Dakpilot Posted February 21, 2016 Posted February 21, 2016 Dakpilot, I have never heard of that two core pipeline limit with DX9 - and I can't find any information on that. Can you provide a source for that? I read a very good complex but understandable technical article on this a while ago, which to me explained it nicely..of course i cannot find it now however here is a quick example i could find http://www.hardocp.com/article/2008/12/01/farcry_2_dx9_vs_dx10_performance/9#.VslgpZx97AQ DX10 and Lower CPU Usage When DX10 was announced, it was being pushed as being more efficient which would bring about lower CPU utilization. We haven’t specifically tested for this until now because we haven’t had a reason to. For the most part games are very GPU limited and not CPU limited. However, since FarCry 2 is very multi-core aware and seems to be taking advantage of DX10 in very real performance ways, we had to see what the CPU looked like when we played this game. Our CPU testing has shown that while in DX9 (on both AMD and NVIDIA GPUs) there was an imbalance between all four of our CPU cores. In DX9 there was higher total CPU usage and one or two cores were pegged higher than the others, they weren’t evenly distributed. However, when we enabled DX10 we found that through repeated testing the overall CPU usage was lower. We also found that performance was spread out more evenly across all four cores. ATAG_DB Is Cliffs not a DX10 game? I thought part of the process of the development was the not so simple task of rewrite for DX10 by Maddox Games compared to old IL-2 Cheers Dakpilot
CisTer-dB- Posted February 21, 2016 Posted February 21, 2016 (edited) ATAG_DB Is Cliffs not a DX10 game? I thought part of the process of the development was the not so simple task of rewrite for DX10 by Maddox Games compared to old IL-2 Cheers Dakpilot It's DX9 and compare to this now it's very very smooth, i would like to highlight again that before a few months back, BOS was way smoother, it had low fps issue duing the beta but smooth. I don't wanted to be rude but it is time for me to talk about it because it's doesn't seam to be acknowledged anywhere about the problem or at the least I couln't fin it any where. BoS + BoM = 149$ for something that I just see on you tube video because It not playable. 10-04 Edited February 21, 2016 by ATAG_dB
Dakpilot Posted February 21, 2016 Posted February 21, 2016 Not really pertinent to the thread but i really thought Cliffs was DX10..and backwards compatible for DX9? see recomended specs, 1GB direct X 10 video card IL-2 Sturmovik: Cliffs of Dover system requirementsOPERATING SYSTEM: Windows® 7 / Vista SP2 / Windows XP SP3PROCESSOR: Pentium® Dual-Core 2.0GHz or Athlon™ X2 3800+ (Intel Core i5 2.66GHz or AMD Phenom II X4 2.6GHz recommended) RAM: 2GB (4GB recommended) VIDEO CARD: DirectX® 9.0c compliant, 512Mb Video Card (1GB DirectX® 10 recommended) - See supported List* DIRECT X®: DirectX® 9.0c or DirectX® 10 (included on disc) DVD-ROM DRIVE: 8X SOUND CARD: DirectX 9.0c compatible HARD DISK: 10GB PERIPHERALS: Mouse, keyboard (joystick with throttle and rudder control recommended)MULTIPLAY: Broadband connection with 128 kbps upstream or faster Cheers Dakpilot
CisTer-dB- Posted February 21, 2016 Posted February 21, 2016 I am no expert but that is what I've been told, what can I do to be sure?
coconut Posted February 21, 2016 Posted February 21, 2016 Maybe not so easy to digest, but here is a page that summarizes the benefits of dx12 compared to dx11: https://msdn.microsoft.com/en-us/library/windows/desktop/dn899114(v=vs.85).aspx And here is a similar page on dx11: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476342(v=vs.85).aspx I looked up the one for dx10, but there the multi-threading gains were not so obvious. If I understood things correctly: In dx9, all work submission to the driver had to be done from a single thread In dx10, the same principle applied, dx10 was mostly getting rid of deprecated architecture from the pre-shader era of rendering In dx11, it's now possible to prepare rendering work from multiple threads. In dx12, the same improvements are pushed further. Moreover, some of the implicit synchronization that took place automatically in the driver to prevent CPU and GPU accessing shared resources concurrently are now made explicit. More risks for bugs, but also better opportunities to avoid time when CPU and GPU wait for each other unnecessarily. Part of the problem lies in the rendering context, i.e. the data that maps numerical texture identifiers to texture data, texture filtering options, how rendering data affects the various buffers (color buffer that you eventually see on the screen, z buffer that is used to prevent object far away to be rendered over closer objects...). Up to dx12, there was only one such context, and this context included lots of things, which means that two threads had to agree which each other on the exact content of that context if they were to do submit work to the driver concurrently. In dx12, that context was reduced. Two threads can now each prepare work using their own context. You still have a limitation in the sense that a single card can only execute one batch of commands at a time, but at least a lot of the pre-render preparation can now be done in parallel. 1
Dakpilot Posted February 21, 2016 Posted February 21, 2016 I am no expert but that is what I've been told, what can I do to be sure? 1C site/Steam says Cliffs of Dover is DX10, that is where I took recommended specs from Cheers Dakpilot
CisTer-dB- Posted February 21, 2016 Posted February 21, 2016 Yep you're right well we both are the vanilla is DX9 and/or DX10.
1PL-Husar-1Esk Posted February 22, 2016 Posted February 22, 2016 Clod is DX10, even reshade with sweat FX is detecting game as dx10. Msi afterburner is saying same. Comparing to BOS, in CLOD my sli GPUs are performing at 90+ %, 4 CPU cores at 40-50 % utilization and i have 120+ fps max settings. In BOS my GPUs are at 40-50 % but CPUs at 60-70 % utilization and i have 50-60 fps, but sometimes less and balanced gfx settings.
CisTer-dB- Posted February 22, 2016 Posted February 22, 2016 That is answering lot's of my questions, thank you all. One's must ask why a sim that came way later have chosen DX9 knowing they would have such lame performance in a big chunk of the player bases
NN_RugbyGoth Posted February 22, 2016 Posted February 22, 2016 (edited) That is answering lot's of my questions, thank you all. One's must ask why a sim that came way later have chosen DX9 knowing they would have such lame performance in a big chunk of the player bases The question is not why, because knowing why won't change anything. The question is when will they update to a newer version of DirectX, or what is the priority of this change as they already said that it will be done in 2016? I just hope we will have it before BoM launch or at least when BoM is launched! Edited February 22, 2016 by NN_RugbyGoth
Dakpilot Posted February 22, 2016 Posted February 22, 2016 It is simply a matter of cost/time, a lot of Cliffs development time was in updating their engine to DX10, ED has spent a huge amount of time updating to DX11 which was really driven by their commercial use of the DCS engine, not for gaming considerations. I would not expect a total re-write of DN engine for release of BoM, this has never been suggested or hinted at Cheers Dakpilot
MadisonV44 Posted February 22, 2016 Posted February 22, 2016 So you are saying that the devs need to focus on fixing a single server that is possibly misconfigured? Or perhaps, players should use a different server. I find MUCH better performance on other servers with the same numbers. It is not the fault of the devs for the players migrating to a flawed server, but a fault of the player base. Meow you missed my point. I said that Devs should rework the perfs over 64 players. That's the point. I must admit that WoL has the worse performance compared to others, but I rarely see 84 players in others so I am not able to compare. Indeed there are not enough BOS players at the moment to populate more than two servers up to 84 each. Maybe one day ...
VBF-12_Snake9 Posted February 24, 2016 Posted February 24, 2016 When ded has 64 plus it's bad too. I think it hits the low bandwidth internet guys the worst. Many times I can fly on wings when I'm not able to fly on ded. Keep getting ping kicked on ded (140) but I can fly wings (160) with no problems. The hot fix was a step back. Very ironic.
EisenWaffel Posted March 13, 2016 Posted March 13, 2016 Could anyone tell me, do you happen to notice a stutter often when a player joins the server? Sometimes when something gets destroyed? Even just in single player do you notice a stutter when the radio chatter comes on sometimes? Quite often I notice stutters on these events, but not necessarily all the time. I just want to find out if it's the game or if my computer isn't fully optimized or could use a OS reformat... Thing is I can notice some of these things playing even the old 1946, of course clod had/has it's issues, but when I bought BoS I was hoping not to have this stuff... Can anyone let me know please thanks
joji Posted September 19, 2018 Posted September 19, 2018 2018 and it still stutters. Balanced settings. Radeon HD 7870. CPU and memory are fine. But GPU is being fired 100%. Other people having same issues?
TP_Merlin Posted September 19, 2018 Posted September 19, 2018 I am using a 280X right now and found stuttering on a second monitor, it may be unrelated, but I just reset the Radeon setting to default and the stutter went away. Do you have the Radeon profile in use for IL2 BoS ?
joji Posted April 23, 2019 Posted April 23, 2019 I now have Intel core i5 with boost clock of 3.8GHz, 16GB of RAM, GTX 1080 and still the game stutters at 4k and sometimes even at 1440p. For example warthunder is silky smooth on the same rig even at 4k ultra. This engine needs some serious optimization.
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