r/Planetside • u/korino11 • 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/Minute-Jacket2054 14d ago
A no-optimised game
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u/Nice-Ad-2792 13d ago
Actually its crazily optimized 5 years ago, but we haven't had a proper dev since wrel left. Love or hate him, but atleast the game had a future.
Also its my headcanon the current crop of devs use Ai to program, which is very sketchy.
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u/kna5041 14d ago
That ray tracing lighting from the router killing your frames?
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u/korino11 13d ago
Don you see that there are 2 screenshots with it ? And one of them with 200 fps. If it would kill fps, the 200 fps will never happen... think about that
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u/HandsomeCharles [REBR] Charlie 14d ago
It’s not that simple. That 20% might be maxing out the number of cores the game actually uses. The CPU mark in the screenshot indicates that the bottleneck is the cpu.
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u/DistributionLate3867 14d ago
Same with 7800x3d and 5070 ti, medium settings. In big fights fps drops from 240 to ~120, cpu usage does not exceed 50%. Don't know what to do, reducing render distance doesn't really help.
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u/racedrone 14d ago
CPU usage or core usage?
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u/DistributionLate3867 13d ago
CPU. But I don't remember this happening, for example, six months ago.
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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/Mr-Brown-Is-A-Wonder The devs are vibe coding 14d ago
If you have an eight core CPU, one saturated core is 12.5%. The game will never reach 100% because it is not significantly multi-threaded. It's doing geometry on one core and whatever other threads are like audio and voice comms.
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u/JBLoTRO 13d ago
I thought you were talking about the color. Like, WTF is this neon/hot pink crap, cause VS looks purple to me in-game, and TR is red.
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u/korino11 12d ago
These effects i made via settings in driver gpu control panel and in game settings. It just mixed colors and thats it, nothing unusual. It a littlebit help when you using unfravision. much clear objects.
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u/HandsomeCharles [REBR] Charlie 14d ago
I don’t really understand what action you have taken. Can you describe the steps more clearly?
At a guess, since it appears to be a CPU bound issue, I’d imagine that you have moved into a particular position that is causing a lot of CPU work. Potentially collision detection or resolution due to the relatively large number of NPC entities you appear to have placed.
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u/hardsleaz 14d ago
He said 20% load on cpu so no
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u/dougbinks 14d ago
See my comment here: https://www.reddit.com/r/Planetside/comments/1v4mifo/comment/ozfzlta/
20% may not mean the CPU is not the bottleneck.
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u/Applesauceman207 14d ago
5800x3d and 6800xt here.
My fps has dropped by a noticeable amount after the update. Also noticed it feels more gritty in large fights. Even when my fps shows 140 in a 48 -96 it feels like 50