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Roenie

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  1. I did not write that, you misread. You missed the word "me". I wrote: by ME pointing out that CPU utilization is very low 😄
  2. I did not write that, you misread. You missed the word "me". I wrote: by ME pointing out that CPU utilization is very low 😄
  3. Sorry to be so blunt, it's obvious you haven't much of a clue and I would've had to write an essay on g-sync to explain why you were off base. Doing so would've made the thread go off topic, possibly leading to the issue never getting fixed. The thought is a good one but in this case it is incorrect, because I know the difference! I chose the wording carefully. Microstutter is microstutter, tearing is tearing. Tearing can appear as microstutter but I can tell the difference. Incorrect again. It's about a bunch of frames taking 10ms each to be produced, then one taking 15 to 30ms, then getting another bunch of frames taking 10ms each, then another one that takes 20ms, and so on. Good framepacing means the average isn't strayed from by more than 1-2ms. In other words at 100fps, you would get 1000 / 100 = 10ms per frame, varying between 9 and 11ms. Jugginator's claim that my CPU is too old falls flat by me pointing out that CPU utilization is very low. You can see the load for each core in my screenshots. It's not even using 50% of any one of them, so I could swap my CPU for either a nuclear powered one or a proverbial potato and it would make no difference. Well *one* core was at 50-55% from the looks of it. All other cores low. It's not that I expect 7D2D to use all cores, but if it needed more CPU juice then the load would've been near max on at least 4 threads. I guess it can't hurt to do some experimenting. Might try forcing it onto a single physical core to see what happens. I can also disable the HT feature entirely in the UEFI (bios). About g-sync I mean. It does not affect the game itself, only acts on the output side, the monitor adjusts its refresh rate to only display completed frames when they are ready, not before. So if anything that reduces perceived stutter by eliminating tearing. Disabling it makes matters worse if anything. (I did test with it off too, just in case.)
  4. Sorry to be so blunt, it's obvious you haven't much of a clue and I would've had to write an essay on g-sync to explain why you were off base. Doing so would've made the thread go off topic, possibly leading to the issue never getting fixed. The thought is a good one but in this case it is incorrect, because I know the difference! I chose the wording carefully. Microstutter is microstutter, tearing is tearing. Tearing can appear as microstutter but I can tell the difference. Incorrect again. It's about a bunch of frames taking 10ms each to be produced, then one taking 15 to 30ms, then getting another bunch of frames taking 10ms each, then another one that takes 20ms, and so on. Good framepacing means the average isn't strayed from by more than 1-2ms. In other words at 100fps, you would get 1000 / 100 = 10ms per frame, varying between 9 and 11ms. Jugginator's claim that my CPU is too old falls flat by me pointing out that CPU utilization is very low. You can see the load for each core in my screenshots. It's not even using 50% of any one of them, so I could swap my CPU for either a nuclear powered one or a proverbial potato and it would make no difference. Well *one* core was at 50-55% from the looks of it. All other cores low. It's not that I expect 7D2D to use all cores, but if it needed more CPU juice then the load would've been near max on at least 4 threads. I guess it can't hurt to do some experimenting. Might try forcing it onto a single physical core to see what happens. I can also disable the HT feature entirely in the UEFI (bios). About g-sync I mean. It does not affect the game itself, only acts on the output side, the monitor adjusts its refresh rate to only display completed frames when they are ready, not before. So if anything that reduces perceived stutter by eliminating tearing. Disabling it makes matters worse if anything. (I did test with it off too, just in case.)
  5. Untuitively, I don't think it's HT, it's too far fetched. Can you tell me more about what makes this game unique in how it streams the world into existence when you move? Can you give me specifics about how character movement is handled? Any differences with that or challenges compared to most games?
  6. Untuitively, I don't think it's HT, it's too far fetched. Can you tell me more about what makes this game unique in how it streams the world into existence when you move? Can you give me specifics about how character movement is handled? Any differences with that or challenges compared to most games?
  7. Interesting. The CPU is not the culprit though, that's a silly assumption, and a little too easy. Couple of problems with that theory. CPU load went up from 28% to 32% in my screenshots, between stationary and walking. The CPU is basically just twiddling its thumbs. This is the only game that stutters on my system when walking. For example Cyberpunk does not stutter on the same CPU. If there is one CPU that aged incredibly well, it's the 4790k. I'm puzzled as to what the cause is at this point. But it is repeatable on my system. Clean boot, nothing else running and all that. Distinction between standing and walking is still very very clear and the stutter when walking is severe. If there is one CPU that deserves a medal for its outstanding future proofness it is the 4790k. It has aged incredibly well and it's faster clockspeed than most current CPUs that people use for gaming today. Most CPUs are clocked below 4Ghz and games still benefit more from single threaded performance. We're getting to a point where more than 4 physical cores (8 threads) would be beneficial for other tasks and *some* games but the 4790k is a beast. There is a reason I haven't overclocked it yet: there hasn't been any need to. (4ghz base clock, 4.4ghz turbo) Is it possible that the game has issues with HyperThreading? Back when HyperThreading was a new concept, some games had timing issues. My system (not the GPU) is 7 years old and I've kept HT enabled for all that time without any issues. So it would be quite the throwback to old times if this is HT related. I'll test without HT later.
  8. Interesting. The CPU is not the culprit though, that's a silly assumption, and a little too easy. Couple of problems with that theory. CPU load went up from 28% to 32% in my screenshots, between stationary and walking. The CPU is basically just twiddling its thumbs. This is the only game that stutters on my system when walking. For example Cyberpunk does not stutter on the same CPU. If there is one CPU that aged incredibly well, it's the 4790k. I'm puzzled as to what the cause is at this point. But it is repeatable on my system. Clean boot, nothing else running and all that. Distinction between standing and walking is still very very clear and the stutter when walking is severe. If there is one CPU that deserves a medal for its outstanding future proofness it is the 4790k. It has aged incredibly well and it's faster clockspeed than most current CPUs that people use for gaming today. Most CPUs are clocked below 4Ghz and games still benefit more from single threaded performance. We're getting to a point where more than 4 physical cores (8 threads) would be beneficial for other tasks and *some* games but the 4790k is a beast. There is a reason I haven't overclocked it yet: there hasn't been any need to. (4ghz base clock, 4.4ghz turbo) Is it possible that the game has issues with HyperThreading? Back when HyperThreading was a new concept, some games had timing issues. My system (not the GPU) is 7 years old and I've kept HT enabled for all that time without any issues. So it would be quite the throwback to old times if this is HT related. I'll test without HT later.
  9. This really isn't the time and place for you to learn about g-sync. It's completely off-topic. I regret even mentioning g-sync in the bug report, becaues all that does is act as a distraction for people who don't fully understand.
  10. This really isn't the time and place for you to learn about g-sync. It's completely off-topic. I regret even mentioning g-sync in the bug report, becaues all that does is act as a distraction for people who don't fully understand.
  11. G-sync is not relevant. This issue occurs outside of g-sync mode as well. On a technical level there is no reason why it wouldn't. You will find that if you actually test properly the problem occurs on all hardware and software configurations, because it is caused by how the game's code handles character movement. I don't remember exactly which update patch screwed it up, but the problem was introduced either with A20 itself or one of the patches after A20. It was fine when I played before A20. Even though you don't actually need them, I understand you have a procedure to follow so here's all my logs anyway: output_log_client__2022-05-17__04-44-48.txt: https://pastebin.com/1jLvNJjD output_log_client__2022-05-17__06-55-48.txt: https://pastebin.com/d6R352cc output_log_client__2022-05-17__06-57-49.txt: https://pastebin.com/QNxV0XHd These are all the log files I have. I uninstalled then reinstalled the game for testing before creating the bug report. I keep EAC disabled. I tested in singleplayer to avoid server tickrate or connection issues affecting the result. Pretend I didn't use the word "actually" there. English isn't my first language. bold assumption there but the point is it's the game itself.
  12. G-sync is not relevant. This issue occurs outside of g-sync mode as well. On a technical level there is no reason why it wouldn't. You will find that if you actually test properly the problem occurs on all hardware and software configurations, because it is caused by how the game's code handles character movement. I don't remember exactly which update patch screwed it up, but the problem was introduced either with A20 itself or one of the patches after A20. It was fine when I played before A20. Even though you don't actually need them, I understand you have a procedure to follow so here's all my logs anyway: output_log_client__2022-05-17__04-44-48.txt: https://pastebin.com/1jLvNJjD output_log_client__2022-05-17__06-55-48.txt: https://pastebin.com/d6R352cc output_log_client__2022-05-17__06-57-49.txt: https://pastebin.com/QNxV0XHd These are all the log files I have. I uninstalled then reinstalled the game for testing before creating the bug report. I keep EAC disabled. I tested in singleplayer to avoid server tickrate or connection issues affecting the result. Pretend I didn't use the word "actually" there. English isn't my first language. bold assumption there but the point is it's the game itself.
  13. (not at max cpu / gpu load) <-- By that I mean RTSS shows the system isn't at max load even when the fps is uncapped as shown in the screenshots. When I cap the fps with RTSS the load obviously drops further. Game version: 20.5 b2
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