Albeit your CPU is a big weak for that GPU setup, regardless it is still more than enough for this game.
You issue will only happen in crowded AND open world areas, like busy towns.
Your FPS is probably very nice in non-open world areas like dungeons and/or with nobody else around.
Your issue is the way the game server handles update requests from players, it's not a problem per se and there might not be a solution either at least with this game engine.
Your fps drops because the server is waiting on position/action updates from you and other players around you and then it must broadcast that to you and the players around you. In short internet latency is your problem.
SapphireThunder wrote: »1: i5 4690k is nowhere near too weak for dual-SLI 980. It can easily handle them. provided, it can hit the limit before gpu does.
2: the latency doesn't exactly affect fps, it affects how you see some things. For example, if you have high latency, you will see monsters or other people warping/be somewhere else/moving weirdly.
I'm sorry to say, but you have very little actual knowledge about what you said.
You do have the right idea, and thus not completely wrong. But you are blaming data transfer for image processing. Which just isn't true.
FPS and latency are not connected to each other.
ex. record your FPS in a specific location during busy time (lots of other players) and do the same recording during non-busy time (aka ghost-town) .. Compare FPS difference.. draw your own conclusions.
BUT BUT!! more people means more textures OFCOUSE my FPS will be lower!
No ***. So instead examine your GPU load instead, more textures should imply a bigger gpu load right? RIGHT?
If your gpu load is infact lower during busy time but yet higher during none busy time that should get your brain thinking. Enjoy..
TL:DR .. it is latency related, maybe not your latency specifically but the ESO servers load and what it has to send to you. Your hardware can only update your screen on the info the eso servers provides you.
PS*, unless you want to download a third party app to add a software frame buffer to artificially force your FPS to always be 60fps. but thats a story for another time and probably not supported by the EULA.
SapphireThunder wrote: »1. Latency plays no part in there. You can have 10ms latency and still get the same FPS drop with same amount of people in same place. Or you can have 300ms latency and still have as high fps as ever.
2. GPU load also does not correlate quite that way. Sure it's normal for it to lower during gaming when the amount of stuff in screen decreases, but it usually still jumps back up. UNLESS cpu is bottlenecking it.
In which case the cpu is hitting computing limit before gpu does. (as you know)
3. If the amount of people on map lessens --> fps increases because gpu can use it's power without being bottlenecked by cpu
You can do this artificially by increasing resolution. It can improve the fps in crowded places by taking usage away from cpu and making it more demanding for gpu. The average fps often will lessen, but fps becomes more stable.
4. This is why when I changed resolution from 1920x1080 to 3860x2140, my fps in town increased. Meanwhile fps in elsewhere, with no people, decreased.
in town before: 30-35fps
after: 35-45
elsewhere before: 50-70
after: 40-55
This was all during same day, same time. Latency 90-100ms
Later that day, I had latency of 190-210ms and the fps was still untouched.
SapphireThunder wrote: »2: The problem for low fps is not the hardware or network. The problem is engine and how the engine/server handles the data.
SapphireThunder wrote: »addition: you are actually losing overall performance on your Quad-Crossfire. Since the cards are only 4x speed each. with 2 you would have each card at 8x speed. A single card would be 16x speed. While computing power increases, the speed decreases so it will actually be worse for some applications. This is one of those. Generally 2 and 3 cards are the sweet spot. 4 cards has very small performance increase.
SapphireThunder wrote: »EDIT: How latency affects the game, is how your position in the map, the monster AI, loot, npc AI, skill usage and similar things are handled.
With very high latency, you may find your attacks not landing to enemies because they either were actually outside the range or you may find there to be lag on attacks. You may also see rubberbanding where your character or other characters suddenly teleports backwards/forwards. Or something shows up to be stuck somewhere/not moving.
exactly, i don't see how you can stand by your point that "it's not latency" and claim the above statement. Seems you are only looking/thinking skin deep as it were on the client side.
if it was Q4 2011 maybe.... you are out of date. this is long corrected. I get 400% (more like 380%) scaling in all my games
even the ones that DON'T have a crossfire profile, you just need to override in the driver control panel and enable the default one that comes with CCC (amd driver control panel). Although experience will vary from one to another, with the x79 or x99 chipset from intel you can get 40X lanes of PCI goodness and quad-fire/sli it up no problems.
wilsonirayb16_ESO wrote: »I use an i7 2600k at 4.6ghz with two R9 290s in Crossfire on stock timings, on a 1440p 120hz monitor (96hz effective for ESO).
In cities and populated areas(or rather I should simply say in heavily populated areas due to other players) I average (no science here, just observation) around 45-60. When I leave and head to an open world area, with less player density (but still some players), I get about 80-100, with the majority of the time on the 100 side of things. And of course in dungeons/instances I hold 100 until the screen gets crazy with spells then it drops a little.
All in all, I think given how CPU dependent the game is (an obvious draw back of generic MMO coding methods...) the game performs OK.
The biggest performance factor(s) seems to be Draw Distance, shadows and then some others such as particle levels (for battle purposes). If you can live with the loss of visuals, using 75 or so setting for Draw Distance, will help quite a bit.
Still, my gripe is the fluctuation in frames during open world activities. There are times where it will go from 100 down to 85 and back a bit. That trips up the frame latency and causes a bit of jidders in the motion smoothness. I'm close to setting the monitor refresh rate to 80 and locking the frames there.