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Help with PVP choppiness

cbrons
cbrons
My experience in PVP is sub-optimal. The game seems to be very choppy and this is especially very bad during large fights/sieges with a lot of players. As a result, is it very hard to use my skills or even participate meaningfully in these large fights because how choppy and laggy it is. I believe my computer specifications and internet connection are more than sufficient to handle running the game without any choppiness, and in PvE I do not have these problems. Here is my information:

Speedtest.net stats on internet connection:

Download speed: 94.94 Mbps
Upload speed: 95.59 Mbps

Computer specs:

Operating System: Windows 7 Ultimate 64-bit
Processor: Intel(R) Core(TM) i5-2500K CPU @ 3.30GHz (4 CPUs), ~3.3GHz
Memory: 8192MB RAM
Available OS Memory: 8168MB RAM
Card name: AMD Radeon HD 7800 Series
Display Memory: 4095 MB
Dedicated Memory: 2030 MB
Shared Memory: 2065 MB
Monitor Name: ASUS VG2488 (144Hz)
Refresh rate: 144 Hz

In-game settings:

Resolution: 1920x1080 (native resolution)
Graphics quality: custom
Texture quality: High
SubSampling quality: High
Shadow quality: Off
Water reflection quality: Off
Particle Density: Medium
View Distance: 15
Ambient occlusion: off
Bloom: Off
Depth of field: On
Distortion: On
Sunlight rays: On
Grass: Off
Edited by cbrons on April 22, 2014 10:50PM
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  • cbrons
    cbrons
    Recently purchased a GTX 770. Issue is still not resolved.
  • Saerydoth
    Saerydoth
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    Is it an FPS issue or a latency issue? You don't seem to indicate which. Your system is more than capable of handling settings MUCH higher than what you've got it set at.

    Also, are you running any addons? I've also never heard of or even seen a 100mbit synchronous connection (same speed upload as download). Synchronous connections are pretty much unheard of in the consumer world. Are you running on some sort of business class connection?
    Edited by Saerydoth on May 7, 2014 12:46AM
  • cbrons
    cbrons
    Saerydoth wrote: »
    Is it an FPS issue or a latency issue? You don't seem to indicate which. Your system is more than capable of handling settings MUCH higher than what you've got it set at.

    Also, are you running any addons? I've also never heard of or even seen a 100mbit synchronous connection (same speed upload as download). Synchronous connections are pretty much unheard of in the consumer world. Are you running on some sort of business class connection?

    Thank you for the response. I'm not really sure about how to classify my connection only than to tell you I get my service via small company in the midwest. I just ran speedtest again:

    http://www.speedtest.net/my-result/3487204218


    Yes sir I am running some add-ons and I've experimented with disabling them during pvp. The ZRMinimap one definitely hurts performance so far as I can tell so I disabled that. I also have combat log stats and foundry tactical combat, but I've disabled a lot of their features. Lets see some other addons I have:

    AutoInvite
    BatmanStoreFilter
    Combat Log Statistics (CLS)
    Craft Research Timer
    Cyrodiil Alert
    Foundry Tactical Combat
    Greymind Quick Slot Bar
    Inventory Item Borders
    Kill Counter
    Lootdrop (all in one)
    Lore Books
    Mundus Map
    Research Assistant
    SkyShards
    SoftcapInfo
    TreasureMaps
    Weapon Charge Alrert
    Wykkyd's Framework
    Zam BuffDisplay
  • cbrons
    cbrons
    Also I have no enabled FPS monitor so I will update this when the spikes happen again and say what it is doing. TBH I think it is ping latency issue, but here is my tracert to the NA megaserver:

    Tracing route to live-services.elderscrollsonline.com [198.20.198.110]
    over a maximum of 30 hops:

    1 <1 ms <1 ms <1 ms 192.168.1.1
    2 1 ms 1 ms 1 ms tnc-20-2.flex.volo.net [xx.xx.xxx.xx]
    3 1 ms 1 ms 1 ms xx.xx.xxx.xx
    4 1 ms 1 ms 1 ms xx.xx.xxx.xx
    5 4 ms 3 ms 3 ms xx.xx.xxx.xx
    6 4 ms 4 ms 4 ms te0-1-0-3.ccr22.ord03.atlas.cogentco.com [154.54.40.181]
    7 4 ms 4 ms 4 ms te0-0-0-3.ccr41.ord01.atlas.cogentco.com [154.54.6.233]
    8 18 ms 19 ms 19 ms be2079.ccr21.yyz02.atlas.cogentco.com [154.54.27.182]
    9 19 ms 18 ms * level3.yyz02.atlas.cogentco.com [154.54.11.210]
    10 * * * Request timed out.
    11 23 ms 20 ms 23 ms ae-0-11.bar1.Toronto1.Level3.net [4.69.151.241]
    12 59 ms 58 ms 60 ms ae-9-9.ebr1.Chicago1.Level3.net [4.69.151.110]
    13 62 ms 61 ms 60 ms ae-1-100.ebr2.Chicago1.Level3.net [4.69.151.178]
    14 65 ms 65 ms 66 ms ae-5-5.ebr2.Chicago2.Level3.net [4.69.140.194]
    15 67 ms 67 ms 64 ms ae-14-14.ebr1.Dallas1.Level3.net [4.69.151.118]
    16 61 ms 61 ms 56 ms ae-61-61.csw1.Dallas1.Level3.net [4.69.151.125]
    17 59 ms 60 ms 64 ms ae-1-60.edge2.Dallas1.Level3.net [4.69.145.11]
    18 * * * Request timed out.
    19 * * * Request timed out.
    20 * * * Request timed out.
    21



    I will admit freely that I don't know how to interpret the above info, but it seems kind of weird that it goes through toronto then chicago then to dallas, because I actually live south of Chicago in the midwest.
  • KracsNZ
    KracsNZ
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    Request timed out likely means that the router at that location simply blocks ICMP packets, usually means nothing.

    ESO has a FPS meter in game (/fps), so that is a good metric to see if it is PC lag (CPU/GPU). A local resource monitor would also show if one or more of your components is causing the bottleneck (i.e. Task Manager/Performance tab/Logical Processors is probably good enough for CPU, something like GPU-Z for the graphics card etc...)

    Sadly they haven't added a network meter yet (latency/packet loss) and if they're blocking ICMP messages it becomes much harder to do (i.e. tool like hPing to simulate a TCP connection request and analyse the latency by the return packet etc...).
    Edited by KracsNZ on May 8, 2014 12:17AM
  • cbrons
    cbrons
    Okay thank you again.
    Here is also more info on my processor:

    Processor
    3.30 gigahertz Intel Core i5-2500K
    256 kilobyte primary memory cache
    1024 kilobyte secondary memory cache
    6144 kilobyte tertiary memory cache
    64-bit ready
    Multi-core (4 total)
    Not hyper-threaded

    You said a local resource monitor? does this mean some type of software I can download to tell me how to optimize the tasks my computer is running? Whenever I play I always go to the task manager and close out stuff like my antivirus, ituneshelper, drop box, etc. other programs and set the priority of ESO to "high."
  • Chryos
    Chryos
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    It's the botters, and speedhackers, once they are out of the game, it'll get better.
    If I am going to quote someone, it's going to be me.
  • cbrons
    cbrons
    also does that tracert indicate any acutal ping latency that could be causing the problems in pvp?
  • maholi
    maholi
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    Dump all of your ad-ons out of the folder and try it. You should rule that out first.
  • Willis52
    Willis52
    Cbrons thank you for the speed test...

    I am in Cydoril and the game keeps crashing on me, plus I run by people and they are frozen...then unfreeze and move really fast I recently updated my PSU to 750 Watts, graphics card to a 760 GTX from a 550 and went from 4 MB of RAM to 8 MB of ram...my FPS kicks major but holds firm at 40-60 anywhere in the game...on Ultra...I took the above test..
    here is what I have
    Ping 15m/s
    download speed 15.88 mb/s
    upload speed of 1.09 mbs

    My question...I think I am experiencing lag in PVP and sometimes in PvE...I just want to know if it is me or them? If it is them cool...I hope they fix an unplayable game...if it is me...well hey I will fix...it
    Thoughts? This is my first MMO... Thanks!
  • cbrons
    cbrons
    maholi wrote: »
    Dump all of your ad-ons out of the folder and try it. You should rule that out first.

    already done that test, still get choppiness during big pvp fights.
  • cbrons
    cbrons
    Disabled my add-ons, still have settings on low. I don't have extra garbage running in the background, either.

    During big fights FPS drops to 20s-30s. Very annoying. i don't see how I can keep playing this game, its way too frustrating with these issues during PvP.
  • cbrons
    cbrons
    Lowering my settings all to Low during PvP does help a bit, but its a trash experience.
  • dwaightb16_ESO
    that is what to be expected in a zerg. Lag or lower framerate, connection wont help that much against it.. even good gpu' or cpus dont really matter. i guess your frame will always drop when you are gonna fight ZVZ
  • cbrons
    cbrons
    that is what to be expected in a zerg. Lag or lower framerate, connection wont help that much against it.. even good gpu' or cpus dont really matter. i guess your frame will always drop when you are gonna fight ZVZ

    There are people who don't have huge FPS drop in big zergs... I don't see why we should just accept this. THis game does not at all seem optimized for large-scale PvP.
  • cbrons
    cbrons
    I asked over on Tomshardware since the CS of zenimax has been beyond worthless on this issue for me.
    http://www.tomshardware.com/answers/id-2138500/fps-drops-multiplayer-due-processor-limitations.html
  • GossiTheDog
    GossiTheDog
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    It's the game engine. Zenimax engine spawns 32 threads across your CPU cores. Unfortunately thread 0, which is needed to render graphics on screen, always runs on one core and does 95% of the work. As a result, when you're in PVP and you are near 100s of players, the game slows to a crawl.

    You can test this yourself by opening task manager, go to CPU, set it to one graph per CPU (right click), then set always show on top from menu and place it on your screen. Go to PVP. You will see almost all usage on one core. Even in PVP near big battle if you look up at the sky (so no graphs rendering), you will get 20fps.

    I had a good look at the engine and basically, it dates back 6 years and was designed for dual core CPUs. People don't really use dual core CPUs now. The problem is it scales terribly. If you look at something like Battlefield 3 or 4 you will see during those big battles, all the CPU cores are used to distribute load.
  • dwaightb16_ESO
    cbrons wrote: »
    that is what to be expected in a zerg. Lag or lower framerate, connection wont help that much against it.. even good gpu' or cpus dont really matter. i guess your frame will always drop when you are gonna fight ZVZ

    There are people who don't have huge FPS drop in big zergs... I don't see why we should just accept this. THis game does not at all seem optimized for large-scale PvP.
    yep, but people arent getting 60+ in big zergs.
  • cbrons
    cbrons
    It's the game engine. Zenimax engine spawns 32 threads across your CPU cores. Unfortunately thread 0, which is needed to render graphics on screen, always runs on one core and does 95% of the work. As a result, when you're in PVP and you are near 100s of players, the game slows to a crawl.

    You can test this yourself by opening task manager, go to CPU, set it to one graph per CPU (right click), then set always show on top from menu and place it on your screen. Go to PVP. You will see almost all usage on one core. Even in PVP near big battle if you look up at the sky (so no graphs rendering), you will get 20fps.

    I had a good look at the engine and basically, it dates back 6 years and was designed for dual core CPUs. People don't really use dual core CPUs now. The problem is it scales terribly. If you look at something like Battlefield 3 or 4 you will see during those big battles, all the CPU cores are used to distribute load.

    This is very interesting indeed, and the first I have heard about this (and I thank you for explaining this to me). Is there anything I can really do about it? It seems to me that Zenimax was idiotic in using this type of engine when obviously the vast majority of people will not be able to have a good experience in large-scale PvP.
    Edited by cbrons on May 11, 2014 5:36PM
  • GossiTheDog
    GossiTheDog
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    The only thing you can do right now is try to increase the clock speed of your processor (overclock), or replace your CPU.

    There's some good news, although it's a long way off. Xbox One and PS4 have AMD Jaguar processors, clocked at 1.75ghz (Xbox One) and 1.6ghz (PS4) with 8 cores (6 usable). This is obviously TERRRRIBLE for current Elder Scrolls Online engine - for PVP it would be unworkable. So, they gotta split the workload from one core across all 6 usable cores. What may happen is the code ends up being ported back to PC, which would lead to big performance gains. The console versions have been delayed 6 months (a total non-surprise).
    Edited by GossiTheDog on May 11, 2014 5:38PM
  • Audigy
    Audigy
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    cbrons wrote: »
    that is what to be expected in a zerg. Lag or lower framerate, connection wont help that much against it.. even good gpu' or cpus dont really matter. i guess your frame will always drop when you are gonna fight ZVZ

    There are people who don't have huge FPS drop in big zergs... I don't see why we should just accept this. THis game does not at all seem optimized for large-scale PvP.

    I try to shed some light into all of this, maybe it helps but its not a fix or so.

    Games like ESO render all the graphics (object´s, NPC´s, Players, Textures) on one single core as someone mentioned earlier. If you now have a CPU clock that is low / your single core performance is weak like with many of the AMD stock cores, then the game will start to lag and stutter due the sheer amount of information that needs to be processed.

    Because of this a lot of people increase their core clock speed, but this procedure requires some knowledge and needs a good cooling solution and sometimes strong nerves as well. You can OC some AMD´s like crazy, but also the "k" CPU´s of intel have an open multiplication and can be Overclocked.

    This however, doesn't change the fact that ESO has a huge bottlenenck in the hero engine and our PC´s are years behind consoles right now if it comes to CPU performance as well.
    Back in the days the Dev´s said that they would support 4 core CPU´s, because they aim for big pvp battles. For whatever reason, this sadly did not happen, in a way which we on PC would benefit from.

    I am not a Developer, but to help players with weak CPU`s they could change how the rendering process works. If lets say 2 cores would render object´s, NPC etc. or one core only object´s and the other only Players ... then the FPS would skyrock in many cases.

    Another solution would be Mantle. Mantle is a low level API which allows 5 or 6 times more draw calls to the hardware than our current Directx API. A draw call is basically a command from our CPU to the GPU; which tells the latter that she has work to do (render something).
    If ESO could use Mantle, then our CPU would be able to do this at a much faster pace, which results in our GPU rendering more objects and faster (ever wondered why everything pops up, why the screen is so empty...?) That's why, the CPU limitation.
    SWTOR was massively impacted by that, you couldn't walk a meter without a tree blobbing up in front of you, object´s were rendered so slowly there. If you increase the distance slider at ESO, you will also notice a FPS drop as more has to be rendered now. Or if you have a lot of lightning effect´s, particles on your screen while casting a spell etc. it all takes a lot of engine power and is mostly noticeable in towns right now.

    It also limits what we can do with object´s. At Eso we can not pick up as many things as at Skyrim / move things around in general. The reason is, that the client needs all those draw calls that you would need for a movable chair, fork, doll, sword, armor etc. for us players. (movable object´s require more draw calls than static ones, but since we have many more players and mobs in an MMO; the draw calls will be required for these and movable object´s cant be implemented like at Skyrim, Oblivion or Morrowind and the shooter genre)

    There is a lot more to say, but this would go to far. I am not sure if the Dev´s have any plans to support Mantle, but it would make a huge impact on ESO and any future MMO if we could have a low level API for PC.

    Directx12 is another chance, but if this comes in 2014... I doubt it and we have no information about its performance either.
    There's some good news, although it's a long way off. Xbox One and PS4 have AMD Jaguar processors, clocked at 1.75ghz (Xbox One) and 1.6ghz (PS4) with 8 cores (6 usable). This is obviously TERRRRIBLE for current Elder Scrolls Online engine - for PVP it would be unworkable.

    Console´s have a totally different API than PC´s as I tried to explain, they just don't need as much horsepower as we do. They work much better with those 1.75 than we with our 4 GHz ;) A PC cant match a console with the "stuff that appears on screen" so to speak.

    A console has about 20.000 draw calls per frame, we on PC about 2-3k. From a developers point of view, you would always go for the console, as you can make much more possible there than on our PC´s, especially with hyper threading in place.

    That said, ZO has work to do but I would not hope for the console release, its a totally different system with a totally different draw call performance. They only appear weak if we look at base numbers, but in reality a console is stronger.
  • GossiTheDog
    GossiTheDog
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    Audigy, Xbox One programmer here. When you do 3D graphics on XB1, you call DirectX 11 APIs. Exactly the same as on Windows PC. It's the same functions. The code runs same on PC and Xbox. I don't know where you got idea that Xbox has some kind of super CPU solution - it doesn't. PS4 is OpenGL API calls. Xbox One and PS4 both have the same AMD Jaguar processors, which are low power CPUs. Compared to Intel gaming CPUs they're absolutely terrible, hence why you see next gen titles with shiny graphics but dumb as bricks AI - everything is being shifted to GPU.
    Edited by GossiTheDog on May 11, 2014 8:36PM
  • BenjaminKacher_ESO
    BenjaminKacher_ESO
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    Tips from an EVE Online PVPer:
    Turn graphics all the way down
    Zoom all the way out
    Turn off everything else running.
  • Audigy
    Audigy
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    Audigy, Xbox One programmer here. When you do 3D graphics on XB1, you call DirectX 11 APIs. Exactly the same as on Windows PC. It's the same functions. The code runs same on PC and Xbox. I don't know where you got idea that Xbox has some kind of super CPU solution - it doesn't. PS4 is OpenGL API calls. Xbox One and PS4 both have the same AMD Jaguar processors, which are low power CPUs. Compared to Intel gaming CPUs they're absolutely terrible, hence why you see next gen titles with shiny graphics but dumb as bricks AI - everything is being shifted to GPU.

    You can read all about it here if you don't believe me ;)
    Microsoft have been painfully aware of the limitations of DirectX for some time and have taken steps to reduce the problems. Some time ago, Microsoft introduced DX10 to the world in an effort to smooth over the performance pitfalls of the high CPU overhead. DX10 and DX11 have both made efforts to improve the CPU overhead, but it just hasn’t been enough. Right now, a high end GPU can process more draw calls than what the CPU can issue – in other words, the CPU is holding the GPU back.
    To clarify, a Draw Call is one of the most important aspects of creating a 3d scene. The CPU issues a command to the GPU of what to draw, and must do soe for each unique item on screen. Think of it this way, in the current generation of Xbox 360 and Playstation 3 titles, there can be between 10,000 to 20,000 pieces of geometry in a single frame of animation. Consider that most games run a target of between 30 and 60FPS, and you can see how the numbers quickly start to add up.

    One solution is to reduce the number of Draw Calls from the CPU, but this can lead to other issues – such as creating either less complex scenery or the alternative – reducing the amount of performance of your GPU. From games developers there are legions of threads, blogs and posts out there from developers wanting ideas to reduce the number or optimize the way Draw Calls are handled.
    If you’re a gamer, you’ll likely be familiar with the fact consoles do more with their hardware than what PC’s do of a similar spec. To put it another way, a Playstation 4 with it’s 1.84TFLOPS of power will produce better graphics than a PC with a similar spec. There’s a variety of different reasons for this – one of them is because of the architecture of consoles. The Playstation 4 was designed from the ground up to play games, but there are more reasons to it than just that. These include the fact it’s a fixed platform, along with more processes running in the background for a PC due to its far larger Operating System (OS). But – the major reason is that it allows developers to delve much deeper into the hardware – and get much more out of the performance than you would be able to if you were only running a high level API.

    High and Low level API’s aren’t anything new on consoles – and both have equally important roles in games development for the systems. A console will have a shelf life of between 5 and 10 years. During this time, we’ve all noticed that the first generation of games in a console looks far “worse” than the last generation. Take titles on the Playstation 3 for example, a notoriously hard console to develop and program for. Due to the nature of the Playstation 3′s CPU (the Cell processor) developers needed to learn how to code to the SPE’s (Synergistic Processor Elements) – think of them as Vector helper processors, capable of SIMD (Single Instruction Multi Data). Developers aren’t born with this knowledge, and so will often start out by creating game titles in higher level API’s.
    For some developers, who don’t need full performance out of the machine (for example, indie developers who have far simpler graphics and game engines) higher level API’s will be more than enough. But if you want to get every last bit of detail into a frame, if you want the best possible texture quality, model quality and the like then the only option is to go with a low level API. This will reduce CPU and memory overhead, along with providing the GPU better performance and enabling you to get the most out of the machines unique feature set.

    http://www.redgamingtech.com/introducing-amd-mantle-low-level-api-from-amd/

    So yes, you do have high level API´s in a console like you rightfully said. But there is also the low level API which we on PC don't have right now. :(
  • GossiTheDog
    GossiTheDog
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    The bits you highlighted in bold are all about GPU performance. Playstation 4 does not use Mantle, and Xbox One does not use DirectX 12.
    Edited by GossiTheDog on May 12, 2014 9:04AM
  • Audigy
    Audigy
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    The bits you highlighted in bold are all about GPU performance. Playstation 4 does not use Mantle, and Xbox One does not use DirectX 12.

    The GPU performance depends on the CPU as well, as our GPU´s can only work if they were told so by the CPU.
    As I explained earlier, our CPU´s tell our GPU´s that they have to render something. As more commands our CPU can send, as more the GPU can theoretically progress.

    If the GPU usage is at 40% but the CPU at 100% then this shows very well that the GPU does not get the rendering commands fast enough (simple example).

    ESO right now does not use all our cores, the client actually uses one core and this core sits at 100% and limits our GPU´s extremely especially on weaker CPU´s.

    So in theory there are two possible solutions. Either work on the API (currently unlikely as ZO did nowhere mention Mantle support) or work on the multi core usage (also unlikely if we believe what one user said a while ago about the hero engine, however ZO ones said they will give us full 4 core support).


    Besides that,

    I did nowhere say that an Xbox one has DirectX 12 (something that isn't even released until the end of 2015 ;)) nor did I say that the PlayStation 4 does use Mantle.

    There were once rumors about Mantle on PlayStation, but they decided to not go for it as their own low level API is still better from my understanding.

    PlayStation 4 is using GNM as low level API and GNMX as high level. Xbox one is using a modified D3D 11 which reduces the Runtime overhead if I am not mistaken there (don't have an Xbox ;) )

    While I am not a programmer and don't have the same knowledge like you do, I still stand to my original statement.
    Consoles are stronger with equal hardware, they can squeeze more performance out of that same hardware, compared to what PC´s do.

    I refer to Mantle for us on PC, because it comes close to the performance that consoles have with their API. (AMD´s statement) But if ESO isn't programmed to use Mantle (which it obviously isn't right now) - then we wont benefit from it any time soon.

    A 1.75GHz CPU on a console is therefore always able to perform at a much better rate, then a 1.75GHz CPU on a PC.

    Its not in my knowledge how big the difference is between a 2500 at 3.4GHz and those 1.75GHz at consoles (2x slower clock speed), but I wouldn't be surprised if those 1.75 still outperform many current CPU`s at higher clock on PC.


    What we on PC must hope for is that ZO either works with AMD on Mantle or that they fix the multicore usage for the hero engine. I don't see any other solution right now for people with weak single core CPU´s.

    As our GPU´s are not the problem right now, its all the CPU. (I play on a 6970 maxed out on ultra).
  • GossiTheDog
    GossiTheDog
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    @Audigy, okay - most of what you just wrote is accurate :) The problem as you rightly say is multicore usage. Anybody can recreate this problem - type /fps in ESO, go to an empty area, look up at sky so GPU usage is low. 100fps. Go to a city with lots of players or PVP with a big fort battle. Look at sky. 20-30fps. GPU usage will be very little during those times. One core will be 100%, the rest will be low usage.

    So you know, AMD Jaguar performance in Xbox One is terrible. It's about a third to a quarter of a high end Intel i5 cpu. But you have 6 available cores, and like we've discussed ESO.exe only uses two (and most processes are limited to one core - e.g. graphics rendering). The good news for PC gamers is you won't need to keep upgrading your processor to keep up with console ports :) What will happen is console ports will force PC developers to go fully multi-core.

    PS: GPU in XB1 (and PS4) is pretty good in PC gaming terms right now.
    Edited by GossiTheDog on May 12, 2014 10:52AM
  • Audigy
    Audigy
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    @Audigy, okay - most of what you just wrote is accurate :) The problem as you rightly say is multicore usage. Anybody can recreate this problem - type /fps in ESO, go to an empty area, look up at sky so GPU usage is low. 100fps. Go to a city with lots of players or PVP with a big fort battle. Look at sky. 20-30fps. GPU usage will be very little during those times. One core will be 100%, the rest will be low usage.

    So you know, AMD Jaguar performance in Xbox One is terrible. It's about a third to a quarter of a high end Intel i5 cpu. But you have 6 available cores, and like we've discussed ESO.exe only uses two (and most processes are limited to one core - e.g. graphics rendering). The good news for PC gamers is you won't need to keep upgrading your processor to keep up with console ports :) What will happen is console ports will force PC developers to go fully multi-core.

    PS: GPU in XB1 (and PS4) is pretty good in PC gaming terms right now.

    Hehe glad we find a common agreement there ;) I might not have the skill to explain everything perfectly fine, so your input is very welcome also to correct my mistakes :D
  • cbrons
    cbrons
    I am considering overclocking my i5 but that is going to require a new investment in water cooling... But I did just pay a lot to upgrade my GPU so I cannot upgrade to an i7 3770k or i5 3570k for hundreds of dollars more. Situations with ESO just seems so hopeless. Really the only part of the game I like is PvP, because I've had enough of the PvE quests/dungeons etc. at this point, but since my PvP experience is complete trash I don't see much of a reason to keep my subscription. I have no idea why they don't support multicore rendering in this game = what were they thinking?
  • GossiTheDog
    GossiTheDog
    ✭✭✭✭✭
    cbrons wrote: »
    I have no idea why they don't support multicore rendering in this game = what were they thinking?

    They started work on the game design in 2007. At the time the only quad core CPU was an Core 2 Extreme QX6700, and basically nobody had one. ESO scales down really well, you can run it with a crappy system quite well. Unfortunately, scaling up is an issue due to engine bottlenecks.
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