alephthiago wrote: »So i got the new gtx1070 graphics card in hopes my fps in pvp would improve a lot and give me an actual fighting chance in keep fights for example where my fps would go all the way down to 5-7 fps, my old card was HD7850.
I've got a much weaker system than yours, and my FPS are much better than that. Muuuuuch better.
Very strange!
@FriedEggSandwich I did think about that too, but im keeping track of cpu usage and it rarely goes over 45% when playing eso.FriedEggSandwich wrote: »I have no hard evidence to back this up but I suspect you might have seen more difference in performance if you'd upgraded your cpu instead. Maybe someone with more knowledge/experience can confirm or deny. I have a 7 year old i7 980X @4GHz with original gtx titan, I run the game at 2560x1440 on high graphics and I see notably higher fps than your screenshots show in similar situations. Your gpu (1070) is more capable than my titan so the difference is my cpu which, despite being 7 years old, is still a hyperthreaded hex core with lots of cache and a clock speed that is still considered high these days.
alephthiago wrote: »
alephthiago wrote: »
100 in less crowded areas, 70-50 ish on crowded cities, 30-20-ish in Cyrodiiil huge battles. There's definitely something fishy going on.
Appalling indeed since you clearly don't understand how ESO handles client/server communication.My word, the misinformation here is appalling.
Server-size code cannot affect client-side performance. Poorly performing server code means you have extreme latencies between actions, it does not affect framerates.
My word, the misinformation here is appalling.
Server-size code cannot affect client-side performance. Poorly performing server code means you have extreme latencies between actions, it does not affect framerates.
His CPU is not remotely outdated. The i5 2500k is only ~20% slower than the best Skylake i5, and that's only in the worst case scenariou outside of emulators. It's not an issue of CPU performance.
The problem lies with draw calls. There is too much on screen for Direct3D 11 to be anything other than horrifically slow. The solution is for the devs to implement a renderer that caters towards open world games; Vulkan/D3D12/Mantle
That being said, if OP is getting these abysmal framerates when there are few players on-screen, there is most likely some software gobbling up performance. Antiviruses, for example, can murder game performance. Avast made Skyrim into an unplayable mess that hitches every five seconds, whereas Avira lowered my minimum framerate by 5fps.
Also, if OP is using an HDD and not an SSD, the framerate is being slaughtered due to files taking too long to be loaded into RAM; each player has to have their armour meshes and textures loaded, among other resources, which requires high read/write speeds, and low latencies. Which is exactly what SSDs provide.
So aye. OP, you got an antivirus running? Is the game installed on an HDD?
alephthiago wrote: »My word, the misinformation here is appalling.
Server-size code cannot affect client-side performance. Poorly performing server code means you have extreme latencies between actions, it does not affect framerates.
His CPU is not remotely outdated. The i5 2500k is only ~20% slower than the best Skylake i5, and that's only in the worst case scenariou outside of emulators. It's not an issue of CPU performance.
The problem lies with draw calls. There is too much on screen for Direct3D 11 to be anything other than horrifically slow. The solution is for the devs to implement a renderer that caters towards open world games; Vulkan/D3D12/Mantle
That being said, if OP is getting these abysmal framerates when there are few players on-screen, there is most likely some software gobbling up performance. Antiviruses, for example, can murder game performance. Avast made Skyrim into an unplayable mess that hitches every five seconds, whereas Avira lowered my minimum framerate by 5fps.
Also, if OP is using an HDD and not an SSD, the framerate is being slaughtered due to files taking too long to be loaded into RAM; each player has to have their armour meshes and textures loaded, among other resources, which requires high read/write speeds, and low latencies. Which is exactly what SSDs provide.
So aye. OP, you got an antivirus running? Is the game installed on an HDD?
The game is installed in my SSD, its a samsung 240GB (its the only game i keep in the SSD, the others are in the HDD).
These abysmal framerates are happening in BIG battles, like 100+ players involved (its very common on PC NA Trueflame), in pve my game runs 90-100 fps unless im in big cities like Eldenroot for example, there i get 30-50 fps.
Avast is always up.
Appalling indeed since you clearly don't understand how ESO handles client/server communication.My word, the misinformation here is appalling.
Server-size code cannot affect client-side performance. Poorly performing server code means you have extreme latencies between actions, it does not affect framerates.
The ESO client actually pauses rendering (in certain circumstances) until it has received all the data needed from the server.
Instead of using client/server based prediction to fill gaps of missing data, it *literally* suspends rendering.
alephthiago wrote: »
The game is installed in my SSD, its a samsung 240GB (its the only game i keep in the SSD, the others are in the HDD).
These abysmal framerates are happening in BIG battles, like 100+ players involved (its very common on PC NA Trueflame), in pve my game runs 90-100 fps unless im in big cities like Eldenroot for example, there i get 30-50 fps.
Avast is always up.
Appalling indeed since you clearly don't understand how ESO handles client/server communication.My word, the misinformation here is appalling.
Server-size code cannot affect client-side performance. Poorly performing server code means you have extreme latencies between actions, it does not affect framerates.
The ESO client actually pauses rendering (in certain circumstances) until it has received all the data needed from the server.
Instead of using client/server based prediction to fill gaps of missing data, it *literally* suspends rendering.
I sincerely doubt that the game halts whilst it waits for packets to be sent/received during the vast majority of gameplay. Perhaps during a loadscreen, or when a keep changes ownership, but just running about cyrodiil?
I would like a source on that if it's true.alephthiago wrote: »
The game is installed in my SSD, its a samsung 240GB (its the only game i keep in the SSD, the others are in the HDD).
These abysmal framerates are happening in BIG battles, like 100+ players involved (its very common on PC NA Trueflame), in pve my game runs 90-100 fps unless im in big cities like Eldenroot for example, there i get 30-50 fps.
Avast is always up.
Avast is definitely not helping, but mentioning Trueflame was key. A wee breakdown of how swamped the renderer is:
1 (Armour) Feet mesh
1 (Armour) Hands mesh
1 (Armour) Torso mesh
1 (Armour) Legs mesh
1 (Armour) Helmet mesh
1 (Armour) Waist mesh
1 (Body) Head mesh
1 (Body) Eyes mesh
1 (Body) Hair mesh
1 (Body) Torso mesh
1 Weapon
That's eleven objects, each of them making a minimum of 4 draw calls.
44 Draw calls per player x 100 players = 4,400 draw calls.
Factor in NPCs, skill effects, architecture, terrain, siege weaponry, vegetation, furniture...And then all the shadows and lights on top of that, oh boy.
Disable Avast completely, if you can. Then disable shadows and reduce draw distances. Does your framerate increase?
Appalling indeed since you clearly don't understand how ESO handles client/server communication.My word, the misinformation here is appalling.
Server-size code cannot affect client-side performance. Poorly performing server code means you have extreme latencies between actions, it does not affect framerates.
The ESO client actually pauses rendering (in certain circumstances) until it has received all the data needed from the server.
Instead of using client/server based prediction to fill gaps of missing data, it *literally* suspends rendering.
I sincerely doubt that the game halts whilst it waits for packets to be sent/received during the vast majority of gameplay. Perhaps during a loadscreen, or when a keep changes ownership, but just running about cyrodiil?
I would like a source on that if it's true.alephthiago wrote: »
The game is installed in my SSD, its a samsung 240GB (its the only game i keep in the SSD, the others are in the HDD).
These abysmal framerates are happening in BIG battles, like 100+ players involved (its very common on PC NA Trueflame), in pve my game runs 90-100 fps unless im in big cities like Eldenroot for example, there i get 30-50 fps.
Avast is always up.
Avast is definitely not helping, but mentioning Trueflame was key. A wee breakdown of how swamped the renderer is:
1 (Armour) Feet mesh
1 (Armour) Hands mesh
1 (Armour) Torso mesh
1 (Armour) Legs mesh
1 (Armour) Helmet mesh
1 (Armour) Waist mesh
1 (Body) Head mesh
1 (Body) Eyes mesh
1 (Body) Hair mesh
1 (Body) Torso mesh
1 Weapon
That's eleven objects, each of them making a minimum of 4 draw calls.
44 Draw calls per player x 100 players = 4,400 draw calls.
Factor in NPCs, skill effects, architecture, terrain, siege weaponry, vegetation, furniture...And then all the shadows and lights on top of that, oh boy.
Disable Avast completely, if you can. Then disable shadows and reduce draw distances. Does your framerate increase?
Your personal doubts are meaningless, this has been discussed here ad nauseum, especially during the times when some of this "lag" was introduced.I sincerely doubt that the game halts whilst it waits for packets to be sent/received during the vast majority of gameplay. Perhaps during a loadscreen, or when a keep changes ownership, but just running about cyrodiil?
Appalling indeed since you clearly don't understand how ESO handles client/server communication.My word, the misinformation here is appalling.
Server-size code cannot affect client-side performance. Poorly performing server code means you have extreme latencies between actions, it does not affect framerates.
The ESO client actually pauses rendering (in certain circumstances) until it has received all the data needed from the server.
Instead of using client/server based prediction to fill gaps of missing data, it *literally* suspends rendering.
HatchetHaro wrote: »It's your CPU. PvP in ESO is extremely CPU intensive, what with all the flashy effects and abilities being cast by zergs from all three factions.
But then again, let's be real here; even the latest i7 won't be able to handle it properly because of just how poorly the game is coded.
alephthiago wrote: »Appalling indeed since you clearly don't understand how ESO handles client/server communication.My word, the misinformation here is appalling.
Server-size code cannot affect client-side performance. Poorly performing server code means you have extreme latencies between actions, it does not affect framerates.
The ESO client actually pauses rendering (in certain circumstances) until it has received all the data needed from the server.
Instead of using client/server based prediction to fill gaps of missing data, it *literally* suspends rendering.
I sincerely doubt that the game halts whilst it waits for packets to be sent/received during the vast majority of gameplay. Perhaps during a loadscreen, or when a keep changes ownership, but just running about cyrodiil?
I would like a source on that if it's true.alephthiago wrote: »
The game is installed in my SSD, its a samsung 240GB (its the only game i keep in the SSD, the others are in the HDD).
These abysmal framerates are happening in BIG battles, like 100+ players involved (its very common on PC NA Trueflame), in pve my game runs 90-100 fps unless im in big cities like Eldenroot for example, there i get 30-50 fps.
Avast is always up.
Avast is definitely not helping, but mentioning Trueflame was key. A wee breakdown of how swamped the renderer is:
1 (Armour) Feet mesh
1 (Armour) Hands mesh
1 (Armour) Torso mesh
1 (Armour) Legs mesh
1 (Armour) Helmet mesh
1 (Armour) Waist mesh
1 (Body) Head mesh
1 (Body) Eyes mesh
1 (Body) Hair mesh
1 (Body) Torso mesh
1 Weapon
That's eleven objects, each of them making a minimum of 4 draw calls.
44 Draw calls per player x 100 players = 4,400 draw calls.
Factor in NPCs, skill effects, architecture, terrain, siege weaponry, vegetation, furniture...And then all the shadows and lights on top of that, oh boy.
Disable Avast completely, if you can. Then disable shadows and reduce draw distances. Does your framerate increase?
Shadow quality is at medium, do you mean just turning it off?
alephthiago wrote: »So i got the new gtx1070 graphics card in hopes my fps in pvp would improve a lot and give me an actual fighting chance in keep fights for example where my fps would go all the way down to 5-7 fps, my old card was HD7850.
After downloading and installing the drivers, adjusting settings and seeing how beautiful the game was in pve it was time to check the improvement in pvp...Surprise! It did almost NOTHING even setting view distance, shade quality, particles etc etc to medium-low quality.
I did try everything is this guide too, changing the ini settings, nvidia program profile, settings ingame, unpark cpu and etc https://www.reddit.com/r/elderscrollsonline/comments/3jjoql/are_you_having_fps_issues_wih_eso_on_a_pc_well/
My system is I52500k overclocked, 16GB RAM, asus gtx1070.
My question is: Do you get better results in big battles? How?
Why is ESO so poorly optimized?
alephthiago wrote: »So i got the new gtx1070 graphics card in hopes my fps in pvp would improve a lot and give me an actual fighting chance in keep fights for example where my fps would go all the way down to 5-7 fps, my old card was HD7850.
Should have done a search here first before spending all that coin ...
It's actually the client/server netcode that is the bottleneck and dragging down FPS. All around god awful implementation.
What's even worse, we (myself and a few other programmers) have warned ZOS about this since early beta.
AlexTech0x wrote: »Now don't get me wrong, that CPU u have is very old but still the way this game is coded just sucks. It basically drains your CPU. Now, having that beast of a card you have a bottleneck because it just cant keep up with your video card. You need to upgrade it, or most likely should.