BOO Posted September 14, 2022 Posted September 14, 2022 I run a 5600X/3080FE/32GB RAM rig @ 1080P (normally with vsync but) The AQMB beachhead patrols when flown at a lower level are barely playable at my reglular ultra settings and do not improve much even at low settings. FPS over the areas of interest barely exceed 60 fps (in comparison to 140-175 fps in the regular QMB with all targets activated and the same conditions (should I deactivate the vsync) and there is a persisent judder to the image which appears to be resutant from the high number of AI assets created and in operation at the same time ( and despite frame rates being comfortably above the vysnc threshold when checked). These is nothing unexpected in any of this when one considers what is happening however a more limited AI (or option for such) would perhaps be preferable to the all or nothing option at present. All other AQMB creations appear to run without this issue. 1
firdimigdi Posted September 15, 2022 Posted September 15, 2022 (edited) I believe a likely source of extra CPU usage are the barrage balloons being dragged by the various ships. Cycling through external cameras they seem to register as aircraft so I wonder if perhaps there are relevant aircraft physics calculations being made for them hogging the already suffering physics thread. The other mission types do not seem to have as many (or none at all) such balloons and don't seem to suffer as much as a result. On my end in VR this also occurs with the enemy activity set to "Weak" and very few airplanes in the vicinity. 19 hours ago, BOO said: there is a persisent judder to the image which appears to be resutant from the high number of AI assets created and in operation at the same time ( and despite frame rates being comfortably above the vysnc threshold when checked) When this occurs try shifting to the external chase camera (F4 I believe?) and do a few rolls. If you notice that the rendering is actually smoother - at least the whole gameworld will not appear to judder - then it's a good example of the issue reported here: Edited September 15, 2022 by Firdimigdi typos 1
BOO Posted September 15, 2022 Author Posted September 15, 2022 Thanks @Firdimigdi. That would make sense especially given the the number of balloons in motion. Tried the F4 roll over some of the towns around the bearchhead but the judder was perceptable. I know there is a lot going on with those AQMB beachead missions but loosing over 100 fps and, presumably suffering the judder as a result of all the calculations isnt fun. Im assuming this is a engine limiation and unlikley to be resolved outside of a multithread environment. In DCS I can work around some problem like this by running the mission on a D server (thus bouncing some of workload onto another core) -I dont know if that possible in GB or of it would make any difference.
firdimigdi Posted September 15, 2022 Posted September 15, 2022 (edited) 11 minutes ago, BOO said: In DCS I can work around some problem like this by running the mission on a D server (thus bouncing some of workload onto another core) -I dont know if that possible in GB or of it would make any difference. With a separate PC altogether it works and it does lift the load considerably. Haven't tried it on the same PC with separate core affinities though. It's a bit of a pain though because you have to convert it to co-op or dogfight mission type and depending on what's in the mission some triggers might be more complicated to modify. The Easy Mission Generator is good for this though since it outputs MP missions directly. Edited September 15, 2022 by Firdimigdi 1
BOO Posted September 15, 2022 Author Posted September 15, 2022 33 minutes ago, Firdimigdi said: With a separate PC altogether it works and it does lift the load considerably. Haven't tried it on the same PC with separate core affinities though. It's a bit of a pain though because you have to convert it to co-op or dogfight mission type and depending on what's in the mission some triggers might be more complicated to modify. The Easy Mission Generator is good for this though since it outputs MP missions directly. Here's to multicore one day. 1
firdimigdi Posted September 15, 2022 Posted September 15, 2022 2 minutes ago, BOO said: Here's to multicore one day. Well it is multi-threaded and does use multiple cores - you can see as much when profiling it - but the problem is that something appears to be blocking the physics thread or the physics thread is waiting on something to complete. It very well just might be the physics calculations themselves or, as I wrote in that other thread, it could be a function of the UI middleware getting called excessively with each added AI unit for some unknown reason. 1
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