Could you redraft that thread, removing all the dev oriented stuff and pasting in the "Help" forum? No one sticked it because the dev forum is not where most people look when they are looking for information about how to best optimize their PC and no one wikied it because the wiki is public and no one trolls the forums looking for useful information to port into the wiki unless it's directly related to one of their wiki projects, so if you want something done in the wiki do it yourself.Argh wrote:I get 100+ FPS, with shadows on, by just turning the map detail down, turning water to reflective, and turning grass off. Oh, and I use the customized nVidia settings, that I discussed earlier, that nobody bothered to sticky or wiki.
Can someone fix the rendering engine on new nvidia cards
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- SwiftSpear
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Cabbage wrote:i run at 1280x1024, shadowmap at full at 2048, all other sliders either full or 3/4 full, all the little boxes on hte right ticked (apart from simplified elevation map), V-synch and dynamic water also on (unless im playing a mostly water map where lots of people are likely to go sea etc, then i'll change it to refractive, altohugh its still playable late game in large team games, i prefer it a bit smoother..) and 2x AA
running a 2 year old 7800GTX and its always a playable frame rate, altohugh putting AA any higher killed FPS late game in 4v4's etc..
So basicly your 7800 GTX owns the dual 8800 GTX iamacup has =)
BASICALLY))))))))
GTX? Wasn't he on dual ultras? Clearly, spring sucks on GF8 cards atm.
/perf test:
There must be something else behind this like AF mentioned. I get about 20-25 FPS on a water map with some details maxed (of course not grass or LOD etc.), water set to reflective/refractive, reflections, shadows, clouds all on/maxed. No FSAA or 8x FSAA makes a difference of 2 FPS with about 500-1500 gators on screen (underwater even). That's weird.
Also, the shadow shader seems to ignore/override the water tinting shader.
GTX? Wasn't he on dual ultras? Clearly, spring sucks on GF8 cards atm.
Indeed!iamacup wrote:when supcom has much better fps than spring with both on full settings......
/perf test:
Details maxed, 16xAF + 16xQ AA on the new 163.67 beta drivers and Core Maximizer for better thread allocation.FPS ......................................: calls[ 11039] min[ 7.92] max[ 56.97] avg[ 30.359]
There must be something else behind this like AF mentioned. I get about 20-25 FPS on a water map with some details maxed (of course not grass or LOD etc.), water set to reflective/refractive, reflections, shadows, clouds all on/maxed. No FSAA or 8x FSAA makes a difference of 2 FPS with about 500-1500 gators on screen (underwater even). That's weird.
Also, the shadow shader seems to ignore/override the water tinting shader.
Remember the gpu design of 8800 class cards is a radical shift from conventional gpus, and spring isnt exactly modern with regards to its OpenGL calls.
Granted that nowadays our additional OpenGL stuff is good but the base its built on that we inherited isnt supposed to be used nowadays.
The function used was something similar to glstring though I dont know much OpenGL programming soits a vague memory. I do remember SJ asked an nvidia engineer about it though and got that sort of answer, and its the reason behind terrible performance under PCs with the threaded optimization option set.
Granted that nowadays our additional OpenGL stuff is good but the base its built on that we inherited isnt supposed to be used nowadays.
The function used was something similar to glstring though I dont know much OpenGL programming soits a vague memory. I do remember SJ asked an nvidia engineer about it though and got that sort of answer, and its the reason behind terrible performance under PCs with the threaded optimization option set.
No, I rarely go above 25% CPU even with tonnes of units on the screen. I'm sure Cup has a similarly good CPU to me.jK wrote:perhaps is spring cpu and bandwidth limited? (don't forget all those cob-threads running if you have 500 gators)rattle wrote:No FSAA or 8x FSAA makes a difference of 2 FPS with about 500-1500 gators on screen (underwater even).
Spring doesn't show the CPU usage iirc (your CPU isn't 75% sleeping when you have 25% in spring). Also I don't know how a dual core is taken into account (25% of one CPU or both CPUs?).LordMatt wrote:No, I rarely go above 25% CPU even with tonnes of units on the screen. I'm sure Cup has a similarly good CPU to me.jK wrote:perhaps is spring cpu and bandwidth limited? (don't forget all those cob-threads running if you have 500 gators)rattle wrote:No FSAA or 8x FSAA makes a difference of 2 FPS with about 500-1500 gators on screen (underwater even).
And bandwidth is still independent of CPU/GPU load.
So Features dont have Cob threads right?
Well when i load up antum woods which has a load of features i still only get like 25 - 30 FPS (which is about the same as with my X800GTO2)
For instance if i load up comet i get 160 FPS (i had 70 with my X800GTO2)
PS i got a 8600 GTS now and dual core AMD64 4600+
Well when i load up antum woods which has a load of features i still only get like 25 - 30 FPS (which is about the same as with my X800GTO2)
For instance if i load up comet i get 160 FPS (i had 70 with my X800GTO2)
PS i got a 8600 GTS now and dual core AMD64 4600+
Yeah, I should probably Wiki it- I've had to re-look it up a couple of times, since I wrote it (updated drivers, and poof, settings go bye-bye), but those settings still seem to make a really significant difference, and I'd rather have it be somewhere helpful than buried in this Forum somewhere.SwiftSpear wrote:Could you redraft that thread, removing all the dev oriented stuff and pasting in the "Help" forum? No one sticked it because the dev forum is not where most people look when they are looking for information about how to best optimize their PC and no one wikied it because the wiki is public and no one trolls the forums looking for useful information to port into the wiki unless it's directly related to one of their wiki projects, so if you want something done in the wiki do it yourself.Argh wrote:I get 100+ FPS, with shadows on, by just turning the map detail down, turning water to reflective, and turning grass off. Oh, and I use the customized nVidia settings, that I discussed earlier, that nobody bothered to sticky or wiki.
And it was in Dev., because I was hoping that a discussion of my findings might be helpful at the time (was worried about z-buffer sort issues and other things that have mainly been resolved now, among other things). So it was in a weird context, basically, and I know I'm being crabby about it not being put up somewhere, when I didn't even ask about it at the time.
Well okay jK, but I have one of the fastest CPUs on the market right now, so I'm not CPU limited.jK wrote: Spring doesn't show the CPU usage iirc (your CPU isn't 75% sleeping when you have 25% in spring). Also I don't know how a dual core is taken into account (25% of one CPU or both CPUs?).
And bandwidth is still independent of CPU/GPU load.

cob operations for wezels are infinitely negligible compared to pathfinding.jK wrote:perhaps is spring cpu and bandwidth limited? (don't forget all those cob-threads running if you have 500 gators)rattle wrote:No FSAA or 8x FSAA makes a difference of 2 FPS with about 500-1500 gators on screen (underwater even).