I can see the load is distributed across my cores much better which has resulted in performance improvements.
But they have been offset by the overall increase in art assets (styles) and the higher fidelity textures and meshes in Summerset zones. All of this is exacerbated by the large percentage of players in Summerset.
I believe a lot of the stutter is from adding/removing art assets -- especially styles from all of our wonderful Outfits.
For some reason ZOS chooses not to utilize more GPU and system memory that some players have. The game seems to want to use less than 2GB vram @ 1080p, even for players with much more. I generally have at least 16GB of 24GB of system memory available when playing ESO.
I can see the load is distributed across my cores much better which has resulted in performance improvements.
But they have been offset by the overall increase in art assets (styles) and the higher fidelity textures and meshes in Summerset zones. All of this is exacerbated by the large percentage of players in Summerset.
I believe a lot of the stutter is from adding/removing art assets -- especially styles from all of our wonderful Outfits.
For some reason ZOS chooses not to utilize more GPU and system memory that some players have. The game seems to want to use less than 2GB vram @ 1080p, even for players with much more. I generally have at least 16GB of 24GB of system memory available when playing ESO.
I've noticed that as well. My 980 has 4GB and my RAM is 16GB not sure why neither are being used optimally why squeeze all of it into CPU usuage? its a bit silly and inefficient.
I can see the load is distributed across my cores much better which has resulted in performance improvements.
But they have been offset by the overall increase in art assets (styles) and the higher fidelity textures and meshes in Summerset zones. All of this is exacerbated by the large percentage of players in Summerset.
I believe a lot of the stutter is from adding/removing art assets -- especially styles from all of our wonderful Outfits.
For some reason ZOS chooses not to utilize more GPU and system memory that some players have. The game seems to want to use less than 2GB vram @ 1080p, even for players with much more. I generally have at least 16GB of 24GB of system memory available when playing ESO.
ZOS_AlexTardif wrote: »PTS 1 doesn't have all of the performance improvements, there are a number of additional changes that are rolling out in upcoming PTS iterations. Quad-core machines (without hyperthreading) in particular should see a bump in the next PTS update. We're also tracking down and smoothing out hitching issues, specifically ones people encounter when running through cities and the FPS tanks abruptly for a few frames.
To give more technical details for those who are interested, you should not expect even distribution across your CPU cores after this update, just more distribution to the non-main-thread cores than you had before, especially at times when there are a lot of things loading in. Your main core thread will still be topping off, trying to go as fast as it can through each frame. For almost all of you, the bottleneck of your framerate is your CPU, not your GPU, so if you're not seeing high utilization of your GPU, it's most likely because the CPU-side of the game isn't keeping up.
Given that ESO originally had to support very old CPUs, it's no secret that it was written from the ground-up as an effectively single-threaded application. As time went on and the min-spec was updated, and with the launch of Tamriel Unlimited/XB1/PS4, it necessitated the ability to use multiple cores in order for the game to run well (as it should). The work started then and continues through the present.
It's been an ongoing process to shift work over to other cores (and to the GPU) where we can in order to make the game perform better, and the work involved in doing so is fairly complex. It's not something we can point to and say "make all cores do the same amount of work" (though that is the goal!), it's typically "this certain part of the update takes a long time, let's find a way to shift that work over to other cores." Doing that is almost always a bit of a challenge because we have to make sure the cores that do that work don't conflict with things other cores are doing, which can cause corruption, crashes, hangs, etc. We also have to ensure that the changes are positive across all the platforms as well, from the wide range of supported CPUs on Windows + Mac, to XB1 and PS4, so these changes have to come out incrementally to ensure we make the experience better across the board.
We have a lot more work to do here, and we will continue to make improvements. There's always something that can be made better.
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.
MeanWorldSyndrome wrote: »For me performance has definitely improved. The game runs 'smoother'. I'm playing on a very average system (8GB RAM, GTX1060, 4 years old I7, no SSD).
MLGProPlayer wrote: »I can see the load is distributed across my cores much better which has resulted in performance improvements.
But they have been offset by the overall increase in art assets (styles) and the higher fidelity textures and meshes in Summerset zones. All of this is exacerbated by the large percentage of players in Summerset.
I believe a lot of the stutter is from adding/removing art assets -- especially styles from all of our wonderful Outfits.
For some reason ZOS chooses not to utilize more GPU and system memory that some players have. The game seems to want to use less than 2GB vram @ 1080p, even for players with much more. I generally have at least 16GB of 24GB of system memory available when playing ESO.
I've noticed that as well. My 980 has 4GB and my RAM is 16GB not sure why neither are being used optimally why squeeze all of it into CPU usuage? its a bit silly and inefficient.
Most MMO engines are CPU-heavy. ESO, GW2, WoW, BDO, etc., they all run like crap.
I can see the load is distributed across my cores much better which has resulted in performance improvements.
But they have been offset by the overall increase in art assets (styles) and the higher fidelity textures and meshes in Summerset zones. All of this is exacerbated by the large percentage of players in Summerset.
I believe a lot of the stutter is from adding/removing art assets -- especially styles from all of our wonderful Outfits.
For some reason ZOS chooses not to utilize more GPU and system memory that some players have. The game seems to want to use less than 2GB vram @ 1080p, even for players with much more. I generally have at least 16GB of 24GB of system memory available when playing ESO.
In one of their bests posts on the PTS they commented on moving things over to the GPU more, and how it is a noble, but tough goal.ZOS_AlexTardif wrote: »PTS 1 doesn't have all of the performance improvements, there are a number of additional changes that are rolling out in upcoming PTS iterations. Quad-core machines (without hyperthreading) in particular should see a bump in the next PTS update. We're also tracking down and smoothing out hitching issues, specifically ones people encounter when running through cities and the FPS tanks abruptly for a few frames.
To give more technical details for those who are interested, you should not expect even distribution across your CPU cores after this update, just more distribution to the non-main-thread cores than you had before, especially at times when there are a lot of things loading in. Your main core thread will still be topping off, trying to go as fast as it can through each frame. For almost all of you, the bottleneck of your framerate is your CPU, not your GPU, so if you're not seeing high utilization of your GPU, it's most likely because the CPU-side of the game isn't keeping up.
Given that ESO originally had to support very old CPUs, it's no secret that it was written from the ground-up as an effectively single-threaded application. As time went on and the min-spec was updated, and with the launch of Tamriel Unlimited/XB1/PS4, it necessitated the ability to use multiple cores in order for the game to run well (as it should). The work started then and continues through the present.
It's been an ongoing process to shift work over to other cores (and to the GPU) where we can in order to make the game perform better, and the work involved in doing so is fairly complex. It's not something we can point to and say "make all cores do the same amount of work" (though that is the goal!), it's typically "this certain part of the update takes a long time, let's find a way to shift that work over to other cores." Doing that is almost always a bit of a challenge because we have to make sure the cores that do that work don't conflict with things other cores are doing, which can cause corruption, crashes, hangs, etc. We also have to ensure that the changes are positive across all the platforms as well, from the wide range of supported CPUs on Windows + Mac, to XB1 and PS4, so these changes have to come out incrementally to ensure we make the experience better across the board.
We have a lot more work to do here, and we will continue to make improvements. There's always something that can be made better.
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.
https://forums.elderscrollsonline.com/en/discussion/407201/pts-and-multicore/p3
I can see the load is distributed across my cores much better which has resulted in performance improvements.
But they have been offset by the overall increase in art assets (styles) and the higher fidelity textures and meshes in Summerset zones. All of this is exacerbated by the large percentage of players in Summerset.
I believe a lot of the stutter is from adding/removing art assets -- especially styles from all of our wonderful Outfits.
For some reason ZOS chooses not to utilize more GPU and system memory that some players have. The game seems to want to use less than 2GB vram @ 1080p, even for players with much more. I generally have at least 16GB of 24GB of system memory available when playing ESO.
In one of their bests posts on the PTS they commented on moving things over to the GPU more, and how it is a noble, but tough goal.ZOS_AlexTardif wrote: »PTS 1 doesn't have all of the performance improvements, there are a number of additional changes that are rolling out in upcoming PTS iterations. Quad-core machines (without hyperthreading) in particular should see a bump in the next PTS update. We're also tracking down and smoothing out hitching issues, specifically ones people encounter when running through cities and the FPS tanks abruptly for a few frames.
To give more technical details for those who are interested, you should not expect even distribution across your CPU cores after this update, just more distribution to the non-main-thread cores than you had before, especially at times when there are a lot of things loading in. Your main core thread will still be topping off, trying to go as fast as it can through each frame. For almost all of you, the bottleneck of your framerate is your CPU, not your GPU, so if you're not seeing high utilization of your GPU, it's most likely because the CPU-side of the game isn't keeping up.
Given that ESO originally had to support very old CPUs, it's no secret that it was written from the ground-up as an effectively single-threaded application. As time went on and the min-spec was updated, and with the launch of Tamriel Unlimited/XB1/PS4, it necessitated the ability to use multiple cores in order for the game to run well (as it should). The work started then and continues through the present.
It's been an ongoing process to shift work over to other cores (and to the GPU) where we can in order to make the game perform better, and the work involved in doing so is fairly complex. It's not something we can point to and say "make all cores do the same amount of work" (though that is the goal!), it's typically "this certain part of the update takes a long time, let's find a way to shift that work over to other cores." Doing that is almost always a bit of a challenge because we have to make sure the cores that do that work don't conflict with things other cores are doing, which can cause corruption, crashes, hangs, etc. We also have to ensure that the changes are positive across all the platforms as well, from the wide range of supported CPUs on Windows + Mac, to XB1 and PS4, so these changes have to come out incrementally to ensure we make the experience better across the board.
We have a lot more work to do here, and we will continue to make improvements. There's always something that can be made better.
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.
https://forums.elderscrollsonline.com/en/discussion/407201/pts-and-multicore/p3
With all due respect to alex I..."dislike" what hes insinuating there about the whole CPU bottleneck. Simply because a lot of gamers these days arent running say an i5 2500 with a 980 or something like that. Most of us think about our rig builds and having them work smoothly together in tandem a lot of us try very hard too ensure no peice of hardware will cause a bottleneck. In other words I dislike the fact that its coming across as a "its not me its you" response.
So it should not be understated that this is very much the game forcing the bottleneck rather than the reverse as most of the people complaining from what I have seen are very much only having this issue with ESO and no other game. Which is obviously down too the engine retrospectively however that still doesn't allow for an "almost all of you" statement its a very general and old school statement that doesn't really fly these days.
it feels like they simply pushed out the mutli thread support into the game with out it being ready (too show they're doing something as people have complained since the game launched) as a result i would like an option for them too add which can turn it off and just put the BETA tag next too it so people know its not quite finished but can still try it live. This will work better for the devs feedback wise and metrics wise as far more people play live than PTS.
I can see the load is distributed across my cores much better which has resulted in performance improvements.
But they have been offset by the overall increase in art assets (styles) and the higher fidelity textures and meshes in Summerset zones. All of this is exacerbated by the large percentage of players in Summerset.
I believe a lot of the stutter is from adding/removing art assets -- especially styles from all of our wonderful Outfits.
For some reason ZOS chooses not to utilize more GPU and system memory that some players have. The game seems to want to use less than 2GB vram @ 1080p, even for players with much more. I generally have at least 16GB of 24GB of system memory available when playing ESO.
In one of their bests posts on the PTS they commented on moving things over to the GPU more, and how it is a noble, but tough goal.ZOS_AlexTardif wrote: »PTS 1 doesn't have all of the performance improvements, there are a number of additional changes that are rolling out in upcoming PTS iterations. Quad-core machines (without hyperthreading) in particular should see a bump in the next PTS update. We're also tracking down and smoothing out hitching issues, specifically ones people encounter when running through cities and the FPS tanks abruptly for a few frames.
To give more technical details for those who are interested, you should not expect even distribution across your CPU cores after this update, just more distribution to the non-main-thread cores than you had before, especially at times when there are a lot of things loading in. Your main core thread will still be topping off, trying to go as fast as it can through each frame. For almost all of you, the bottleneck of your framerate is your CPU, not your GPU, so if you're not seeing high utilization of your GPU, it's most likely because the CPU-side of the game isn't keeping up.
Given that ESO originally had to support very old CPUs, it's no secret that it was written from the ground-up as an effectively single-threaded application. As time went on and the min-spec was updated, and with the launch of Tamriel Unlimited/XB1/PS4, it necessitated the ability to use multiple cores in order for the game to run well (as it should). The work started then and continues through the present.
It's been an ongoing process to shift work over to other cores (and to the GPU) where we can in order to make the game perform better, and the work involved in doing so is fairly complex. It's not something we can point to and say "make all cores do the same amount of work" (though that is the goal!), it's typically "this certain part of the update takes a long time, let's find a way to shift that work over to other cores." Doing that is almost always a bit of a challenge because we have to make sure the cores that do that work don't conflict with things other cores are doing, which can cause corruption, crashes, hangs, etc. We also have to ensure that the changes are positive across all the platforms as well, from the wide range of supported CPUs on Windows + Mac, to XB1 and PS4, so these changes have to come out incrementally to ensure we make the experience better across the board.
We have a lot more work to do here, and we will continue to make improvements. There's always something that can be made better.
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.
https://forums.elderscrollsonline.com/en/discussion/407201/pts-and-multicore/p3
With all due respect to alex I..."dislike" what hes insinuating there about the whole CPU bottleneck. Simply because a lot of gamers these days arent running say an i5 2500 with a 980 or something like that. Most of us think about our rig builds and having them work smoothly together in tandem a lot of us try very hard too ensure no peice of hardware will cause a bottleneck. In other words I dislike the fact that its coming across as a "its not me its you" response.
So it should not be understated that this is very much the game forcing the bottleneck rather than the reverse as most of the people complaining from what I have seen are very much only having this issue with ESO and no other game. Which is obviously down too the engine retrospectively however that still doesn't allow for an "almost all of you" statement its a very general and old school statement that doesn't really fly these days.
it feels like they simply pushed out the mutli thread support into the game with out it being ready (too show they're doing something as people have complained since the game launched) as a result i would like an option for them too add which can turn it off and just put the BETA tag next too it so people know its not quite finished but can still try it live. This will work better for the devs feedback wise and metrics wise as far more people play live than PTS.
I have no idea how you got a "it's not me it's you" from his post when he clearly states its the fact that the engine was designed primarily for single core that makes it less than ideal, then goes on to say how they are trying to update the engine to more modern standards.
Sound more like "it's our old tech" is what he is saying both literally and figuratively.
And I think he is correct that many people update their graphics card without updating their CPU as often since CPU update requires a lot of other stuff to go with it. He is just stating how it is plainly and I appreciated his candor.
Haven't got to the game yet, currently patching, Had FPS stuttering Issues before this patch. I want your insights before I plan to upgrade my pc.
*Edit
i7 6700k 4.0Ghz
8gb ddr4
GTX 1050Ti
no ssd
PREVIOUS PATCH
In towns 20-40fps(Especially Vulkhel Guard and Daggerfall) with stutters.
In cyro random 1-5sec freeze frames and getting 20-40fps(siege).
Overworld and Dungeons 100fps+
Settings mostly high, on auto-detect settings.
Addons: Skyshards, Lorebooks, RaidNotifier, DressingRoom, MasterMerch, AUI, PortToFriend, CombatMetrics.
Just got home and about to finish this patch. I hope to see improvements. Thanks for your insights my friends.