,515 Kb/s (i.e. 4.1 MB/s)
server.ini backwidthUp is set to 1GB with with updates 30/s
are there other options that need to be set? sfps was, at times, <20
if SFPS is unstable then it might be that too