UnKnowNKiLLeRR wrote: »People talking about the FPS they get in Alinor are comparing apples to oranges. You have to compare the same area on PTS and live for the most adequate comparison. Go to an area where you always had issues on live and see if it's any different on PTS.
You cannot compare apple to apple on PTS because population is significant low on PTS compare to live server. we have to wait to see if multi-core made any improvement or not.
JasonSilverSpring wrote: »themaddaedra wrote: »I can definitely notice that load is distributed across all cores, and i'm getting constant 100+(115-120 avg i'd say) fps while running with maxed out ultra settings in Summerset.
But i'm more about trial fps, can't really say anything without seeing that one.
I'm running i7 7700K at 4,6GHz, GTX 1080 Ti FTW 3 with 16 gb 3200 mhz memory.
Edit: Resolution is 2560x1440.
Edit 2: It occasionally drops down to 70s with an average of 85 in Shimmerene, where there are loads of people atm.
Hmm, this is very interesting. I would say our configs are fairly similar, though you have a newer i7, my 5930K is clocked at 4.6 GHz. My Titan X (Pascal) is comparable to your 1080 Ti as well. But, in Alinor and Shimmerene I was rarely getting 70 or more; only when fairly isolated.
I wonder what the difference is. Neither my CPU cores or my GPU were anywhere near maxed out when my fps dropped.
Rohamad_Ali wrote: »Remember the PTS server has more limitations then the live server if memory serves me . The actual difference on the live server maybe more noticeable for some .
Rohamad_Ali wrote: »Remember the PTS server has more limitations then the live server if memory serves me . The actual difference on the live server maybe more noticeable for some .
You're talking about server side things, but framerate etc. is purely local (unless you've got a weird netcode system like Blizzard where lag will kill your frame rate).
To determine what's bottlenecking (ignoring things such as memory bandwidth): Open the game, check the game's framerate. If it's hitting 100 (and vsync is disabled or your screen is faster), then there are ressources left. Otherwiwe check your GPU utilization (Windows 10 with Fall Creators Update in Task Manager; third party tools otherwise). If your GPU is at 100%, the bottleneck. if it isn't and one core of your CPU is on full load (i.e. 100%), the CPU is the bottleneck.
For most common setups in ESO's case the CPU should pretty much always be the limiting factor.
JasonSilverSpring wrote: »
I wonder what the difference is.
JasonSilverSpring wrote: »
I wonder what the difference is.
Addons can have a huge effect on frame rates in this game.
Smasherx74 wrote: »ESO only uses 1 core. Always has and always will.
JasonSilverSpring wrote: »profundidob16_ESO wrote: »JasonSilverSpring wrote: »themaddaedra wrote: »I can definitely notice that load is distributed across all cores, and i'm getting constant 100+(115-120 avg i'd say) fps while running with maxed out ultra settings in Summerset.
But i'm more about trial fps, can't really say anything without seeing that one.
I'm running i7 7700K at 4,6GHz, GTX 1080 Ti FTW 3 with 16 gb 3200 mhz memory.
Edit: Resolution is 2560x1440.
Edit 2: It occasionally drops down to 70s with an average of 85 in Shimmerene, where there are loads of people atm.
Hmm, this is very interesting. I would say our configs are fairly similar, though you have a newer i7, my 5930K is clocked at 4.6 GHz. My Titan X (Pascal) is comparable to your 1080 Ti as well. But, in Alinor and Shimmerene I was rarely getting 70 or more; only when fairly isolated.
I wonder what the difference is. Neither my CPU cores or my GPU were anywhere near maxed out when my fps dropped.
your max overclock 4.6Ghz is your limiting factor. I Succesfully predicted the 10-30% reported fps increase in the following thread a while ago:
https://forums.elderscrollsonline.com/en/discussion/404462/update-18-true-multi-core-cpu-support#latest
Note that the people that will see any increase are the ones who were previously bottlenecked by the single core performance of their (weak) processors. Especially low and mid range AMD cpu's will be affected most.
Those with bleeding edge singlecore overclocks will see close to no improvement in fps, even though process monitor will clearly show a better spreading of the load across all cores
I truly believe this is the best they can do concerning this rather complex problem. For instance the typical classic challenge in mmo's of buffering, prioritizing and synchronizing of network packets to make everything seem to be happening in realtime sync for everyone is a very cpu heavy task that cannot simply be split off into different cores.
reducing load on the main utilized core is a task 100 times more complex then it would seem to an average player and these results are completely in line with a proper attempt imho
Makes sense and we'll explained. I think ZOS should communicate the expectations better though. They indicated that the benefit would be best seen on middle to high end PCs.
My biggest concern was that I was struggling to get 60 fps in Summerset city areas. I was hoping to get at least 60.
Also, this is at 1440p on ultra-high preset.
infraction2008b16_ESO wrote: »Managed to download the client, did a couple of run throughs of Davon's Watch, Elden root & the new hub.https://youtu.be/CBy1wji2G48
In short despite my bad ping to the PTS being a factor, I'd say there's not a lot of difference with thread utilization. Pretty much the same as on live, I don't think they've actually changed much.
infraction2008b16_ESO wrote: »Managed to download the client, did a couple of run throughs of Davon's Watch, Elden root & the new hub.https://youtu.be/CBy1wji2G48
In short despite my bad ping to the PTS being a factor, I'd say there's not a lot of difference with thread utilization. Pretty much the same as on live, I don't think they've actually changed much.
This isn't a real benchmark, you have to record identical scenes on both PTS and live and make a side by side comparison. Also, the displayed utilization is inaccurate, you have to look at what the actual threads of the game do, because if your OS is swapping the game threads between 2 different cores within the polling period, even though it takes 100% of a single core, it will show up as 50% on both. The way you did it you won't see a difference that is less than 50%.
Performance
1.Increased the amount of CPU cores used by the client, which will improve the overall framerate for players on mid- to high-end CPUs. This will be most notable in PvP or graphically intense scenarios.
2.Improved character compositing, resulting in faster character loads and less framerate spikes.
3.Fixed issues with character loading that would cause the all black stand-in character models to persist for longer than expected.
4.Made some improvements to the issue where the framerate could decrease over time, most notably while in Cyrodiil.
5.Implemented additional fixes to prevent long load times across the game.
6.Fixed various issues that were causing players in your group to appear invisible.
infraction2008b16_ESO wrote: »infraction2008b16_ESO wrote: »Managed to download the client, did a couple of run throughs of Davon's Watch, Elden root & the new hub.https://youtu.be/CBy1wji2G48
In short despite my bad ping to the PTS being a factor, I'd say there's not a lot of difference with thread utilization. Pretty much the same as on live, I don't think they've actually changed much.
This isn't a real benchmark, you have to record identical scenes on both PTS and live and make a side by side comparison. Also, the displayed utilization is inaccurate, you have to look at what the actual threads of the game do, because if your OS is swapping the game threads between 2 different cores within the polling period, even though it takes 100% of a single core, it will show up as 50% on both. The way you did it you won't see a difference that is less than 50%.
First I never said it was a benchmark but a run through, pretty pointless benching live vs pts because live is going to have more people running around in hubs for a start.
Secondly if you look at what's happening CPU 3 (2nd core first thread) is what the main bulk of the game engine is running on, all other threads are generally 10-20% utilized. CPU 4 (2nd core 2nd thread) is actually one of the lesser ones because CPU 3 is taking up most of the whole cores utilization.
Here's an example of what's happening:
Not very multicore when you compare it to say battlefield 1 or another DX11 game with good threaded utilization.
Oh and this is live:
JasonSilverSpring wrote: »
Perhaps you shouldn't post about things you have absolutely zero idea about. You look stupid.Smasherx74 wrote: »ESO only uses 1 core. Always has and always will.