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Multi-core Performance Update, Improvement or Deterioration?

  • MLGProPlayer
    MLGProPlayer
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    The micro-stutter was reported on the PTS by a lot of players. ZOS was supposed to have fixed it in one of the patches. Guess not.
  • IsharaMeradin
    IsharaMeradin
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    My ping was initially better after the update but today it was back to bouncing all over the place. I suspect that there were less people yesterday due to the need to update the game before logging in.

    At any rate, irregardless of the connection more assets are fully loading into the game when I approach an area than previously. For example, in Daggerfall the wall which runs behind the wayshrine, I could always see under it due to filler terrain not loading in in a timely manner. Now, its fully loaded when I approach.

    That said, I still have to wait for NPCs such as merchants and bankers to load in before I can interact with them.
    PC-NA / PC-EU
    ID @IsharaMeradin
    Characters NA
    Verin Jenet Eshava - Dark Elf Warden (main)
    Nerissa Valin - Imperial Necromancer (secondary)
    Lugsa-Lota-Stuph - Argonian Sorcerer
    Leanne Martin - Breton Templar
    Latash Gra-Ushaba - Orc Dragonknight
    Ishara Merádin - Redguard Nightblade
    Arylina Loreal - High Elf Sorcerer
    Sasha al'Therin - Nord Necromancer
    Paula Roseróbloom - Wood Elf Warden
    Ja'Linga - Khajiit Arcanist

    Characters EU
    Shallan Veil - Wood Elf Warden

    ID @IsharaMeradin-Epic
    Characters NA
    Ja'Sassy-Daro - Khajiit Nightblade
    Natash af-Ishara - Redguard Warden
    Shallan Radiant Veil - Dark Elf Arcanist
  • Sleep
    Sleep
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    cpu temp occasionally jumps from 50 to 69 all of a sudden, and then drops to 50 again. only happens to eso after patch. cpu utilization is a bit lower. no noticeable performance changes except some stutters. r5 1600.
  • zyk
    zyk
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    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.
  • xeNNNNN
    xeNNNNN
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    zyk 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.

    Also Mods could we have this thread stickied/pinned please? This should be important feedback for the devs

    (Communinty; I know guys I know what you're going too say about feedback and ZoS but at least we can try right?)
    Edited by xeNNNNN on May 22, 2018 11:58PM
    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • MLGProPlayer
    MLGProPlayer
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    xeNNNNN wrote: »
    zyk 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.
    Edited by MLGProPlayer on May 23, 2018 12:06AM
  • danno8
    danno8
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    zyk 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.


    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.


    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
    Edited by danno8 on May 23, 2018 12:08AM
  • DuskMarine
    DuskMarine
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    as long as i do guild stuff or stay out of huge groups or out of zones with huge groups i roll about 100 fps easy and about 75-100 latency but the second i set foot in populated zones my latency goes through the sky light and my fps goes down with it( i tested and their actually fricken locked together which is bs latency shouldnt influence your fps) and the game stutters like its broken. so their performance enhancements only screwed up the game instead of making it better. i had better performance before the dang expansion.
  • runicnomad
    runicnomad
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    A lot of hitching now for me on a high end rig. I did not have these issues before the "improvement"
  • ArchMikem
    ArchMikem
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    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).

    Wouldn't call the next gen video card "average", but just 8gigs of RAM and an old-ish CPU, i guess.
    CP2,100 Master Explorer - AvA One Star General - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • xeNNNNN
    xeNNNNN
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    xeNNNNN wrote: »
    zyk 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.

    Sounds like the engines being used are being designed in reverse for a time when CPUs were much more useful than GPUs and RAM generally in comparison to the modern day. Which is honestly...baffling....Especially for BDO which was supposed to be "THE" next gen MMO.

    ESO on the other hand...well we all know what we think of the skeletal rebuilt remains of the hero engine..
    Edited by xeNNNNN on May 23, 2018 1:08AM
    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • xeNNNNN
    xeNNNNN
    ✭✭✭✭✭
    danno8 wrote: »
    zyk 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.


    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.


    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.
    Edited by xeNNNNN on May 23, 2018 1:00AM
    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • DanteYoda
    DanteYoda
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    Not seeing any difference on mine at all..

    Core i5 2500 3.3ghz
    16gb ddr3
    GTX 1060 6gb

    Before it ran fine now it runs fine..
  • danno8
    danno8
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    xeNNNNN wrote: »
    danno8 wrote: »
    zyk 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.


    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.


    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.
  • PapaWeeb
    PapaWeeb
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    Every major update the performance goes to poop because the servers get overloaded, might see the improvements once it settles down.

    Or not, whatever
    PC EU
  • xeNNNNN
    xeNNNNN
    ✭✭✭✭✭
    danno8 wrote: »
    xeNNNNN wrote: »
    danno8 wrote: »
    zyk 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.


    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.


    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.

    Interpretation is unique to every person. For me it came across that way at least that part of the comment as a result of hearing similar things but in much more blunt ways (generally that is and in context too how I thought it sounded and not just from ZoS alone). Perhaps I read too much into it? Maybe.

    Regardless, Alex was kind enough too send me a private message for the sake of clarity which I appreciate very much respect in fact as it was most certainly not expected and my post never intended to invoke a response in the first place and I am content with Alexs response. I am not in the habit however of removing my own comments or large portions of my own comments unless its for grammatical error, so I will leave my prior comment up.
    Edited by xeNNNNN on May 23, 2018 2:41AM
    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • infraction2008b16_ESO
    infraction2008b16_ESO
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    I'm noticing dips down to the 40's in places where it didn't happen on the PTS (non populated areas) including in delves which are usually not demanding at all.

    That said the game is noticeably smoother than elsewhere than before the update, not in terms of multicore but in optimization in other areas.

    There are some area stutters though although I thought these were due to having the game on an HDD personally rather than my SSD.
  • exiars10
    exiars10
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    All right, game defenitely uses 4 cores now but that's it. 4 or 1, doesn't matter in my case.
    Aldmeri Dominion (PC Europe via Steam)

    The cowardly Wood Elves are best noted for their unwillingness to engage in a face-to-face attack; a Bosmer will strike at you from every side except the front. You won't cross swords with a Bosmer, but you might catch an arrow in the throat. Be wary in forests and jungles, and watch your back.
  • terrannova
    terrannova
    ✭✭✭
    i7 3770k @3.5 ghz
    gtx 970 4gb
    16gb ram
    win 10
    res 1920x 1080

    Performance for me in cities seems the same. Cyrodill seems same also, but getting microstutters and lag(doing skills on enemies with melee and getting no damage). But in trials i get a very small improvement fpswise but it isnt as bad in terms of performance as before
  • SixVoltCar
    SixVoltCar
    ✭✭✭
    damdamjel wrote: »
    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.

    I'm getting some stuttering now and then, but it's better than the memory leak and bottlenecking I was getting before.... For years.
  • Silent84
    Silent84
    ✭✭✭
    They didn't fix the stutter after this update, i just hate how the game runs now. :( "Improved issues with framerate hitching when running through larger areas (such as cities) on quad-core or better PCs and consoles. " You want it to say you made it worse, you didn't improve and did no good on this game, and the servers got ping spikes, from 60-70 to 130- 160 exactly like Cyrodiil. :( I made a video for Zos https://www.youtube.com/watch?v=WCSz0px5Pj8
    Edited by Silent84 on May 23, 2018 11:51AM
    Be kind whenever possible. It is always possible.
  • Sicsoo
    Sicsoo
    ✭✭
    i think a bit of everyone is getting these freezes, i just took this from a random youtuber, watch the freeze at 1.40

    http://www.youtube.com/watch?v=evfw62qvU54&t=1m35s
    Edited by Sicsoo on May 23, 2018 12:22PM
  • Kiyakotari
    Kiyakotari
    ✭✭✭✭✭
    Well, something has certainly made the load screens longer. All of them. :/
  • krachall
    krachall
    ✭✭✭✭✭
    Noticeably worse performance here.

    i7-6700 CPU
    GTX 1060 w/ 3GB

    Had incredibly good performance prior to Summerset. Typically locked in at 100 fps in most areas with drops to 80ish in cities and PVP.

    Today, I'm at 40-100 (basically only hitting 100 in my house) and having periodic freezes.

    Thanks ZOS...I'd prefer being able to opt-out of your "improvements."
  • SKohler
    SKohler
    Soul Shriven
    i7-7500U
    GeForce 940Mx
    8Gb Ram DDR4

    In overland content i notice very litlle improvment in performance but when i was doing V trial with guldmates i could notice, the game runs really smoth, the fps drops from lightning skills such as of the pinacle factotum from Hof and storm atro from AA dont occur anymore. For short i liked the changes, dont tested in pvp thou.
  • Kagukan
    Kagukan
    ✭✭✭✭✭
    Hard to say right now because everything is so laggy like I always see a few days after a big update. After things settle a bit will be a true test.
  • Lunerdog
    Lunerdog
    ✭✭✭✭✭
    Was in a lot of pain last night and had no chance of sleeping so I played right through the night, around 4am to 5am the zones thinned out and I saw very few fellow nighthawks but this stutter / split second pause continued to happen so I don't believe it's population related.

    Didn't matter whether I was in a town or out in zone it's still there, sometimes to the extent that my character will take 4 or 5 quick steps when things get moving again, as if catching up to where she should be.

    Never ever had this before Summerset.
  • Perwulf
    Perwulf
    ✭✭✭✭✭
    Specs won't matter if you're living far from NA megaserver.
    "Monsters doesn't exist, we create them"
  • GrigorijMalahevich
    GrigorijMalahevich
    ✭✭✭✭✭
    1080ti
    16GB RAM
    I7-7700k

    Same, no difference at all. There was also a mention that now you won't have performance drop over time in PvP areas - performance is still dropping overtime. Have to re-run the game every hour.
    PC/EU 800 CP.
    PvP MagSorc.
    Pedro Gonzales - Mag Sorc EP vMA Flawless Conqueror clear http://imgur.com/a/CB6j6
    Valera Progib - Stam Sorc DC vMA Flawless Conqueror clear https://i.imgur.com/eYgpXG2.png
    Valera Pozhar - Mag DK EP vMA Flawless Conqueror clear http://imgur.com/a/jrsuK
    Valera Podlechi - Mag Templar AD vMA Flawless Conqueror clear http://imgur.com/a/N0BYq
  • ZOS_AlexTardif
    ZOS_AlexTardif
    ✭✭✭✭
    Thanks everyone for the information! The stutter many of you are experiencing now is new with this patch. With the info and videos you have supplied, we've been able to track down the sources of these and are currently working on fixes that we'll get out as soon as possible. We've also discovered that if you have Game Mode turned on (Windows 10 users), it can significantly negatively impact the performance of the game with the Summerset patch, so it's worth double-checking if you have that enabled.

    Additionally, when customer support recommends disabling your addons to help with framerate issues, that's not a blind recommendation. In practice through performance analysis, we've seen a large number of popular addons that can impact framerate. Some are a constant impact, averaging 2-4ms of CPU processing time per frame, but we've seen as high as 8-10ms. Some affect it during combat, and some decrease framerate over time until you reload your UI or your client completely. Addons are not multithreaded, and their impact stacks cumulatively. This is why we recommend disabling them when you have performance issues, though we understand many prefer to make the utility vs performance trade-off.

    We may also recommend that you delete (or change the name of) your UserSettings file and let the game generate a new for you, and this can genuinely be helpful. Sometimes that file can find ways to get in a bad state after a patch. We also often see people making modifications to that file and then recommending those same modifications to other people. While well-intended, this can often lead to problems because no two people are likely to have the same PC hardware, so if you have modified your UserSettings file, we definitely recommend letting the game make a new one for you. We only recommend changing those settings if you have a solid understanding of how it will impact your machine.

    If you've done all of that, and you're still not seeing any improvements, it may well be that your CPU is not your limiting factor with ESO, either because you have an older graphics card, or because your graphics settings are high enough that the GPU time becomes the bigger factor. You can try changing those settings and see how it looks and feels for you. Shadow Quality and Reflection Quality tend to be the heaviest factors. It may also be that your particular hardware combination doesn't see as many improvements as others because these changes won't affect everyone uniformly (as evidenced by the wide range of reports about the changes).

    We're still working on performance improvements in a variety of areas of the game, in the meantime we appreciate all this feedback and information. And thank you all for your patience while we work to resolve these hitches/micro-freezes.
    Zenimax Online Studios
    Staff Post
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