Balkans Theater Bad FPS
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Hi, falcon bms 4.33.4 with korea theater, some HD addons including cockpit run 60FPS no problem ground and air, when switching to balkans i get sub 30fps on the ground(more like 20) and 30 to 40 in air. Settings are the same as korea theater.
System specs:
Windows 10 64bit
16GB DDR4 3066Mhz
Ryzen 5 1600 @ 3.95Ghz
XFX R9 290X Double Dissipation 4GBI cant think that it should perform so badly with my system so i’m thinking its some issue with the game, post settings that give you good fps please and if you know whats causing it help would be appreciated.
PS: I am locked at 60FPS in AMD radeon settings to avoid screen tearing
PPS: This is the balkans campaign im talking about havent tried dogfight or TE in balkans yet -
Probably because of the JanHas models. Use the alternate installer instead. See https://www.benchmarksims.org/forum/showthread.php?31813-Balkans-4-33-Update-3-6%22.
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Any idea why the janhas models are causing fps issues?
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Any idea why the janhas models are causing fps issues?
Because they are much higher poly count than the default one. Balkans theatre generally has a lot more 3D objects than KTO as well.
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I agree about JanHas model, but personal I dont believe it is really reason…
I use JanHas model in almost every theater, and dont have so bad FPS.
Only Balkan has bad FPS.
So I believe too much 3D objects and units, cause this FPS drop. -
Yeah i agree because my GPU isnt even using more than 2.3GB of its vram so theres alot of space left for textures, shaders ect. The higher poly count would be believable if my GPU was being maxed out and in DCS the planes have much more polygons and i can run that 60fps no problem all the time.
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Yeah i agree because my GPU isnt even using more than 2.3GB of its vram so theres alot of space left for textures, shaders ect. The higher poly count would be believable if my GPU was being maxed out and in DCS the planes have much more polygons and i can run that 60fps no problem all the time.
Much newer engine that is capable of utilisation all the GPU power though.
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Yeah i agree because my GPU isnt even using more than 2.3GB of its vram so theres alot of space left for textures, shaders ect. The higher poly count would be believable if my GPU was being maxed out
Generally that isn’t true to assume. GPU VRAM may suggest how much space is used to hold textures/buffers (Textures are the main consumers, usually) but it doesn’t suggest how much the GPU is processing, so for what it’s worth, GPU can get to its knees by utilizing almost no VRAM at all, enough that you render too many tris and you can get the GPU to a slide show FPS.
However, BMS in most cases isn’t utilizing the GPU fast enough, so usually your GPU will not work too hard. As been said already, it’s the number of objects that can make the most difference.
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If using Win10 you can activate the GPU usage in TaskManager to get a better gauge of the actually GPU load, and not just the memory. Right-Click one of the column headers in the processes tab and select GPU. Will also display the full performance tab in the Performance Tab, which includes GPU, Memory, and Hardware Accelerators.
Nice! But I don’t have GPU monitoring on my TM, maybe missing some Windows update (Although I updated windows ~2 weeks ago, I usually keep windows update disabled and enables it when I want to update).
However, Process explorer is good enough for that kind of monitoring. -
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Balkans theatre generally has a lot more 3D objects than KTO as well.
KTO has 2693 objectives. Balkans has 2956, that a difference of 263 objectives. That’s not a lot more and isn’t the cause of FPS drops!! Balkans used to have over 7000 objects, but no longer.
So I believe too much 3D objects and units, cause this FPS drop.
Yes, there are more units in Balkans as compared to the campaigns in KTO.
Double in one cam file 1812(Balkans)-906(Korea), almost triple in another cam file 1363(Balkans)-576(Korea) and over triple in the other cam file 1747(Balkans)-523(Korea). This is probably the second biggest cost of FPS in Balkans.
But the biggest problem, and this is the root of the FPS issues, is the number of Squadrons.
Balkan’s average amount of Squadrons in the 3 campaigns is 280!! That’s a CHIT load.
Korea’s average amount of Squadrons in it’s 3 campaigns is 100. Almost 60% less than Balkans.
Inland taking off is crazy, but once out in the wide open, over the ocean I’m sure you might get a surge or two of a little better FPS :lol:, but it’s not going to be much with all the aircraft not only taxing to take off but in the air everywhere.
Then throw on top of that JanHas models and there you have it.
Balkans is a bigger theater.
Uh, NO……Bigger than what?? Balkans is a 64 segment theater, same as Korea!
As been said already, it’s the number of objects that can make the most difference.
Not in this case. It’s the huge number of units combined with the JanHas stuff and the inordinate amount of aircraft squadrons. Other than that, the building objects in Balkans are pretty much stock BMS. And the terrain texture are similar in size to KTO.
Of course you may be speaking in general terms, i.e., building objects + unit + aircraft??
Now you know the rest of the story!!!
C9
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So, if gu and sqd numbers could be reduced, we can expect a smoother cam as Korea ones?
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So, if gu and sqd numbers could be reduced, we can expect a smoother cam as Korea ones?
I’m pretty confident that would be a yes!!!
Already parring it down, will have something soon.
Of course you’re probably gonna check it too.
C9
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Objectives can vary in size from 1 feature to 255, Ground units and flights are the real magic number.
Try a TE with 500 squadrons and only 3 flights and you’ll get no FPS issues. Try the TE with 3 Squadrons and 60 flights, different story.
I would focus more on the Ground Units than Air. Particularly Ground units that use more than 8 of the available 16 element slots
You’re not telling me anything I don’t already know and understand.
For anyone who understands the makeup of units, everything you posted is a given.
In a campaign setting, everyone should know and understand that a Squadron ends up breaking into Packages and flights.
So I didn’t feel the need to break it all down to that level.
I’ve dev’d on Balkans for years. Only one time besides now has this problem with FPS been present in the Balkans Theater. The first time was when the theater had over 17,000 objects(ives). Once that was parred down, everything ran fine.
Now, in this current iteration with a lot less objects(ives), a huge amount of Squadrons were added, with the majority being active at start up.
That is the problem, the combined things you post, amount of slots being used, mathematical calculations, etc., is it a part of it, sure, but like I said, Balkans with a ton of object(ives) had well know FPS problems, when scaled back it ran fine. Then the introduction of a huge amount of Squadrons, and we’re back to the same square.
C9
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I dont have it installed - but just a wild thaught……what about textures? I think Balkan has full texture slot(4096) of hi-res tiles (2048x2048? or 1024x1024?) while my Korea install tiles are 512x512 (and some sets are empty in texture.bin IIRC).
I think models complexity, number of object and their polycount inside objectives, number of units, *.cam complexity etc - everything is relevant… but together with hi-res textures it can slowdown your FPS twice…
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Also, I responded to your post as you stated Balkans was a bigger theater. Which it is not. You did not specify you were talking about usable land mass, otherwise you would have said that originally!!
C9
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