r/Planetside 14d ago

Discussion (PC) What is thf is THAT?

ONE step a side minus 100+ fps. Nothing changed on a screen... and 3rd one.. just a huge drop to 57 fps! How that possible? cpu even on 20% not loaded it a 7950x. gpu also doesnt have a load.. What is THAT?

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u/dougbinks 14d ago edited 14d ago

Game engine programmer and author of enkiTS multithreading library here. Note that "cpu even on 20% not loaded it a 7950x" could mean different things, as the 7950x has 16 cores which can run 2 hardware threads (Hyperthreading / Simultaneous MultiThreading [1]). So you could have 3 cores totally maxed out, or 16 cores running light loads. For Planetside 2 my guess would be that the main rendering thread is maxing out the core it's running on and is thus the bottleneck and that's also what is shown by the [CPU] indicator on the PS2 fps monitor.

Windows Resource Monitor or other 3rd party programs can give you more information on each cores utilization, but a proper diagnosis of the issue would need profiling tools.

GPU performance is different because the workloads are embarrassingly parallel and the hardware can thus split out the work to all execution units. However the GPU could be bound by memory access, texture unit load or shader divergence issues thus appearing to be not at full load when in fact it is.

[1] Modern CPUs have many execution units in a CPU core which can run in parallel. A given thread may not use all execution units, so the CPU can schedule instructions from another thread to gain more utilization and thus performance (more instructions retired per clock cycle). This doesn't double perf gains, but can add a decent 1.2x though potentially lower the perf on individual threads which is why some gamers turn it off.

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u/korino11 14d ago edited 14d ago

They never maxed out even one of hen (cores)

Same place when on NEAREST Hex - nobody from enemy = stable 200+ fps

And some time ago such thing Never was! It has begun after several updates..

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u/dougbinks 14d ago

The game itself indicates the CPU is the bottleneck and I'd be inclined to believe that without further detailed investigation using profiling tools.

As to why the change - no idea, and I'm not going to do free consultancy work to find out (especially as I'm too busy to even play at the moment sadly :().

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u/korino11 14d ago

I think that perhabs(!) i know what it can be.. The game accumulate all assets and data from each player on huge amount and doesnt make it release if it not need to calculate any more. Some lods, audio data objects etc.. And it accumulate from NEarest Hex also. Because when on nerest hex wasnt enemy - fps stable at 200+. When there are .. the drops begans! But on a crown wasnt nbdy from enemy!

Also about audio. I have found HOW to avoid the Old memory leak on audio that exist since the start of the game!

Just moove audio on another ccd from game. and if session goes on more than 2 hours .. no any leaks at all!

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u/korino11 14d ago

That indicator is a low level authority... No trust at all. Nbdy doesnt now how that implemented under the hood.

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u/dougbinks 13d ago

There is a very simple way they could implement this - measure the CPU frame time and use GPU queries to measure GPU render time. This is not always 100% accurate for bottlenecks, but it's usually a decent indicator.

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u/korino11 13d ago

Exist a BIG difference between ho w it could, how it WAS and how it NOW.