damagefilter
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Everything posted by damagefilter
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That very strange behaviour. See, as I mentioned before, the draw call in itself, doesn't necessarily mean high load on your system. What does produce the high load, as Lady Kyrah hinted, are the shaders that need processing and the triangles that need to be put together to something visible. And that is a lot of stuff. But clearly, as you can see, high load on your system, doesn't necessarily mean bad performance either. Forest == (relatively)high load but still good FPS. So, the next logical step would be to assume that it's not that it's bottlenecking anything. If it would, you'd see system load go nuts. Which you probably don't. That leads me to the conclusion that it simply can't go any faster. There is a game, called KKND2 Krossfire. That's an RTS and it's pretty old. It would run on a PC made of twigs. It was designed so each player can have about 100 units on a map, give or take a bunch. You can change that value to something far beyond the 100. If you do that and then, ingame, actually build all the units (lets say 700 per player) the CPU doesn't give a flying damn (nor does the GPU). But the game still starts to suffer from FPS drops. Its algorithms are simply too slow to process all the unit data.
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Nope. That is "by design" as it seems. Mouse acceleration is supposedly tied to some factors such as health of your character (I read that somewhere, not sure if that's actually true). You'll get used to it eventually but yes. It feels like steering a friggin tank sometimes.
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I was not talking about texture swapping in the VRAM. And I was not saying that (well I didn't mean to say) that swapping textures in a buffer doesn't need any form of processing. Ofc it does, as you already mentioned. I was talking about the buffer that contains the texture that is about to be drawn. This is not about thr RV engine, but here's a link to the unity forums where user pete explains that muchos better and much shorter than I ever could ^^ http://forum.unity3d.com/threads/27416-What-are-Draw-calls But ofc, that thing does act quite weird. No doubt about it. Only, the point of the whole thing, lets not forget the topic here, is that I think that slapping on 64bit support and more threading is just not the solution. And the problem, in my opinion likely being too much and too slow draw calls (as CPU usage seems to be unaffected for the most part), needs to be tackled differently. If, in the end, this is all about draw calls or not - they'll see, sooner or later. Although I think I have a point with draw calls (I wouldn't have said it otherwise ^^)
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I'll try to explain further ^^ A draw call, no matter how much of a beast your graphcis card is, takes a very very long time to execute, however, in itself does not utilise any of the graphics processing resources. All it does is swapping texture in and out of the buffer it uses to paint things. See, it doesn't need to process anything at this very time in regards of GPU usage. The GPU usage comes into play after the textures were swapped, when it starts painting. It cannot paint however, when it is instructed to swap the texture first. Now, if you have, lets say, 200 draw calls (entirely possible number) per frame in a scene, than we need to swap a texture in and out of the buffer 200 times per frame. To get 60 FPS that means your gfx card must swap a texture 200 times and draw a thing 200 times in the 60th of a second; Then do it again for the next frame. Physically, due to the draw calls taking so much time(because there are so many of them), you get FPS drops because it can't swap that fast. At the same time, due to what exactly is rendered (solid objects, not much transparency, simple shaders in cities), the GPU usage drops because the stuff it needs to paint, isn't that complex at all, compared to, as mentioned, a water shader, where there is vertex manipulation, refraction, transparency ... or trees, where there is loads of transparency and whatever else they put into their shader to get the effects they have. So, GPU usage in itself is independent of draw calls. It can be high, while there are maybe 5 drawcalls in a scene, it can aswell be low, depending on what needs to be painted. Cities: Trivial painting process, low GPU usage because of that but loads of texture swaps, resulting in frames taking longer to paint because lots of drawcalls. Forest: More complex painting process, resulting in higher demand on the GPU, not much texture swaps, faster frame paintingbecause less draw calls. But then again. That's only theory. Only Bohemia knows how exactly their engine works, I sure as hell don't. But, I like to think I know a bit about that kind of stuff so this makes sense to me (at least that xD).
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I shall explain! In digital gaming, there exists a thing that is called a "draw call". There is a rather easy fomula to draw calls. The less, the better. Thise thigns are extremely expensive to have. A draw call is a thing that happens on your GPU. It happens the moment the GPU needs to swap a texture with a different texture, in order to put it on a mesh (for instance a house). Not swapping it in/out of the VRAM. Within that there is plenty of space for a lot of textures. Talking about the place where stuff gets drawn so you can see it. Simply speaking. We're not the tech course at the university so I suppose that'll do just fine. (For the records: I am not a student) TLDR: Draw Calls are super expensive tasks but neccessary and unavoidable that happen on your GPU. Then, there is a thing called draw call batching. That is, when the renderer is somewhat intelligent. It looks at the data it needs to render and then pushes all the things towards the GPU that share the same texture. In the case of DayZ that means: If you're out in the forest, there's a lot of demand on the GPU, due to all the transparent things, depth testing, possibly some FXAA etc. But the amount of draw calls will be low, because all the sorts of trees share the same texture. In fact, most of them are even the same mesh. So instead of 100 draw calls you get 10. For each sort of tree there is one because GPU needs to swap the textures once, for each. TLDR: Draw calls can be batched with objects that share the same material so we can save a couple of them to gain performance. And this very draw call batching, this cannot happen in a city where there are so many things that need rendering and do not share a texture. Like all the items, the terrain, some trees, each and every house, house interiour ... Now, draw call batching is not expensive in the sense of "using a lot of your GPU power". It just takes a moderately long time to swap textures. It's like when you draw a picture and then put colours on it. Changing the colour on your brush isn't really an exhausting task, but it takes time. Right. Now, I'm not the engine developer at bohemia so ofc I wouldn't know to what extend this all applies (especially draw call batching, not every renderer does that). But I hope, this sufficiently explains to you how I came to think of things like I do. Edit (because it's not enough text yet xD) That's because rendering a water shader is even more expensive. I kid you not. Feel free to look it up :) Edit 2: That whole thing is based on the fact that your FPS are directly influenced by how long a single frame needs to get painted. It takes longer when there are more draw calls as they take some time. (As mentioned) And if frames take so long to render that they cannot get up to 60 per second, well your FPS drop down ofc.
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Have you ever thought why it does that? Dropping the GPU usage I mean? That is because foliage needs far more time to render than any old house. Why? Because it's transparent. The renderer needs to do a lot more things on trees / transparent objects than it needs to do on the average house, which is solid for the most part. Funny enough, RV is pretty good with rendering foliage of all sorts. But yeah, it would boil down to object density and polycount. Although (according to steam, if I remember that right) RV seems to utilise DX10 so polycount shouldn't be all that much of a problem after all.
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So true. That multithread-mania must be wiped off peoples minds. Multithreading is not the magic solution to all the performance problems either. And x64... I don't think it's feasible nor required at all. But mostly not feasible. It's not an easy task to introduce 64bit proof code to a project and at the same time don't break the 32bit mode. Which is what they would probably want to do because, although rapidly getting less and less, there are still people out there with x86 processors. I presume it's still a significant margin. Yes, the game does need a bunch of performance tweaks, that's obvious. But those proposed here are not the solution. The solution lies elsewhere, in things like interest management (or improved IM, if they already got it) and improved visibility culling etc. You said yourself (kinda sorta, you get the point, I hope), the engine uses barely all the resources available. That's likely not because it doesn't want to, it simply doesn't need to. Your memory? Not full and still getting lag? That's not because RV doesn't want to put more stuff into memory, it's because there is nothing left to put in. My 5 €cents.
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Simply speaking, it locks the framerate to your monitor refresh rate. That is, if your monitor refreshes 60 times a second (60 Hz) it locks the framerate to a maximum of 60 frames per second.
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No it's about anyone. Controlling your DayZ avatar is like steering a tank through a porcelain shop. Gotta get the hang of it to not destroy everything ^^
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Perhaps it's a patch related thing. Have you tried checking out the experimental branch and see if that works better for you? Or if you already use the experimental, have you checked if the current stable branchs runs better? ^^
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DayZ is causing some unusual amounts fo network traffic. So if you have a wooden internet connection you'll be hard pressed to play it. Supposedly, they'll optimise the network communication at some point. I presume though you don't have a wooden connection. In which case it would be best to try out a bunch of servers. I know, it's probably a big pain in the neck because of the server-hopper-stopper-timer. If you're desperate, you can look at your router configuration and see if its firewall does funky things with incoming UDP traffic. (Mangle or re-route packets - stuff like that) Additionally you can also check the firewall on your PC if you have one running. Some Antivirus programs may also go and check incoming traffic, possibly slowing things down by a certain amount.
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I watched it all yesterday after work. My god this is exceedingly hilarious - in a good way. Insta-Sub. I'm all curious how the stories will go on. Btw. I don't speak third-world either but it would appear to be worth the efford of learning. So many people do speak it. Especially with that hard accent from the Badmicrophonian area.
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Hi, I'm damagefilter. Most interwebs people just call me damage. That constitutes the state of my mind I guess? I'm not playing super much because work is eating all my free time. But ofc I try to play as much as I possibly can :D Mostly on my PC because when it comes to TV and consoles, I got stuck in the 1990's. I'm playing the friendly guy, which caused me to get shot over a couple of times already but hey. Since we have a pen and papers again now, if you do happen to kill me, I have a note for you to read in my backpack.
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Look here: http://forums.dayzgame.com/index.php?/topic/159251-merinos-in-depth-video-guides-updated-jan-22nd-all-medical-items-to-keep-or-not-to-keep/ That's about as good as it gets. The rest is exploring the game. That includes how to use it :) Tip: Try reading the control assignments in the options menu.
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Also it might help to clear out that tmp folder that is mentioned in the error message. Chances are it contains corrupt data.
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Axed 1 on request, shot 2 in self defense and exactly one was beaten down in a fist fight (which I didn't start ...) That makes 4 in ... probably around 60 hours of gameplay... should try to allocate more time for playing.
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I don't think the Burlap sack is meant to do this
damagefilter replied to The Batman's topic in General Discussion
I think you can disinfect about anything with disinfectant. Like the anti-bacteria mommys in real life. They do that too. Not disinfected, not clean enough to sit on it. Anyway. That you can put it on your own head is intended feature But yeah, the screen should go black. Also, eye holes would be awesome. Beanz, -
zombie behaviour questions from a new player
damagefilter replied to helixA2's topic in New Player Discussion
I get the impression that Zombies generally are not interested in how dark it is, how much noise you're making or, in fact, any environmental factors. Supposedly it's buggy behaviour though. You can, sometimes, run up a zombie, do a chicken dance in front of it and it seems just to ignore you. You may then approach it with an axe and just hack away at it. I call them braindeads. Another situation I came across was at night time (okay, moon was out so it wasn't pitch-black. But dark, nevertheless). That Zombie was about 100 meters away from me, I was running between a bunch of bushes. It recognised me right away and started following me. If it had visual contact or just heard the sound of my footsteps ... I have no idea. So currently, zombie behaviour appears to be random. -
Czech/slowakian language on advertising sign?
damagefilter replied to taxi driver's topic in New Player Discussion
There are more than one ad with slavic letters on them rather than cyrillic ones. Someone made a thread in the gallery I think, with a cllection of them all. *Goes looking for thread* //Edit: Nope can't find it anymore ... a shame. -
Nights simply too dark. Like walking on the dark side of the moon.
damagefilter replied to Cydone's topic in General Discussion
All you can see there are silhouettes against the sky >.> I mean, yes, that's how it is supposed to look like without any kind of light source but ... I don't think that's playable either. -
Nights simply too dark. Like walking on the dark side of the moon.
damagefilter replied to Cydone's topic in General Discussion
From experience I can say, nights are actually dark like that yes. From that perspective, as stated a bunch of times before, it's realistic. I get that it's all about the realistic approach of things and hey, after all, that's all the fun in DayZ, is it not? But having to tune up graphics settings to see a thing - that's not cool from a gameplay perspective. It's just that. I think no one (well most of the community) wants to have a night time where you can see everything either. Finding some middle way would be good though. After all, it's still a game. I would suggest slightly less dark shadows and just that tiny little bit more light so you can at least make out that tree you're about to run into. The times when the moonlight is bright ... yeah I suppose that works for full moon nights without any clouds. On the NVG argument: All those things do is is amplifying the bit of light that is left at night but as it stands, there's literally no light at all. There are situations where you wouldn't see a thing if it wasn't for the sky in the background. In those situations, following the realistic approach, you would see barely anythign but green noise and some very faint outlines through NVGs. /5 cents -
When you know you play too much Dayz :p
damagefilter replied to martink8190@gmail.com's topic in General Discussion
I did that. In fact I have a Heinz Beanz fridge pack in the fridge. OT: When you're in the store and start to think about the size of your inventory left in your backpack to decide what to take with you ... -
Beans for the story. Extra beans for the Cash quote :D (Because, you know, when he covered it from NiN, he made it his song, clearly)
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Question Regarding Grey Screen/Low Health
damagefilter replied to Khan84's topic in New Player Discussion
Grey screens indicate you have lost lots of blood. So what you need to do is find saline or blood bags with blood of the correct blood type and get someone to inject them to you ... or what is perhaps more likely ... find all the food around town and eat it until your character says he's stuffed (stomach feels full). Be sure you're watered properly too. Then wait a bit and your blood will regenerate, colours will come back. -
Nah, I didn't intend to be patronising. Perhaps, next time I'll try to find better wording. (after all, what I said contains some truth and indeed, the forums for the mod are further down the board list ^^)