ZOS_AlexTardif wrote: »ramasurinenpreub18_ESO wrote: »The massive freezes feel like a thread collision related to player character model loading, where the main game thread passed off the loading to other cores, but they weren't ready with results when asked for them. The freezes happen most often and severely when approaching wayshrines, especially in Artaeum and Alinor, where a lot of people tend to go AFK.
I've been messing with the UserSettings.ini settings for multicore, restricting the number of threads a bit. The freezes are definitely coming from the "WorkerThreads" line, as setting it to 0 removes them entirely, but at the loss of a little fps in general, while setting them to 8 turns the entire game into a near constant slideshow. With the settings below I have managed to completely remove all the freezes and stutters, in Alinor and everywhere else. Framerate now seems to be about the same as pre-patch. Smooth as silk. Maybe give these a try until they get a proper fix in.
SET MaxCoresToUse.4 "8" (if you have a quad core hyperthreading cpu, if not use "4")
SET RequestedNumJobThreads "4"
SET RequestedNumWorkerThreads "1"
Also, setting GPUSmoothingFrames to "0" or "1" can be very helpful with general smoothness and microstutters, as well as input lag and responsiveness if you have a high end GPU. "0" is best if you can get away with it.
Cheers.
You're correct! The momentary freeze is indeed because of some processing that runs on a worker thread, so you may well see that issue occur less frequently (or not at all) by doing what you've stated, however the impact of reducing your worker thread count to 1 means that only a single thread is able to perform all of the background work that the game demands. This means you would have longer load times, slower in-game streaming, and potentially lower frame rate than you would have otherwise. This is because much of the work done for this patch was to offload main thread work to worker threads so that it wouldn't slow down your framerate. The new stutters are situations when the main thread finds itself waiting on something a worker thread is doing, which is not good, and didn't show up in our internal testing environment. We have a number of fixes for these situations on the way, so we recommend changing those settings back after we patch these fixes in to see if it improves your experience.
Doctordarkspawn wrote: »Hopefully the patch today will help fix some of these.
Doctordarkspawn wrote: »Hopefully the patch today will help fix some of these.
To be honest, it seems like a rig by rig basis thing. Thus is the case with PC gaming
ZOS_AlexTardif wrote: »ramasurinenpreub18_ESO wrote: »The massive freezes feel like a thread collision related to player character model loading, where the main game thread passed off the loading to other cores, but they weren't ready with results when asked for them. The freezes happen most often and severely when approaching wayshrines, especially in Artaeum and Alinor, where a lot of people tend to go AFK.
I've been messing with the UserSettings.ini settings for multicore, restricting the number of threads a bit. The freezes are definitely coming from the "WorkerThreads" line, as setting it to 0 removes them entirely, but at the loss of a little fps in general, while setting them to 8 turns the entire game into a near constant slideshow. With the settings below I have managed to completely remove all the freezes and stutters, in Alinor and everywhere else. Framerate now seems to be about the same as pre-patch. Smooth as silk. Maybe give these a try until they get a proper fix in.
SET MaxCoresToUse.4 "8" (if you have a quad core hyperthreading cpu, if not use "4")
SET RequestedNumJobThreads "4"
SET RequestedNumWorkerThreads "1"
Also, setting GPUSmoothingFrames to "0" or "1" can be very helpful with general smoothness and microstutters, as well as input lag and responsiveness if you have a high end GPU. "0" is best if you can get away with it.
Cheers.
You're correct! The momentary freeze is indeed because of some processing that runs on a worker thread, so you may well see that issue occur less frequently (or not at all) by doing what you've stated, however the impact of reducing your worker thread count to 1 means that only a single thread is able to perform all of the background work that the game demands. This means you would have longer load times, slower in-game streaming, and potentially lower frame rate than you would have otherwise. This is because much of the work done for this patch was to offload main thread work to worker threads so that it wouldn't slow down your framerate. The new stutters are situations when the main thread finds itself waiting on something a worker thread is doing, which is not good, and didn't show up in our internal testing environment. We have a number of fixes for these situations on the way, so we recommend changing those settings back after we patch these fixes in to see if it improves your experience.
@ZOS_AlexTardif And when can we see that patch for the fixes? It is - and don't want to be rude - disappointing after hyped the performance patch so much.
There's absolutely no mention about ANY fixes for the bad performance in today's patch. WTF?
KoultouraS wrote: »Ok so I see some well informed lads here , so do you mind if I ask something that might be related?
I have seen posts/threads about light attack animation canceling not working properly after Summerset update.
I happen to have experienced some weird things as well.
Not perfectly describing it but it feels like 1/3 (or so) of the light attacks you try to animation cancel via skill
just do not connect.
It feels like they (LA's) were never triggered/or registered in the first place, to be precise.
Is it anyhow having to do with this mutlithreading isssue? (i7 6700k not OCed)
What do you guys think?
KoultouraS wrote: »Ok so I see some well informed lads here , so do you mind if I ask something that might be related?
I have seen posts/threads about light attack animation canceling not working properly after Summerset update.
I happen to have experienced some weird things as well.
Not perfectly describing it but it feels like 1/3 (or so) of the light attacks you try to animation cancel via skill
just do not connect.
It feels like they (LA's) were never triggered/or registered in the first place, to be precise.
Is it anyhow having to do with this mutlithreading isssue? (i7 6700k not OCed)
What do you guys think?
ZOS_AlexTardif wrote: »You're correct! The momentary freeze is indeed because of some processing that runs on a worker thread, so you may well see that issue occur less frequently (or not at all) by doing what you've stated, however the impact of reducing your worker thread count to 1 means that only a single thread is able to perform all of the background work that the game demands. This means you would have longer load times, slower in-game streaming, and potentially lower frame rate than you would have otherwise. This is because much of the work done for this patch was to offload main thread work to worker threads so that it wouldn't slow down your framerate. The new stutters are situations when the main thread finds itself waiting on something a worker thread is doing, which is not good, and didn't show up in our internal testing environment. We have a number of fixes for these situations on the way, so we recommend changing those settings back after we patch these fixes in to see if it improves your experience.
ZOS_AlexTardif wrote: »Just to update everyone, the fixes for this were not in today's patch. We wanted to give QA enough time to test them thoroughly before pushing them out. Thanks for your patience!
ZOS_AlexTardif wrote: »Just to update everyone, the fixes for this were not in today's patch. We wanted to give QA enough time to test them thoroughly before pushing them out. Thanks for your patience!
Good, at least we know what's going on.ZOS_AlexTardif wrote: »Just to update everyone, the fixes for this were not in today's patch. We wanted to give QA enough time to test them thoroughly before pushing them out. Thanks for your patience!
ZOS_AlexTardif wrote: »Just to update everyone, the fixes for this were not in today's patch. We wanted to give QA enough time to test them thoroughly before pushing them out. Thanks for your patience!
As disappointing as this news is, I much appreciate the communication as well. Thanks for keeping us posted!
ZOS_AlexTardif wrote: »Just to update everyone, the fixes for this were not in today's patch. We wanted to give QA enough time to test them thoroughly before pushing them out. Thanks for your patience!
It's so simple I can't believe I didn't think of it, but in researching performance I landed on a gfx temperature guide on a crypto mining site. One of their big suggestions was to, every month or two, take compressed air and give the interior of your rig a really good cleaning, as a few months of dust can really impact the optimal performance of your hardware.
Considering that debugging originated from a tech finding an actual moth in the Harvard Mark II, I figured passing on this troubleshooting idea couldn't hurt.
ZOS_AlexTardif wrote: »Just to update everyone, the fixes for this were not in today's patch. We wanted to give QA enough time to test them thoroughly before pushing them out. Thanks for your patience!
I must have experienced a post-patch placebo effect. I could have sworn it was less hitchy today
ZOS_AlexTardif wrote: »Just to update everyone, the fixes for this were not in today's patch. We wanted to give QA enough time to test them thoroughly before pushing them out. Thanks for your patience!
profundidob16_ESO wrote: »Septimus_Magna wrote: »ramasurinenpreub18_ESO wrote: »The massive freezes feel like a thread collision related to player character model loading, where the main game thread passed off the loading to other cores, but they weren't ready with results when asked for them. The freezes happen most often and severely when approaching wayshrines, especially in Artaeum and Alinor, where a lot of people tend to go AFK.
I've been messing with the UserSettings.ini settings for multicore, restricting the number of threads a bit. The freezes are definitely coming from the "WorkerThreads" line, as setting it to 0 removes them entirely, but at the loss of a little fps in general, while setting them to 8 turns the entire game into a near constant slideshow. With the settings below I have managed to completely remove all the freezes and stutters, in Alinor and everywhere else. Framerate now seems to be about the same as pre-patch. Smooth as silk. Maybe give these a try until they get a proper fix in.
SET MaxCoresToUse.4 "8" (if you have a quad core hyperthreading cpu, if not use "4")
SET RequestedNumJobThreads "4"
SET RequestedNumWorkerThreads "1"
Also, setting GPUSmoothingFrames to "0" or "1" can be very helpful with general smoothness and microstutters, as well as input lag and responsiveness if you have a high end GPU. "0" is best if you can get away with it.
Cheers.
What do you set if you have a 6 core, 12 thread CPU?
SET MaxCoresToUse.4 "-1"
SET RequestedNumJobThreads "-1"
SET RequestedNumWorkerThreads "-1"
Atm I also suggest to set
SET HIGH_RESOLUTION_SHADOWS "0"
SET SHADOWS "0"
NO, that's wrong. The first 2 lines perfectly ok but the stuttering will stay until you change the "-1" in the third "RequestedNumWorkerThreads" line (= max cores) into "1" (limit the jobs into a single thread so they don't have to wait for eachother -which causes the stuttering- )
thoroughly tested and verified last weekend
disclaimer: the information I provide might become invalid when they possibly fix the cause in the upcoming patch of today. IF that happens then "-1" for the work might actually become the better value