Massive FPS Loss
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I haven’t flown this training mission, but I’m interested in the FPS in relation to your rig:
I have a AMD HD-7770 with 1GB VRAM (and i5-3450 3,1 GHz, SSD, 8 GB RAM) and have with most of eyecandy on ~21 FPS (TGP on the MFD) and you, with a GTX 980 ~60FPS? I would think, that you should have ~100 FPS with this graphic card…One might think so but no, it can’t do wonders. I have most eye candy on (including cockpit shadows, high res textures…). There are missions and situations (external view f.e.) where the fps are above 100 but not in the pit with TGP on. The GTX980 is a very good card and you see the performance step (upgraded from a GTX770) clearly but there are limits…Maybe by the Hardware, maybe by the engine… I can’t give a qualified answer regarding this Point.
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Engine… it’s obviously old. The V-Card in Falcon isn’t stretched to the limits, because of the original code design. Hopefully it’ll improve someday in the future.
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One might think so but no, it can’t do wonders. I have most eye candy on (including cockpit shadows, high res textures…). There are missions and situations (external view f.e.) where the fps are above 100 but not in the pit with TGP on. The GTX980 is a very good card and you see the performance step (upgraded from a GTX770) clearly but there are limits…Maybe by the Hardware, maybe by the engine… I can’t give a qualified answer regarding this Point.
Thank you very much for your answer!
My poor HD-7770 is at the edge of its possibilies and momentary I try to find a good solution to increase FPS and your answer helps a lot!Thanks and
greeting
Earlybite -
I did some (very un-scientific) testing with the suggestions in this thread, here are my results. You can check my system config using the link in the signature or in my fBMS blog.
I decided to start with the “instant action fighter sweep” scenario, changing one option at a time and then changing back, with a couple of reboots in between. I took a look at the fps counter for about 10 seconds or so into the mission and noted the value shown “most often” (I said this would be unscientific,right? ;)).
Starting out with more or less default values chosen for me by the bms433 installer and a 32 bit exe, here goes:
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32 bit exe, default values: 45 fps
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64 bit exe, default values: 44 fps
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32 bit exe, hdr bloom/blur off: 48 fps
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fBMS multisampling ON, quality level 4: 47 fps (was off before, then back to off)
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vertex shading instead of px shading: 49 fps
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cockpit shadows off: 51 fps
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lowres clouds activated: 48 fps
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hdr lighting off: 60 fps
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motion blur off: 55 fps
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triple buffering off: 48 fps
As another “real life” test I decided to use the options which brought about the best fps effects from above (hdr, shadows, motion blur) for my AAR TE, and I managed to boost the fps from 17fps to around 25-30fps during ground operations.
Quite a nice boost if you ask me for simply clicking some checkboxes, and fBMS doesn’t look too bad with the new settings, either.
All the best, Uwe
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Ok so fill me in on what exactly motion blur is doing in BMS. I remember way back when I bought a Voodoo 5 card partly due to the fact that their motion blur on the card was suppose to make slower fps seem smoother (supposedly part of the reason old flim projector 24 fps seems smoother than that in computers is the blurring going on as the film frames move through the screen and digital draws each frame perfectly). But IIRC I don’t think that is the purpose of modern motion blur.
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So we know that the new tiles are the biggest FPS drain. But what is it hitting? The CPU or GPU? In terms of negating the new FPS loss of the new tiles, which would one be better off upgrading?
Thanks!
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On my system, definitely the CPU (AMD A8-3870). Using system monitor software, the CPU gets maxed out but my Radeon 6970 never gets much over 50% even running a 4800x900 Eyefinity setup and all the graphics options except V-Sync turned ON (but haven’t gone to the driver level and adjust AA levels and such yet though). I have a new motherboard and CPU on the way.
The reason why I was asking about the motion blur yesterday and didn’t make it 100% clear is due to me being in a hurry is that while it may cause a bit of an FPS hit, it may actually be worth it if it makes things seem less choppy.
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Motion blur effect is unchecked by default in my original config in the launcher.
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I dropped my first couple of CBUs at the KOTAR range yesterday, and the sim nearly stopped cold on impact / activation
Time to adjust the particle system settings I guess…
Uwe
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Ok so basically gotta play 4.32 until old tiles are available for 4.33
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So we know that the new tiles are the biggest FPS drain. But what is it hitting? The CPU or GPU? In terms of negating the new FPS loss of the new tiles, which would one be better off upgrading?
Thanks!
Why should it be our hardware if i can run the DCS beta which has 10 times better graphics smooth and perfect 60fps…
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Tiles have very little to do with your frames it is a 2d flat image that requires very little rendering.
Your post does not list your system specs (CPU, RAM, Graphics card). Also what are your frames tanking to?
I am still running solid frames I was around 120 4.32 and on 4.33 I am around 90 so there was some drop but for my system it didn’t matter. Also anytime you add additional monitors you can expect performance loss. Sounds like a rendering issue just based on the vague post I would recommend what Arty said turn off trees and grass.
I think that assumtion is not quite right.
Check it yourself:
Run a dogfight over the ocean, or run a dogfight over those great new tiles we have. Its a huge difference in fps
Also try ITO and you will see that FPS is much higher over the desert then again back in KOREA -
I think that assumtion is not quite right.
Check it yourself:
Run a dogfight over the ocean, or run a dogfight over those great new tiles we have. Its a huge difference in fps
Also try ITO and you will see that FPS is much higher over the desert then again back in KOREAKorea/Sea/Land: FACK. The difference is on my rig ~15 FPS…
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Why should it be our hardware if i can run the DCS beta which has 10 times better graphics smooth and perfect 60fps…
AFAIK improvements in DCS W are mostly down to moving to DX11 which is able to utilise modern hardware better……under DX9 it was a stutter fest.
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.under DX9 it was a stutter fest.
Good point! I have always loved BMS because it was smooth running,
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I think that assumtion is not quite right.
Check it yourself:
Run a dogfight over the ocean, or run a dogfight over those great new tiles we have. Its a huge difference in fps
Also try ITO and you will see that FPS is much higher over the desert then again back in KOREAAgree…FPS jumps up over water maybe 10-12 FPS than being over land.
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Ok so basically gotta play 4.32 until old tiles are available for 4.33
I wouldn’t recommend using the old tiles with 4.33: turning off some shaders such as HDR while still using the new tiles will give you the FPS boost and IMHO will look better than shadres on + old tiles.
But more importantly, different tile set will likely cause multiplayer compatibility issues because of the different paths and elevations (AI are affected by them via the .thr and .mea files, which should be replaced too with the tile set).I think that assumtion is not quite right.
Check it yourself:
Run a dogfight over the ocean, or run a dogfight over those great new tiles we have. Its a huge difference in fps
Also try ITO and you will see that FPS is much higher over the desert thena again back in KOREAAs Yoni explained the more tiles are loaded the higher the FPS impact. Because of that over the ocean FPS is higher. Also KTO’s terrain is newer and more advanced than ITO’s, and uses more tiles, which is is why KTO looks less repetitive. It comes with a cost with the current engine (well worth it, IMHO).
1. The new tiles DO have impact on FPS relative to the old tiles set, not because of the Images themselves, but because of the number of tiles, the relatively higher number of tiles requiring more draw calls and so are more costly.
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I wouldn’t recommend using the old tiles with 4.33: turning off some shaders such as HDR while still using the new tiles will give you the FPS boost and IMHO will look better than shadres on + old tiles.
But more importantly, different tile set will likely cause multiplayer compatibility issues because of the different paths and elevations (AI are affected by them via the .thr and .mea files, which should be replaced too with the tile set).As Yoni explained the more tiles are loaded the higher the FPS impact. Because of that over the ocean FPS is higher. Also KTO’s terrain is newer and more advanced than ITO’s, and uses more tiles, which is is why KTO looks less repetitive. It comes with a cost with the current engine (well worth it, IMHO).
Yes yes yes…, but ~15 FPS?! That is hard stuff for three times more tiles…
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Yes yes yes…, but ~15 FPS?! That is hard stuff for three times more tiles…
Yeap. The performance penalty of the new tile set was known and discussed internally. It was decided that the visual benefit was well worth it. Older systems need to turn off some GFX options or upgrade.
Please understand it’s been 4 years since BMS 4.32 release so it’s reasonable to expect that better hardware is available (generally). -
Yeap. The performance penalty of the new tile set was known and discussed internally. It was decided that the visual benefit was well worth it. Older systems need to turn off some GFX options or upgrade.
Please understand it’s been 4 years since BMS 4.32 release so it’s reasonable to expect that better hardware is available (generally).Ok.