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Benchmarking framerates between 4.0 and 4.1?


Scrapper_511

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17 hours ago, Ssnake said:

I'm not sure if the discussion of "why" is leading anywhere. I trust that our programmers are doing the best they can under a whole host of limiting factors (such as still having to work with the DirectX 9 framework).

 

So, let's focus on what can be done in practice. You have a machine that should be able to run Steel Beasts with great framerates if you're willing to compromise with the settings in the one or other place.

  1. Screen resolution. You may not like this advice, but you'll instantly boost your frames by switching to 1920x1080 resolution or similar, rather than running at 4K (where the text and the icons are too small anyway)
  2. Pull the ground clutter slider down. 20 is "good enough" in my opinion, but in any case, if you're noticing a substantial reduction at "40+" it's pretty obvious that you should keep it at "under 40".
  3. Consider reducing the shadow mapping level to 5...7
  4. Maybe a different antialiasing mode still delivers acceptable quality at better frames. If you set the regular antialiasing slider to "0" you can try out the alternative modes.

Thanks for the suggestions Nils. I will try them out and report back.

 

I've tried to lower the resolution to 2560x1440 and it had little impact. My monitor is 43" so 4K isn't that tiny :) I tried various antialiasing options in SbPro as well as using reshade and it has no impact on the fps as the GPU is never utilised fully; It's definitively tied to the CPU usage hitting nearly 100%. I'm contemplating to upgrade to a 9700-K@5Ghz and see how much that would help.

 

I will try some more scenarios and see if I can possibly narrow it down more. 

Edited by inexus
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OK, a newbie results that fully following all the guides.

 

My settings are at the default with a screen resolution of 2560 x 1440 and I ran the scenario for about 12 minutes.  I did bounce around to the 3 different spots, went to different positions and used the different sights.  Although I did get the FPS to show (via the menu and not the key press), I also used FRAPS to record the framerates.

 

Results are :

 

Frames  Time (ms)  Min  Max  Avg
45781 766579 17 64 59.721
  12.7 minutes      

 

Of the 765 fps recorded, there was only one"17, one 21, on 37, and two 39 fps.  the rest were > 40  with over 600 recorded at > 60 fps. 

System specifications are: WIN 10 Pro, I7 8700k @ 4.8 GHs, 64GB 3600 RAM, EVGA 1080 ( 8 GB VRAM), Predator 27" 1440P and running for a SSD.

 

I plan on tweaking the setting and rerunning the scenario.

 

 

Edited by AKA_Clutter
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I ran another test and it seems like AA of 4 or above coupled with a maxed out Road detail slider is what brings my system to it’s knees.

 

Furthermore it doesn’t seem to be much of a problem on maps or in areas on a map where there are only few trees, but in densly forrested areas it causes problems.

 

My guess is that the GPU is so busy with the AA passes over the trees (4k res) that combining this with the high road detail work over saturates the system’s capability.

 

Reducing AA to 2 has the biggest impact in recovering framerate, probably alleviating the bottleneck my system is experiencing.

I believe reducing the Road Detail slider one notch gives me just enough overhead to keep things stable.

 

The benchmark scenario runs without any problems at a comfortable average of 54 fps with these settings.

 

Also the CV9030 Introduction tutorial scenario (which plays in dense woods) runs fine with this.

 

Just a FYI.

 

P.S. every other graphical detail setting is set to MAX as well as the Terrain details sliders.

Ground clutter is set at 40.

Edited by Yskonyn
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Here is a comparison between 4K and 1080P. There is not really any difference in fps between the two. 

 

All graphical details are maxed out (i.e. 16AA, shadows at 10, road level at 5, etc). The load on the GPU is around 40%

 

If I max out general, ground and terrain details it doesn't impact the fps (maybe 1 fps diff). 

 

System: 2080TI, 5820K@4.4ghz (6 core, HT not enabled), 16GB DDR4. 

SS_20_23_38.jpg

SS_20_27_26.png

Edited by inexus
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General Information.  Earlier I posted that ALT-12 was not working for me.  I have an Nvidia card and use GeForce Experience to keep the drivers up to date.  One thing that comes with are in-Game overlays.  I have never really used them so I am not sure what they doe.  Tonight I set them to OFF in the GeForce settings and now ALT-12 works.  Must be some type of conflict.

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On 8/1/2019 at 1:25 PM, AKA_Clutter said:

OK, a newbie results that fully following all the guides.

 

My settings are at the default with a screen resolution of 2560 x 1440 and I ran the scenario for about 12 minutes.  I did bounce around to the 3 different spots, went to different positions and used the different sights.  Although I did get the FPS to show (via the menu and not the key press), I also used FRAPS to record the framerates.

 

Results are :

 

Frames  Time (ms)  Min  Max  Avg
45781 766579 17 64 59.721
  12.7 minutes      

 

Of the 765 fps recorded, there was only one"17, one 21, on 37, and two 39 fps.  the rest were > 40  with over 600 recorded at > 60 fps. 

System specifications are: WIN 10 Pro, I7 8700k @ 4.8 GHs, 64GB 3600 RAM, EVGA 1080 ( 8 GB VRAM), Predator 27" 1440P and running for a SSD.

 

I plan on tweaking the setting and rerunning the scenario.

 

 

@AKA_Clutter - Does any of your CPU cores max out? I'm curious to find out whether it's worth upgrading to run with a 5ghz CPU. 

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If I am not mistaken, SB Pro PE is not a truely multi-core application, so that would indicate that higher clockspeed is always beneficial. One core needs to calculate all things (even though it swaps over to other cores), whereas a true multi-core application can have, for example, a seperate core for AI, one for ballistics, one for sound, etc. Then clockspeeds are a little less relevant because you won't run into a bottleneck as quickly.

 

Of course, if I am completely wrong about SB Pro PE's processor usage I stand corrected.

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Given the right scenario size and conditions, the CPU will get saturated. Maybe not with the benchmark scenario, though. After all, you're supposed to sail through intense combat of about company team/battalion level with still good overall framerates.

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8 hours ago, inexus said:

@AKA_Clutter - Does any of your CPU cores max out? I'm curious to find out whether it's worth upgrading to run with a 5ghz CPU. 

HI Inexus,

 

I didn't look at CPU core usage. I can, but I think the experts have answered that above.  I would also note that the results I first posted were with the default settings.  That is a lot of things are turned way down or off.  I did another test with most things set to max.  That time the frame rates were in the teens.  I am now tweaking with a goal of getting the most while maintaining an average of ~ 45 fps.

 

I should also say that I built this machine in early 2018 specifically for flying DCS in VR (Oculus Rift 1).  My GPU is still weak for that but the rest pushed the limits at the time.  I also have SB on a SSD. My guess is that makes little difference in the frame rates.  Also given the long load times, I not sure it helps that either.

Edited by AKA_Clutter
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Radeon RX 560 Series 5th generation 4gig video card at 1680 x1050 vysnc on,

4.0 ghz cpu,

32 gig of ram,

windows 7,

settings were on default accept cache set to 100% and AA to 2 instead of 4

I'm getting 9 fps in day sight view scanning treeline at start of benchmark mission...

Edited by Raven434th
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I don't have any idea what's going on with running the new (4.1) benchmark scenario.  I've had no issues converting other maps, but I cannot get this one to work.  Also, I didn't think the 4.0- benchmark was supposed to run in4.1, but it does

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6 hours ago, Raven434th said:

 


Radeon RX 560 Series 5th generation 4gig video card at 1680 x1050 vysnc on,

4.0 ghz cpu,

32 gig of ram,

windows 7,

settings were on default accept cache set to 100% and AA to 2 instead of 4

I'm getting 9 fps in day sight view scanning treeline at start of benchmark mission...

 

Load Steel Beasts in debug mode and then exit without doing anything else: Windows Start Menu -> eSim Games -> Troubleshooting -> Steel Beasts Pro PE (debug)

 

Then go to your user Documents\eSim Games\Steel Beasts\logs folder and attach the DebugLog.txt here. If you're not sure how to get to that folder, you can press Windows Key + R to open the Run dialog, paste

%userprofile%\Documents\eSim Games\Steel Beasts\logs

into the Open: dialog and hit OK, which will open the correct folder.

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1 hour ago, Rotareneg said:

 

Load Steel Beasts in debug mode and then exit without doing anything else: Windows Start Menu -> eSim Games -> Troubleshooting -> Steel Beasts Pro PE (debug)

 

Then go to your user Documents\eSim Games\Steel Beasts\logs folder and attach the DebugLog.txt here. If you're not sure how to get to that folder, you can press Windows Key + R to open the Run dialog, paste

%userprofile%\Documents\eSim Games\Steel Beasts\logs

into the Open: dialog and hit OK, which will open the correct folder.

[20:15:38,543] CGame TRACE: -------------------------------
[20:15:38,543] CGame TRACE: Steel Beasts Log File v4.157
[20:15:38,543] CGame TRACE: Sat Aug  3 20:15:38 201 / 3288
[20:15:38,543] CGame TRACE: -------------------------------
[20:15:38,543] CGame INFO : +--+ MEMORY USAGE INFO (SteelBeasts START):
[20:15:38,543] CGame INFO : |  | Process: 235 MB (0 % of 8.0 TB total, 8.0 TB free) 235 MB min/133 MB max
[20:15:38,543] CGame INFO : |  | Physical: 3.5 GB (11 % of 32.0 GB total, 28.5 GB free) 3.5 GB min/3.5 GB max
[20:15:38,543] CGame INFO : +--+ Pagefile: 4.8 GB (8 % of 64.0 GB total, 59.2 GB free) 4.7 GB min/4.8 GB max
[20:15:38,543] CGame INFO : Joystick mapping: wheel: +X axis, accel: +Y axis, brake: +Z axis
[20:15:38,547] CPackageDownloadClient TRACE: Interprocess emulation folder: 'C:\ProgramData/boost_interprocess/1564873490'
[20:15:38,547] CPackageDownloadClient INFO : MQ name: SB_00003288
[20:15:38,551] CGame WARN : Package Downloader Local Communication Exception 'The system cannot find the file specified.' (7)
[20:15:38,552] CGame WARN : Could not connect to the map package download service!
[20:15:38,552] CGame INFO : Network logging alarm threshold set to '120'.
[20:15:38,552] CGame INFO : Network logging alarm message age set to '5'.
[20:15:38,575] CGame TRACE: m_DisplayInfoMap[\\.\DISPLAY1]
[20:15:38,708] CDisplay TRACE: Entered BuildDeviceList
[20:15:38,738] CDisplay INFO : Valid mode: 2560 x 1600, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 1920 x 1200, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 1680 x 1050, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 1280 x 1024, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 1280 x 960, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 1280 x 800, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 1280 x 720, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 1152 x 872, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 1152 x 864, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 1024 x 768, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 832 x 624, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 800 x 600, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 720 x 400, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 640 x 480, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 2560 x 1600, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 1920 x 1200, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 1680 x 1050, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 1280 x 1024, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 1280 x 960, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 1280 x 800, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 1280 x 720, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 1152 x 872, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 1152 x 864, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 1024 x 768, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,738] CDisplay INFO : Valid mode: 832 x 624, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,739] CDisplay INFO : Valid mode: 800 x 600, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,739] CDisplay INFO : Valid mode: 720 x 400, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,739] CDisplay INFO : Valid mode: 640 x 480, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0
[20:15:38,752] CDisplay TRACE: Found device... Leaving BuildDeviceList
[20:15:38,752] CDisplay TRACE: WM_GETMINMAXINFO ptMaxSize:1696 1066  ptMaxPosition:-8 -8  ptMinTrackSize 132 38  
[20:15:38,753] CDisplay TRACE: WM_WINDOWPOSCHANGING 0 0 0 0 00000043
[20:15:38,754] CDisplay TRACE: WM_WINDOWPOSCHANGING 0 0 0 0 00000003
[20:15:38,754] CDisplay DEBUG: WM_ACTIVATEAPP: 0x1
[20:15:38,760] CDisplay DEBUG: WM_SIZE: 0x0
[20:15:38,769] CDisplay TRACE: WM_WINDOWPOSCHANGING 458 223 780 611 00000014
[20:15:38,769] CDisplay TRACE: WM_GETMINMAXINFO ptMaxSize:1696 1066  ptMaxPosition:0 0  ptMinTrackSize 132 38  
[20:15:38,769] CDisplay DEBUG: Display name '\\.\DISPLAY1' - 0x80005.
[20:15:38,795] CDisplay DEBUG: EYEFINITY DISABLED for display name '\\.\DISPLAY1'.
[20:15:38,795] CDisplay DEBUG: FindMenuDisplayArea: 0/0/0/0
[20:15:38,795] CDisplay TRACE: Entered SetDisplayMode
[20:15:38,795] CDisplay TRACE: Entered Initialize3DEnvironment
[20:15:38,795] CDisplay DEBUG: AdjustWindowForChange: For full screen
[20:15:38,795] CDisplay TRACE: WM_WINDOWPOSCHANGING 0 0 0 0 00000037
[20:15:38,796] CDisplay DEBUG: WM_SIZE: 0x0
[20:15:38,804] CDisplay DEBUG: *** PresentationIntervals (0x0/0x80000000) NOT SUPPORTED! (Initialize3DEnvironment) ***
[20:15:38,982] CDisplay TRACE: CreateDevice succeeded
[20:15:39,326] CDisplay TRACE: GetBackBuffer succeeded
[20:15:39,326] CGame TRACE: Entering CGame::RestoreRenderTargets
[20:15:39,328] CGame TRACE: Leaving CGame::RestoreRenderTargets
[20:15:39,328] CGame TRACE: Entering CGame::RestoreDefaultPoolObjects
[20:15:39,328] CLandscape TRACE: Entering CLandscape::InitDefaultPoolObjects()
[20:15:39,333] CLandscape TRACE: Leaving CLandscape::RestoreDefaultPoolObjects()
[20:15:39,334] CGame TRACE: Leaving CGame::RestoreDefaultPoolObjects
[20:15:39,368] CDisplay TRACE: Adapter Driver aticfx64.dll
[20:15:39,368] CDisplay TRACE: Adapter Description Radeon RX 560 Series
[20:15:39,368] CDisplay TRACE: Adapter DeviceName \\.\DISPLAY1
[20:15:39,368] CDisplay TRACE: Adapter DriverVersion 852056537
[20:15:39,368] CDisplay TRACE: Adapter VendorId 0x1002
[20:15:39,368] CDisplay TRACE: Adapter DeviceId 0x67ff
[20:15:39,368] CDisplay TRACE: Adapter SubSysId 0xe3481da2
[20:15:39,368] CDisplay TRACE: Adapter Revision 207
[20:15:39,368] CDisplay TRACE: Adapter WHQLLevel 0
[20:15:39,368] CGame TRACE: Entering CGame::InitDeviceObjects
[20:15:40,093] CLandscape TRACE: Entering CLandscape::InitMapDeviceObjects
[20:15:40,128] CGame TRACE: Leaving CGame::InitDeviceObjects
[20:15:40,128] CGame TRACE: GDDO:Manager::CreateAllDeviceDependentResources()
[20:15:40,666] CGame TRACE: Entered CGame::RestoreDeviceObjects
[20:15:40,666] CGame TRACE: It took 0ms to restore actor device objects
[20:15:40,674] CMenuUI TRACE: CMenuUI::Initialize
[20:15:40,674] CMenuUI TRACE: CMenuUI::InitScreenRects
[20:15:40,674] CGame TRACE: Leaving CGame::RestoreDeviceObjects
[20:15:40,675] CDisplay DEBUG: Display name '\\.\DISPLAY1' - 0x80005.
[20:15:40,698] CDisplay DEBUG: EYEFINITY DISABLED for display name '\\.\DISPLAY1'.
[20:15:40,699] CDisplay DEBUG: FindMenuDisplayArea: 0/1680/0/1050
[20:15:40,699] CGame TRACE: GDDO:Manager::RestoreAllDeviceDependentResourcesAfterReset()
[20:15:40,699] CDisplay TRACE: Leaving Initialize3DEnvironment
[20:15:40,699] CDisplay TRACE: Leaving SetDisplayMode
[20:15:40,710] CGame TRACE: Setting language 'English (US)'
[20:15:40,731] CStringTable DEBUG: Reading string file '..\loc\English (US)\pstrings.txt'.
[20:15:40,808] CStringTable TRACE: Done reading string file.
[20:15:40,808] CMenuUI TRACE: CMenuUI::Initialize
[20:15:40,808] CMenuUI TRACE: CMenuUI::InitScreenRects
[20:15:40,908] CSound INFO : DirectSound: dwMaxHwMixingAllBuffers = 1
[20:15:43,365] CGame TRACE: Done setting language
[20:15:43,365] CGame TRACE: Creating actor factories
[20:15:43,366] CArmorInfoPool DEBUG: ArmorInfoPool: now 1 entries in pool
[20:15:43,366] CArmorInfoPool DEBUG: ArmorInfoPool: now 2 entries in pool
[20:15:43,366] CGame TRACE: Ordnance...
[20:15:43,903] CGame TRACE: Actors and buildings...
[20:15:43,994] CGame TRACE: Guns...
[20:15:44,045] CGame TRACE: Roads...
[20:15:44,045] CGame TRACE: Earthworks...
[20:15:44,045] CGame TRACE: Targets...
[20:15:44,045] CGame TRACE: 3D characters...
[20:15:44,510] CGame TRACE: Vehicles...
[20:15:45,478] CGame TRACE: Attachments...
[20:15:45,482] CGame TRACE: Initializing actor factories
[20:15:45,554] CGame TRACE: Done initializing actor factories
[20:15:45,816] CGame TRACE: Done creating actor factories
[20:15:45,816] CGame INFO : CreateAllActorMoms took  2450836.000000 microseconds
[20:15:46,432] CInput.TrackIR WARN : Could not register TrackIR with NP software.. is the NaturalPoint TrackIR GUI running?

[20:15:46,432] CGame WARN : Failed to initialize the head tracking device!
[20:15:46,432] CLandscape TRACE: Entered CLandscape::Create()
[20:15:46,485] CLandscape TRACE: Leaving CLandscape::Create()
[20:15:46,502] CGame TRACE: CGame::Run
[20:15:46,502] CDisplay TRACE: WM_WINDOWPOSCHANGING 0 0 0 0 00000037
[20:15:46,502] CGame TRACE: Refreshing mappackage directory
[20:15:46,503] CGame TRACE: Refreshing folder 'C:/ProgramData\eSim Games\Steel Beasts\maps\packages'
[20:15:46,620] CGame TRACE: Done Refreshing mappackage directory
[20:15:56,198] CLandscape TRACE: CLandscape::InvalidateDeviceObjects
[20:15:56,198] CLandscape TRACE: CLandscape::InvalidateMapDeviceObjects
[20:15:56,205] CGame TRACE: GDDO:Manager::ReleaseAllDeviceDependentResourcesForReset()
[20:15:56,222] CLandscape TRACE: CLandscape::DeleteDeviceObjects
[20:15:56,231] CLandscape TRACE: Entered CLandscape::Delete2DMapTextures
[20:15:56,231] CLandscape TRACE: Leaving CLandscape::Delete2DMapTextures
[20:15:56,231] CLandscape TRACE: Entered CLandscape::DeleteLightMapTextures
[20:15:56,231] CLandscape TRACE: Leaving CLandscape::DeleteLightMapTextures
[20:15:56,237] CGame TRACE: GDDO:Manager::DeleteAllDeviceDependentResources()
[20:15:56,459] CDisplay TRACE: WM_WINDOWPOSCHANGING 0 0 0 0 00000097
[20:15:56,460] CDisplay DEBUG: WM_ACTIVATEAPP: 0x0
[20:15:56,465] CGame INFO : +--+ MEMORY USAGE INFO (SteelBeasts END):
[20:15:56,465] CGame INFO : |  | Process: 1.5 GB (0 % of 8.0 TB total, 8.0 TB free) 235 MB min/1.8 GB max
[20:15:56,465] CGame INFO : |  | Physical: 4.8 GB (15 % of 32.0 GB total, 27.2 GB free) 3.5 GB min/5.0 GB max
[20:15:56,465] CGame INFO : +--+ Pagefile: 6.1 GB (9 % of 64.0 GB total, 57.9 GB free) 4.7 GB min/6.5 GB max
[20:15:56,465] CGame TRACE: Destroying global classes
[20:15:56,465] WorkQueueManager(0,priority_below_normal) DEBUG: Thread       4656 (Wqm0-Wrk-prio1BelNrm-4): exit on order.
[20:15:56,466] WorkQueueManager(0,priority_below_normal) DEBUG: Thread       4864 (Wqm0-Wrk-prio1BelNrm-1): exit on order.
[20:15:56,466] WorkQueueManager(0,priority_below_normal) DEBUG: Thread       4604 (Wqm0-Wrk-prio1BelNrm-3): exit on order.
[20:15:56,466] WorkQueueManager(0,priority_below_normal) DEBUG: Thread       3344 (Wqm0-Wrk-prio1BelNrm-0): exit on order.
[20:15:56,466] WorkQueueManager(0,priority_below_normal) DEBUG: Thread       1364 (Wqm0-Wrk-prio1BelNrm-6): exit on order.
[20:15:56,466] WorkQueueManager(0,priority_below_normal) DEBUG: Thread       3020 (Wqm0-Wrk-prio1BelNrm-5): exit on order.
[20:15:56,466] WorkQueueManager(0,priority_below_normal) DEBUG: Thread       4108 (Wqm0-Wrk-prio1BelNrm-7): exit on order.
[20:15:56,467] WorkQueueManager(0,priority_below_normal) DEBUG: Thread       2616 (Wqm0-Wrk-prio1BelNrm-2): exit on order.
[20:15:56,479] WorkQueueManager(0,priority_below_normal) DEBUG: Thread       3076 (Wqm0-HKpr-prio1BelNrm): exit on order.
[20:15:56,481] CPackageDownloadClient TRACE: Removed old message queue
[20:15:56,628] CLandscape TRACE: CLandscape::InvalidateDeviceObjects
[20:15:56,628] CLandscape TRACE: CLandscape::InvalidateMapDeviceObjects
[20:15:56,628] CLandscape TRACE: CLandscape::DeleteDeviceObjects
[20:15:56,628] CLandscape TRACE: Entered CLandscape::Delete2DMapTextures
[20:15:56,628] CLandscape TRACE: Leaving CLandscape::Delete2DMapTextures
[20:15:56,628] CLandscape TRACE: Entered CLandscape::DeleteLightMapTextures
[20:15:56,628] CLandscape TRACE: Leaving CLandscape::DeleteLightMapTextures
[20:15:56,674] CArmorInfoPool DEBUG: Shutting down; 2 entries in pool
[20:15:56,823] CNetwork TRACE: CNetwork::CleanupAll()
[20:15:56,925] CGame TRACE: Uninitializing COM
[20:15:56,925] CGame INFO : Done
 

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2 hours ago, Rake said:

I don't have any idea what's going on with running the new (4.1) benchmark scenario.  I've had no issues converting other maps, but I cannot get this one to work.  Also, I didn't think the 4.0- benchmark was supposed to run in4.1, but it does

Try to open the scenario in the Mission Editor. When the warning message comes up that you're missing the map for it, click the button to "Replace map" and then pick from the stock "Hannover-Weserbergland". Steel Beasts will then proceed to load it, then you can save it, and run it.

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3 hours ago, Raven434th said:

[20:15:39,368] CDisplay TRACE: Adapter Driver aticfx64.dll
[20:15:39,368] CDisplay TRACE: Adapter Description Radeon RX 560 Series
[20:15:39,368] CDisplay TRACE: Adapter DeviceName \\.\DISPLAY1
[20:15:39,368] CDisplay TRACE: Adapter DriverVersion 852056537
[20:15:39,368] CDisplay TRACE: Adapter VendorId 0x1002
[20:15:39,368] CDisplay TRACE: Adapter DeviceId 0x67ff
[20:15:39,368] CDisplay TRACE: Adapter SubSysId 0xe3481da2
[20:15:39,368] CDisplay TRACE: Adapter Revision 207
[20:15:39,368] CDisplay TRACE: Adapter WHQLLevel 0

Well, there goes that theory, I was thinking maybe the sim was running on an integrated GPU instead of the dedicated one, not an uncommon cause of unexplained poor performance in various games.

 

I looked up the specs on the RX 560 and it seems to be close in performance to my GTX 760 which has about as much trouble with the frame rate there when on default settings. The first thing I'd turn down is the road rendering detail slider in the graphics setting, ALT-G, to 1 at first just to see how much it helps in your case (it helps a lot on my system at least.) Then, on the terrain detail settings, ALT-D, I have the terrain object detail turned all the way down to 0, which to me doesn't look much different and helps quite a bit as well. Antialiasing can be a big hit in performance in 4.1 as it appears they're doing transparency AA on the trees and ground clutter now.

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Actually most comparisons are on par with the GTX 1050...I don.t think the problem lies with our systems, more likely its the Steelbeasts code. I get 40-50+ FPS in thermal view.

 

lowering the road slider does nothing.still 9 fps looking at the treeline(40+) in thermal.

Edited by Raven434th
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It may be the smart thing to simply wait for the next patch.

Then, if things don't work well with default settings, it'd be time to reduce expecially the Graphics settings to zero, and in scenes known to be particularly problematic to gradually raise the options one by one with active frame rate counter until you see a substantial drop (and then to take that back one notch). That way you should be able to find the sweet spot relatively quickly.

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