personman_145 wrote: »From the 4.0.1 notes:
Improved issues with framerate hitching when running through larger areas (such as cities) on quad-core or better PCs and consoles.
Improved multithreading usage on quad-core PCs.
Improved the framerate stability when spending a lot of time in the same zone.
infraction2008b16_ESO wrote: »Wondering what's the verdict after the patch as I've killed my Ryzen 1600 (broke some pins on it while performing maintenance new 2600 arriving tomorrow though).
Can someone do a video run through of some towns like I did with the overlay showing core usage?
infraction2008b16_ESO wrote: »Wondering what's the verdict after the patch as I've killed my Ryzen 1600 (broke some pins on it while performing maintenance new 2600 arriving tomorrow though).
Can someone do a video run through of some towns like I did with the overlay showing core usage?
and all the people that are in the towns?
where should i pick them up
without all the people the cpu usage is low
infraction2008b16_ESO wrote: »infraction2008b16_ESO wrote: »Wondering what's the verdict after the patch as I've killed my Ryzen 1600 (broke some pins on it while performing maintenance new 2600 arriving tomorrow though).
Can someone do a video run through of some towns like I did with the overlay showing core usage?
and all the people that are in the towns?
where should i pick them up
without all the people the cpu usage is low
A place where people are is obviously preferred but not necessary, a lot of towns will be a bottleneck by themselves due to buildings, objects & NPC's.
Abah's Landing is a good place if the Summerset towns are empty.
ZOS_AlexTardif wrote: »PS: Pro tip, if you have a good GPU and have all your settings maxed but want higher performance, change your Reflection Quality to Low instead of Medium or High. "Low" reflections are actually using screen-space reflections, rather than heavy-duty planar reflections. Planar reflections are more accurate, but they're far harder on the CPU, whereas screen space reflections are almost entirely a GPU operation and should lighten the load on your CPU quite a bit.
Now that I see what AlexT wrote, I'm waiting for the next iteration of the PTS. I only had one crash with the current one
(I used the crash report for Z to see it). But it seemed like the game was running worse than live. Could be my cpu though
(i7-6700, which is an older chip).
profundidob16_ESO wrote: »personman_145 wrote: »From the 4.0.1 notes:
Improved issues with framerate hitching when running through larger areas (such as cities) on quad-core or better PCs and consoles.
Improved multithreading usage on quad-core PCs.
Improved the framerate stability when spending a lot of time in the same zone.
Now that you mention this...I recreated my 2 chars yesterday and took one for a trip overland and indeed I didn't experience that stalling bug (massive fps drop and game hangs for 1-2 sec) so far. looks like the patch might have fixed that
framerate was pretty stable and good. 85-100 fps steady in the start area of summerset where all new chars spawn and an effortless 140-165fps in places with no people.
That's with max settings for all settings except "water reflection" which I set to low (helps boost fps as the dev suggested) and view distance I set to 60
personman_145 wrote: »infraction2008b16_ESO wrote: »infraction2008b16_ESO wrote: »Wondering what's the verdict after the patch as I've killed my Ryzen 1600 (broke some pins on it while performing maintenance new 2600 arriving tomorrow though).
Can someone do a video run through of some towns like I did with the overlay showing core usage?
and all the people that are in the towns?
where should i pick them up
without all the people the cpu usage is low
A place where people are is obviously preferred but not necessary, a lot of towns will be a bottleneck by themselves due to buildings, objects & NPC's.
Abah's Landing is a good place if the Summerset towns are empty.
Wouldn't videos of towns in summerset violate the NDA?
I modified my frame cap, because now I hit the 100fps cap in dungeons it seems.
Mystrius_Archaion wrote: »Now that I see what AlexT wrote, I'm waiting for the next iteration of the PTS. I only had one crash with the current one
(I used the crash report for Z to see it). But it seemed like the game was running worse than live. Could be my cpu though
(i7-6700, which is an older chip).
I'm on a 5 year old plus Core i3. Your CPU is fine. The crashes are not that common even for me.
profundidob16_ESO wrote: »personman_145 wrote: »From the 4.0.1 notes:
Improved issues with framerate hitching when running through larger areas (such as cities) on quad-core or better PCs and consoles.
Improved multithreading usage on quad-core PCs.
Improved the framerate stability when spending a lot of time in the same zone.
Now that you mention this...I recreated my 2 chars yesterday and took one for a trip overland and indeed I didn't experience that stalling bug (massive fps drop and game hangs for 1-2 sec) so far. looks like the patch might have fixed that
framerate was pretty stable and good. 85-100 fps steady in the start area of summerset where all new chars spawn and an effortless 140-165fps in places with no people.
That's with max settings for all settings except "water reflection" which I set to low (helps boost fps as the dev suggested) and view distance I set to 60
personman_145 wrote: »Also the idea that we can't differentiate higher than 60fps went out the window long ago. I switched from a 60hz to a 144hz monitor, and the difference is obvious just minimizing and maximizing a window, let alone actually playing a game.
And that's just one expert and a small snippet of the document, but the point stands that as long as the fps is constant we will be highly unlikely to even notice any issues or difference.What framerates can we really see?
“Certainly 60 Hz is better than 30 Hz, demonstrably better,” Busey says. So that’s one internet claim quashed. And since we can perceive motion at a higher rate than we can a 60 Hz flickering light source, the level should be higher than that, but he won’t stand by a number. “Whether that plateaus at 120 Hz or whether you get an additional boost up to 180 Hz, I just don’t know.”
“I think typically, once you get up above 200 fps it just looks like regular, real-life motion,” DeLong says. But in more regular terms he feels that the drop-off in people being able to detect changes in smoothness in a screen lies at around 90Hz. “Sure, aficionados might be able to tell teeny tiny differences, but for the rest of us it’s like red wine is red wine.”
personman_145 wrote: »If a graphics card can't handle being pushed, then it shouldn't be purchased, imo.
Mystrius_Archaion wrote: »personman_145 wrote: »Also the idea that we can't differentiate higher than 60fps went out the window long ago. I switched from a 60hz to a 144hz monitor, and the difference is obvious just minimizing and maximizing a window, let alone actually playing a game.
You misunderstoood.
The human eye cannot perceive any gap in frames between smooth uninterrupted video footage at 60fps versus anything higher.
You notice a difference on your higher refresh rate monitor, especially when minimizing and maximizing a window, because you are causing a frame rate jump of 15 fps or more, like dropping from 140 to 120 and back up to 140fps.
By the way, super high refresh rates are a scam just like the artificially inflated contrast ratios.
PC Gamer: How many frames per second can the human eye really see?And that's just one expert and a small snippet of the document, but the point stands that as long as the fps is constant we will be highly unlikely to even notice any issues or difference.What framerates can we really see?
“Certainly 60 Hz is better than 30 Hz, demonstrably better,” Busey says. So that’s one internet claim quashed. And since we can perceive motion at a higher rate than we can a 60 Hz flickering light source, the level should be higher than that, but he won’t stand by a number. “Whether that plateaus at 120 Hz or whether you get an additional boost up to 180 Hz, I just don’t know.”
“I think typically, once you get up above 200 fps it just looks like regular, real-life motion,” DeLong says. But in more regular terms he feels that the drop-off in people being able to detect changes in smoothness in a screen lies at around 90Hz. “Sure, aficionados might be able to tell teeny tiny differences, but for the rest of us it’s like red wine is red wine.”
personman_145 wrote: »Mystrius_Archaion wrote: »personman_145 wrote: »Also the idea that we can't differentiate higher than 60fps went out the window long ago. I switched from a 60hz to a 144hz monitor, and the difference is obvious just minimizing and maximizing a window, let alone actually playing a game.
You misunderstoood.
The human eye cannot perceive any gap in frames between smooth uninterrupted video footage at 60fps versus anything higher.
You notice a difference on your higher refresh rate monitor, especially when minimizing and maximizing a window, because you are causing a frame rate jump of 15 fps or more, like dropping from 140 to 120 and back up to 140fps.
By the way, super high refresh rates are a scam just like the artificially inflated contrast ratios.
PC Gamer: How many frames per second can the human eye really see?And that's just one expert and a small snippet of the document, but the point stands that as long as the fps is constant we will be highly unlikely to even notice any issues or difference.What framerates can we really see?
“Certainly 60 Hz is better than 30 Hz, demonstrably better,” Busey says. So that’s one internet claim quashed. And since we can perceive motion at a higher rate than we can a 60 Hz flickering light source, the level should be higher than that, but he won’t stand by a number. “Whether that plateaus at 120 Hz or whether you get an additional boost up to 180 Hz, I just don’t know.”
“I think typically, once you get up above 200 fps it just looks like regular, real-life motion,” DeLong says. But in more regular terms he feels that the drop-off in people being able to detect changes in smoothness in a screen lies at around 90Hz. “Sure, aficionados might be able to tell teeny tiny differences, but for the rest of us it’s like red wine is red wine.”
Your own expert is saying we can tell up to 200fps. I wouldn't even go that far. It's not about the jump with minimizing and maximizing, it's about perceived smoothness. I doubt I'll look for a monitor above 144hz though.
personman_145 wrote: »My gtx 1060 runs very cool. My old 770 could heat a room by itself. If your card can't handle being maxed, maybe you didn't buy a good card.
personman_145 wrote: »Also, what jump if I'm constantly at 144hz?Mystrius_Archaion wrote: »personman_145 wrote: »Also the idea that we can't differentiate higher than 60fps went out the window long ago. I switched from a 60hz to a 144hz monitor, and the difference is obvious just minimizing and maximizing a window, let alone actually playing a game.
You misunderstoood.
The human eye cannot perceive any gap in frames between smooth uninterrupted video footage at 60fps versus anything higher.
You notice a difference on your higher refresh rate monitor, especially when minimizing and maximizing a window, because you are causing a frame rate jump of 15 fps or more, like dropping from 140 to 120 and back up to 140fps.
By the way, super high refresh rates are a scam just like the artificially inflated contrast ratios.
PC Gamer: How many frames per second can the human eye really see?And that's just one expert and a small snippet of the document, but the point stands that as long as the fps is constant we will be highly unlikely to even notice any issues or difference.What framerates can we really see?
“Certainly 60 Hz is better than 30 Hz, demonstrably better,” Busey says. So that’s one internet claim quashed. And since we can perceive motion at a higher rate than we can a 60 Hz flickering light source, the level should be higher than that, but he won’t stand by a number. “Whether that plateaus at 120 Hz or whether you get an additional boost up to 180 Hz, I just don’t know.”
“I think typically, once you get up above 200 fps it just looks like regular, real-life motion,” DeLong says. But in more regular terms he feels that the drop-off in people being able to detect changes in smoothness in a screen lies at around 90Hz. “Sure, aficionados might be able to tell teeny tiny differences, but for the rest of us it’s like red wine is red wine.”
MLGProPlayer wrote: »profundidob16_ESO wrote: »personman_145 wrote: »From the 4.0.1 notes:
Improved issues with framerate hitching when running through larger areas (such as cities) on quad-core or better PCs and consoles.
Improved multithreading usage on quad-core PCs.
Improved the framerate stability when spending a lot of time in the same zone.
Now that you mention this...I recreated my 2 chars yesterday and took one for a trip overland and indeed I didn't experience that stalling bug (massive fps drop and game hangs for 1-2 sec) so far. looks like the patch might have fixed that
framerate was pretty stable and good. 85-100 fps steady in the start area of summerset where all new chars spawn and an effortless 140-165fps in places with no people.
That's with max settings for all settings except "water reflection" which I set to low (helps boost fps as the dev suggested) and view distance I set to 60
60 view distance is very low and won't give you an accurate idea of any performance improvements with this patch. You could lower view distance on live right now to 60 and get the same FPS (it's always been the biggest FPS killer).
Mystrius_Archaion wrote: »profundidob16_ESO wrote: »personman_145 wrote: »From the 4.0.1 notes:
Improved issues with framerate hitching when running through larger areas (such as cities) on quad-core or better PCs and consoles.
Improved multithreading usage on quad-core PCs.
Improved the framerate stability when spending a lot of time in the same zone.
Now that you mention this...I recreated my 2 chars yesterday and took one for a trip overland and indeed I didn't experience that stalling bug (massive fps drop and game hangs for 1-2 sec) so far. looks like the patch might have fixed that
framerate was pretty stable and good. 85-100 fps steady in the start area of summerset where all new chars spawn and an effortless 140-165fps in places with no people.
That's with max settings for all settings except "water reflection" which I set to low (helps boost fps as the dev suggested) and view distance I set to 60
I find it funny that anybody describes 140-165fps as "effortless".
I honestly, if I had the PC power you do, would limit it to 60fps hard limit if I can.
Why? You're pushing the graphics card harder than it needs to be pushed because you can't visually see that many frames per second. If it was constantly smooth, the human eye couldn't determine any difference between 45 of 60fps and anything above. I would link the study if I could but I read it years ago so I have no clue where the link is or even if it is on this same PC.
FYI, movies tend to be around 30fps, even those super HDBluRay ones, but nobody notices issues with them. We only notice issues if the fps drops by 15fps or more, from the above mentioned study, which actually happens much more often when you push them as high as you possibly can.
I've had overheated graphics cards before, mainly when I had a laptop for gaming years ago, and it just kept dropping lower and lower in fps. You're just asking for shorter life to your hardware.
Everybody just wants higher numbers, but what if you literally had 1000fps? Your eye takes something like 0.2 seconds to blink. That means you would lose 200 frames in the blink of an eye, literally. Magicians move their hands "faster than the eye can see" to perform many tricks.
We're just not built for the frames per second you're running at.
Edit:
Also, you want your fps setting to match your tv/monitor refresh rate to avoid any potential tearing. Even with Gsync and Freesync monitors, you want the fps capped at the max refresh rate of the monitor. Anything above is completely wasted anyway and anything below can result in blank screen frames for non-Gsync/non-Freesync monitors.
Mystrius_Archaion wrote: »Also if you didn't know, there is a reason we have 30 fps and 60fps and 90 and 120 for most monitors and TVs. That is caused by the frequency of US power distribution in hertz. Anything off those multiples will see artifacts, so 144hz is not ideal.
Summary
- City looks like boost is ok 60+ fps
- Open world / solo play 60+ fps
- Dungeons most time 60+ fps
- PvP no idea
- Trails no idea
Notebook spec
i7-7700hq @2.8 GHz
GTX 1050Ti