To be clear - Performance on PTS last couple days

Discussion in 'Test Server: Discussion' started by codeForge, Nov 6, 2013.

  1. codeForge

    I hear a lot of people talking about 48 x 48 fights and their performance versus live. Guys, many of the fights on PTS have been 200+ people fights, not 100 person fights. Plus, we've had developers on doing all manner of crazy things, which was causing lots of people's frame rates to dip (as we would expect).

    So don't panic. We're getting the numbers, and things look good. The fights have been big, and for a large majority of you it was a better experience.

    (In all fairness we should have warned better that we were going to be summoning hundreds of tanks and galaxies and the like... sometimes we go a bit crazy with our toys.)
    • Up x 7
  2. FrontTowardEnemy

    Feedback for latest patch: lots of hitching and stuttering with framerates while flying over bases. Objects popping into existence abruptly at very short ranges. I've changed no settings between patches, left everything as I have it on live: ultra settings, with no flora and low quality shadows.

    Map was empty. Less than 6 players in the area if that.

    Frame rates are an indicated 35-40 FPS, GPU limited. DXDIAG is as follows:

    Operating System: Windows 7 Ultimate 64-bit (6.1, Build 7600) (7600.win7_rtm.090713-1255)
    Language: English (Regional Setting: English)
    System Manufacturer: MSI
    System Model: MS-7693
    BIOS: BIOS Date: 02/04/13 10:51:30 Ver: 04.06.05
    Processor: AMD FX(tm)-4170 Quad-Core Processor (4 CPUs), ~4.5GHz
    Memory: 8192MB RAM
    Available OS Memory: 8140MB RAM
    Page File: 3136MB used, 21001MB available
    Windows Dir: C:\Windows
    DirectX Version: DirectX 11
    DX Setup Parameters: Not found
    User DPI Setting: 96 DPI (100 percent)
    System DPI Setting: 96 DPI (100 percent)
    DWM DPI Scaling: Disabled
    DxDiag Version: 6.01.7600.16385 32bit Unicode

    Display Devices
    Card name: AMD Radeon HD 7700 Series
    Manufacturer: Advanced Micro Devices, Inc.
    Chip type: AMD Radeon Graphics Processor (0x683D)
    DAC type: Internal DAC(400MHz)
    Device Key: Enum\PCI\VEN_1002&DEV_683D&SUBSYS_27101462&REV_00
    Display Memory: 724 MB
    Dedicated Memory: 1006 MB
    Shared Memory: 3814 MB
    Current Mode: 1920 x 1080 (32 bit) (60Hz)
    Monitor Name: Generic PnP Monitor
    Monitor Model: TOSHIBA-TV
    Monitor Id: TSB0206
    Native Mode: 1920 x 1080(p) (60.000Hz)
    Output Type: HDMI
    Driver Name: aticfx64.dll,aticfx64.dll,aticfx64.dll,aticfx32,aticfx32,aticfx32,atiumd64.dll,atidxx64.dll,atidxx64.dll,atiumdag,atidxx32,atidxx32,atiumdva,atiumd6a.cap,atitmm64.dll
    Driver File Version: 8.17.0010.1191 (English)
    Driver Version:
    DDI Version: 10.1
    Driver Model: WDDM 1.1
    Driver Attributes: Final Retail
    Driver Date/Size: 3/28/2013 19:37:02, 1155264 bytes
    WHQL Logo'd: n/a
    WHQL Date Stamp: n/a
    Device Identifier: {D7B71EE2-2B7D-11CF-7573-1A07BEC2C535}
    Vendor ID: 0x1002
    Device ID: 0x683D
    SubSys ID: 0x27101462
    Revision ID: 0x0000
    Driver Strong Name: oem3.inf:ATI.Mfg.NTamd64.6.1:ati2mtag_R575A:\ven_1002&dev_683d
    Rank Of Driver: 00E62001
    Video Accel: ModeMPEG2_A ModeMPEG2_C ModeVC1_C ModeWMV9_C
    Deinterlace Caps: {6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
    {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
    {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
    {6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
    {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
    {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
    {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
    {3C5323C1-6FB7-44F5-9081-056BF2EE449D}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
    {552C0DAD-CCBC-420B-83C8-74943CF9F1A6}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
    {6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
    {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
    {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
    {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
    {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
    {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
    {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
    {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
    {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
    D3D9 Overlay: Not Supported
    DXVA-HD: Not Supported
    DDraw Status: Enabled
    D3D Status: Enabled
    AGP Status: Enabled
    • Up x 1
  3. Frostbitten

    Driver version I mean come on, you come and complain and are using drivers that old. Catalyst 13.4 are been known of having lots of issues, to be precise, stuttering issues.

    Your graphics card drivers are very old in terms of latest AMD Catalyst beta development. Use latest 13.11 beta.

    Also, if objects are popping in that could mean having slow HDD or something which is using it while you're playing.
    • Up x 1
  4. blueangleofdeath

    I would recommend 13.10 instead of 13.11. I had major problems with 13.11 like stuck memory clock and problems with northbridge which cause the computer to go into a restart boot every few minutes.

    As performance wise at my end. I get hitches when a large amount of people come to an area like the biolab. I get higher frames on live then PTS. The good news is my frames don't drop as much as live when in large battles and I get GPU in cases where it would CPU on my on live. So for me currently I'm getting a lot of plus and minus from both PTS and live versions. I'm using the same settings as I do on live which are maximum settings plus ultra minus the motion blur.
  5. gigastar

    Been meaning to put up a thread on the subject, but since its here how about you add more indicator brackets for force sizes up to 192?

    Instead of just stopping at "48+" you could have "48-96", "96-144", "144-192" and "192+".
    • Up x 8
  6. MaCritz

    Hey, since you are using 13.11, can you tell me how can I adjust the power settings in the latest catalyst control center?? I can't find it.. It's now called Raptr.. The power settings can be adjusted from -20 to 20.. Now I can't find it anywhere.. This new software is more like Steam rather than a control center.. Please enlighten me.. I'm not loving this new software..
  7. ZeroFighter

    SOE shies away from anything that would give an accurate reading of how many people are actually playing the game. Same with pings.

    Vagueness is their game.
  8. Duvenel

    Man I miss that /who command. Would give you an exact number of all allies within an area at any given time.

    • Up x 2
  9. Bvenged

    Logged into PTS this week to find the hitching that I used to get only in an ESF since OMFG, is now occurring when I play as infantry too, regardless of where or what I am doing.

    It's stuttering/hitching erratically several times a second. It's like there's input lag and jarring framerate slowdowns rolled into one.

    Do I need to send DXDiag to someone or something?

    [GPU bound - erratic 30-60fps]
    Intel i5 3570 3.4GHZ Turbo'd to 3.5GHz
    8GB DDR3 RAM, 1600MHz
    AMD Sapphire 7770 1GB GHz Edition, Stock Clock
    ATI Catalyst 13.11 beta; no "application-override" options. I let the software decide, not the driver.
    In-game graphics set to medium, shadows low, textures ultra, models high; no checkbox options; 100% render; 70% distance; no smoothing; no Vsync; no motion blur; 1920x1080.

    Tested with TeamSpeak disabled to see if that was to blame. It wasn't.
    Still got hitching with Planetside 2 as the only running application.
  10. FrontTowardEnemy

    Thanks for pointing that out. Been so busy lately, haven't even bothered looking for driver updates. Fixing now.
  11. Jeslis

    So I decided to poke around for a min..

    Turns out; I've been playing this game for the last year on driver version 9. something.. (amd radeon 7950)
    .. stupid windows thing says *driver up to date* .. yea... I'm just gonna go download the new driver.. yay now on 13.such and such.

    I wonder how much FPS I'm going to gain lol.
  12. PWGuy93

    Been on the test every night.

    Last night Tuesday the 6th of November I was getting upwards of 60-74fps, no noticeable hitching or stuttering, things were running smooth in large battles. This is a huge change from the day before. Am pleased with the optimizations.

    Overall I am getting 15-30fps boost on the lowest level card deemed usable for the game. Devs done good.
  13. Raraldor

    the main thing I saw that I didn't like was my frames were very inconsistant, 25-57 frames. I'd rather have it stay at 20 than bounce around everywhere.
  14. Kail

    Last night (Tues) at the biolab having smoothing on added a weird feel to aiming; it did not negatively affect frames or anything, just felt off. Tonight at the outdoors base I was constantly cycling from 30-60FPS which made the game very ... rubbery, for lack of a better term. Turning smoothing on helped a lot, and as the fight went on it eventually went away completely (or I became desensitized to it). All told though it was a very consistent play session and played smoothly.

    I did notice that infantry at very long ranges weren't animating smoothly though; it looked like there was high lag, as stutter-step / mini-teleport around. Everything close than that looked fine though.

    The only time I've had major FPS drops though was on Monday during the galpacolypse in the garage - and even then, I was fine until I got within sprinting distance of the garage itself.
  15. Hosp

    Got off test not long ago. My performance in general has been great, but i am experiencing fps rises and dips. It would cause hitching if it fell below 30fps, but it mostly stayed at 40 to 75. Along with this i have experienced some bullet registration issues. mostly at close to mid range. In one instance i put 10 rounds in a guy i flanked. I was pretty close and heard the rounds hit. But i got no hit markers and he walked off not knowing i was there...i then shot him in the back and that seemed to work, thoguh somelese got the deathblow.

    One of my guys was having hitching issues with CTDs. First one happened right away after entering the server. Second one happened after he got some 15m of play.
  16. Wargrim

    I was pretty amazed when today they spawned stacks of VS Vanguards and blew them up, and my game did not have any significant FPS drop.
  17. FrontTowardEnemy

    Update on stuttering:

    I just spent the entire evening testing multiple variations of configurations with respect to in-game graphics settings. I was getting very bad stuttering when running high/ultra graphics settings (no flora, low shadows, no blur, no GPU particles) on 1920x1080. If I backed my render quality down to 50% then the stuttering went away. If I reduced my graphics settings to Medium, I had no stuttering, even at 100% render quality (again, same resolution).

    I then returned to high/ultra settings, but I turned on Vsynch and framerate smoothing. Now I'm GPU limited at about 45 fps, but it's nice and smooth and consistent. It's quite playable. I haven't had a chance to test in very large fights yet, but at least it's improved when there isn't much load. Previously it was stuttering even when I was out in the open with no one around.

    Some weird issues:

    I think the OMFG optimizations might be too aggressive with respect to LOD, textures and object draw distances. I've noticed a huge decrease in quality, even though I have everything set to max with respect to model quality, texture quality etc. I easily notice objects that are LOD1 or LOD2 now, where on live I don't. The same goes for textures- they stay very low resolution until I move closer to the objects in question. So much so that it's very noticeable. Object draw distances are having the same issue- bases and other static geometry are popping into existence well inside my maximum view distance, and again it's very noticeable.

    Currently it feels as though max-res textures only get loaded within the last 20-30m or so, and objects drop an LOD after about 50-60m. This is seriously affecting the display quality. Textures need to be high resolution out to 80-100m, particularly the terrain and static objects such as buildings etc. LOD needs to be maintained for terrain/buildings out to 300m. Static draw distance needs to be at least 2000m if not more.

    One other thing- there has been this weird instant transition from "dusty/foggy" to "clear" when travelling/flying. I can literally hop back and forth across the imaginary boundary and have my screen go from dusty/hazy to clear instantly. I'm sure this isn't intended.

    In closing, the game seems to be running much smoother. Keep up the good work.
  18. Ronin Oni

    now that's something I'd like to see :eek:
  19. blueangleofdeath

    I'm also running on ultra and noticing some textures blur even when standing right in front of them. This seems to be effecting the vertical field of view as the higher the setting the worse it gets. The only way for them to go nice and clear in to kneel down and zoom into them. I think when the textures go through different blurring phases it's costing us frames.
  20. DarkVoidBoy

    Not a criticism, but please realize that if you want people to be more accurate with those numbers, you'll need to provide better indicators in the game.