@Kevstosmart @Kevstosmart mate, I think this is the one that I learned hardway in my case of Video Streaming Encoder, there are two part that matter,
1.CPU
2.GPU
Both of this part needed to be balance in term of speed ability. The CPU prepared all the matter for the GPU to render. Some people have very powerful GPU, but still experiences frame drop / in BMS can visually seen as FPS drop / stutter. It is caused by, not enough material prepared by the CPU to feed into the GPU to be rendered. The cause of the CPU, is very much complex nowadays, but commonly, the CPU is underpower to prepare the graphic material that we already set. That’s the one main cause of problem. At first time I play BMS, I do experiences FPS drop at the ground, and going smooth after airborne. And this is all the step I do to made the ground / at the ground FPS is capped and steady at 144FPS.
First, I do a denial one, because mostly, my CPU is well okay doing the intense calculation at very heavy gaming at the ULTRA graphic setting, so I think, this is all about the CPU setup at the regedit part Win32PrioritySeparation. Why this one? Because I do also intense calculation in the background using the tracker. It is CPU burden also, so that I have to made it perfectly suited to setup the CPU scheduling so that the BMS FPS steady, both at the ground, and airborne. I do intense math check and come up with this 9 possible setup that I’ll try at those time one by one to see the improvement.
This setup inputed at regedit HKLM/System/CurrentControlSet/Control/PriorityControl/Win32PrioritySeparation
By default it is set to 2, but next I’ll give you all my list to test at those time
Please note, input with hex radio button selected
2A hex
29 hex
28 hex
this three is short fixed around 60ms fixed Quanta at the CPU. 28 is no foreground application boost, 29 medium foreground boost, and 2A High Foreground Boost
next is the famous number strongly sugested by many people
26 hex
25 hex
24 hex
this three is short variable quanta with 24 is no foreground boost and 26 is high foreground boost and 25 is medium
next I usually use these three setup when doing a very heavy CPU calculation while recording and mixing around 700 tracks with all plugins on, and have to get the latency not more than 4ms
1A hex
19 hex
18 hex
this three is long fixed quanta, mean that it gives the lonnger time for CPU to schedulling the thread, with 1A is high foreground boost (it is the best when in term of my recording latency), then 19 is medium, and 18 no foreground at all.
And I come up with this result, 2A in my machine work best, the SIM FPS stabilized, not jink up and down, but, I still see some room of improvement here.
Side note, mostly for BMS, you do not need High END GPU, except you use the very heavy AntiAlias, anisotropic, at the GPU side, not the software side. Term GPU side is, you turn off all the antialias and anisotropic filter in BMS, and use spesific setup at “CARD DRIVER” for BMS program only, that’s when your expensive GPU will kick in. In term of stream, it called, hardware encoder.
So right now we know the three FPS counter
SIM
ren (mean rendered)
FPS
while SIM is the actual FPS that your CPU prepare, it goes into the rendered, for your GPU to perfectly sync and polished to be seen at the FPS (this is the output one).
Side note again, do not expect the GPU to rendered more than the SIM (CPU) feed into the GPU. This is the main problem. No matter how powerful the GPU is, all is CPU dependant. Also note about any trackIR, it is heavy CPU also.
Right now, we understand that, CPU is essential here, while GPU is just, well, so so. At this moment when I see this, I come into conclussion for my machine at those time, if I need 140FPS SIM at the ground, mean that I have to lighten the load of my CPU, or using 4x time faster CPU roughly. From 30 - 60 FPS SIM at the ground, into 140FPS SIM at the ground. Two things I can consider, buy, or lighten the load.
I pick lighten the load, and started to goes into config, eliminate all the graph until minimum visual I can accept, those also lower the resolution. I do using no antialias at the CPU side by turning it at the minimum into the BMS config, and turn it max at my GPU driver page.
After I did this, well, ground FPS SIM CPU is roughly near the same while airborne, and my GPU sync it with monitor perfectly.
Sometimes, gamer tends to kick the graph into something that their CPU can’t chew, assumed that they have powerful GPU. If the game have the hardware option to make all the graph related fully at the GPU power, it is good to have high end GPU, but, in case of BMS, it is CPU dependant.
Let’s conclude this, 2A for CPU, and lighten the load. Lighten the load start with shader, Resolution, and detail, while at the same time all filtering like antialias and anisotropic have to be off and turn it on at the GPU driver page. You might find yours, but I hope it’ll help you.
-GP-