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Low graphical performance over various 3D objects from the map

Low graphical performance over various 3D objects from the map

I actually noticed this during beta 4, but it was the first time I noticed buildings, on my new laptop, so I thought they just needed some optimizing, which would be done for the release.

I get a constant max framerate (limited to 90 in my case, for example) over all the map, on a bare ground, units for example are ok. But as soon as a small 3D object enters the field, it decreases. A tree in the corner? 45 fps. A city (not a big one, just the first settlement) visible? 15 fps.

I tried to change the various settings, deactivated soft lighting, AA, shadows, resolution, it's still doing the same. It works good on the cloth map, without a problem, though, as there are no such elements.

 

Now I would understand such thing on my older laptop, but I'm surprised to see this on the new one. Specs:

Processor: Intel(R) Core(TM) i7 CPU Q 720 @ 1.60GHz (8 CPUs), ~1.6GHz
Memory: 8192MB RAM
Video Card: ATI Mobility Radeon HD 5870
Operating System: Windows 7 Home Premium 64-bit

So I'm guessing there is somehow a problem with drivers (though latest ones from ATI), or at least some incompatibility somewhere. Because the objects are nice, the cell shading effect too, but it's hardly something to bring this computer to its knees.

 

ps: I understand that a game like this doesn't need to run at 90fps. But 15-20 is actually unpleasant on the long term.

 


 

Edit: To make a complete (more or less) analysis, I tried at a high and low configuration, similar effects:

 

LOW Settings:

- Video Configuration

- Over a city: 20 fps

- Without objects: 138 fps 

 

HIGH Settings:

High settings - city

- Video Configuration

- Over a city: 18 fps

- Without objects: 80 fps

 

So it doesn't seem to be related to the video settings. I also tried windowed, same.

 

It is really related to these 3D objects, as shown by these two other screenshots:

- Full zoom, empty ground: 99 fps

- Same place, just a bit higher to have one tree in the view: 29 fps

 

 


 

So far, the only thing which seems to improve performance is to force the game to run only on one core (physical one, so two virtual cores on Core i3/5/7), as suggested by thebigJ_A in this answer.

 

It should be the other way around, clearly, so maybe it's giving a hint on where the problem could be. Note that this doesn't solve the performance problem, there is still a big decrease on framerate when passing on cities, but less than when the game is authorized to run on all cores. I noticed however that doing this since the 1.05 version makes the sound choppy, probably because it was expecting to run on a different core to begin with.

 

939,689 views 432 replies
Reply #303 Top

*Begs to the Frog god that the fix comes tonight*

 

Reply #304 Top

I hope so, performance doesn't seem too bad right now (despite my frustrations I cant put this game down like I thought I would), so I don't know if its 1.06 helping, or just because I'm still early in a new sandbox game. still choppy though.

Reply #305 Top

Pleasworkpleaseworkpleasework....

Reply #306 Top

I get a better performance while using the hardware mouse cursor (not a huge performance boost but better than with the standard cursor). But sadly the tactical battles are unplayable with the hardware mouse cursor (no arrows and magic effects, attacking doesn't work after some turns anymore...).

Reply #307 Top

I'd like to hear from or see a dxdiag from someone who runs the game 100% fine. I haven't seen one in this thread yet, and maybe this could assist Stardock in finding out where the problem lies.

Reply #308 Top

heh....people who run the game fine probably aren't reading the support forums too closely - they're too busy playing. :)

Reply #309 Top

People with many different configs are in this rather long thread saying the same thing so I'd guess every client is suffering from it to a certain degree.

Yarlen: That's very nice to hear : )

Reply #310 Top

Good news Yarlen!! As of now i have yet to finish a game before it goes OOM and stops responding wich happens around turn 250-270.

 

Reply #312 Top

I own a computer repair shop and tried the game on my own computer and on 2 more of my demo gaming computer in my store.

Intel I7 920 

Nvidia 460 GTX

6go Ram

2xRaptor 10000 RPM Raid 0

Fresh Installation of Windows 7 x64 dual booting with XP x32 Fully updated

----------------------------------------------

AMD 955BE

Ati 5870

4go Ram

1xRaptor

Fresh Installation of Windows 7 x64 Fully updated

----------------------------------------------

On both of them the gpu is clearly underused (less than 10% at all times) and the FPS is abysmal when overing over a city in all possible settings and resolution.

I tried this game on 3 different hardware configuration, it make me wonder how some peoples can register more than 15 fps at all time when playing in 3d mode.

Reply #313 Top

This thread really needs to be stickied.  Lots of people are experiencing the same problems and would help everyone in the long run if their games are beginning to bog down.  It is a shame that this issue was not addressed prior to release during beta.  In the meantime, I'll shelve the game until an update/patchfix is out.  

Reply #314 Top

Seconding the stickying...this is an important thread.

 

That being said, been playing the game in cloth map mode with no issues to speak of (a few glitches here and there, but nothing gamebreaking).  Its a shame this issue is keeping us away from witnessing the true beauty of this game.  Heres to hoping for a patch on Monday... ;)

 

Also, bump!

Reply #315 Top

Quoting Fuel68, reply 313
This thread really needs to be stickied.  Lots of people are experiencing the same problems and would help everyone in the long run if their games are beginning to bog down.  It is a shame that this issue was not addressed prior to release during beta.  In the meantime, I'll shelve the game until an update/patchfix is out.  

 

You're lucky. My CPU can't handle all that much on it's own. I can run Crysis at ~60fps on High, but I cannot run even the cloth map without my slowdown/having to wait for it to stop every time a new turn hits. I would kill to be able to play the cloth map perfectly.

Reply #316 Top

I'm getting 10 fps when looking at any 3d objects still.

Reply #318 Top

I would like to point out, that using hardware mouse cursor does increase FPS quiete lot, when is cursor moving. This is definitely bug. When I have it ON, my FPS stays same(100) , but if I turn it OFF and moving my cursor all the time, FPS are going down to 15 !!

 

Another thing, if I move my cursor fast between two object(there and back all the time), which pop up info cards at the right bottom, FPS are going down by arround 10.

 

Also FPS are going down considerably, when I have got more cities on the screen, its not as sudden as for others... but it is bottleneck. Game with its graphics should be running absolutely flawlessly on my system, even with everything on MAX I should be running over 60FPS constantly.

 

Frame Limiter is not working, I always get more FPS then I set it to, which is annoying and also bugged.

 

Another thing.... I have no idea what Depth Of Field options does, and why its there, I can not tell difference between switching it on and off. It should blur vision over the further distance, which it does not.

Same goes for Max Texture Atlas size, what is it good for? I can set it to 1024x4096 max, if I try 1024x8192 it does not save, after restarting. Visual difference NONE.

Mip Map levels, same...I can not tell difference, what are they?

Shadow... Well, where are they? Except one tree and round shadow under characters... Where are all the shadows?

Softness(advanced lighting) Slider is not working, or if it does, difference is close to zero. I can set it to 0 make screen, and then put it on 100 make another screen, and can not tell difference.

 

I have got feeling, that engine is hugely unoptimized, or flawed, because, there is more problems, then just one. Performance, is going down, with so many things, and other things do not work at all.

 

I would post a DX diag, if there would be an easier way to do it, then over another website. Which you might want to consider in the future.

 

My spec:

Win 7 x64

Icore 7 at 3,4ghz

6GB ram

Nvidia Gforce 275

Asus DX soundcard

 

Reply #319 Top

So no idea as to whether any real progress has been made on this? It's a terrible bug, game is borderline unplayable.

Reply #320 Top

"We made progress toward making our product playable!......see you monday!"

Damnit SD..........

Reply #321 Top

Quoting Omnax, reply 318
Mip Map levels, same...I can not tell difference, what are they?

Mip Maps are textures with different resolutions within the same file. For example, when zoomed in the texture detail on an item might use a texture image of 256 pixels x 256 pixels which carries a lot of information. As you zoom out and more items come into the screen you end up with many many texture maps needing to be shown and all needing to be stored in the memory. A Mip Map will have a range of different resolutions so the further back you go the smaller the texture file it is using.

So in the example, in close it might use a map of 256 x 256. Zoom back a bit and the map resolutions changes to 128 x 128. Further back and it switches to 64 x 64 and so on. Each time freeing up memory.

Reply #322 Top

Hmm, I've taken a break from playing EWOM while waiting for this bug to be fixed and I've been playing GalCiv2 in the meantime. I've noticed a very similar bug there, specifically that when you have a lot of ships in the screen, the game loses a lot of frames. At some point I had something like 6 large-scale ships on the screen, along with some smaller ones, all in all, around 10-15 models. My FPS dropped to 13! And this is quite an old game.

I don't know if there's any relevance, and if parts of the GalCiv2 engine were used for the EWOM one, but I found it quite peculiar that I could get such a significant drop in such an old game, in a way that is very similar to this bug in Elemental.

Reply #323 Top

Quoting db0, reply 322
Hmm, I've taken a break from playing EWOM while waiting for this bug to be fixed and I've been playing GalCiv2 in the meantime. I've noticed a very similar bug there, specifically that when you have a lot of ships in the screen, the game loses a lot of frames. At some point I had something like 6 large-scale ships on the screen, along with some smaller ones, all in all, around 10-15 models. My FPS dropped to 13! And this is quite an old game.

I don't know if there's any relevance, and if parts of the GalCiv2 engine were used for the EWOM one, but I found it quite peculiar that I could get such a significant drop in such an old game, in a way that is very similar to this bug in Elemental.

 

The major difference is that while Galciv2 does not use a ton of GPU in the first place, it does use it adequately.

Reply #324 Top

I must echo everything the OP and others have said.  I am running on an iMac I7 (bootcamped windows 7  64 bit) with 8 Gb Ram, and an ATI Radeon HD 4850, and Quad core processor 2.80 ghz with hyperthreading.  Cloth map is fine, but graphics seem to be bogging the machine down. 

 

What can we do to help you narrow this down?

 

Are there files we can send you?  I'm not getting crashes but I might be in the group where I have so much memory it would take a long time. 

 

R,

Nacho

 

Frapps - showing 6-8 fps.  Honestly it seems better with hardware cursor.  Taking mip map to one level did not change anything. 

Reply #325 Top

I'm getting a few FPS more (getting 10 instead of 8) with this update from Microsoft. Only applies for Windows 7. Every little bit helps.

 

Article about it.

http://news.softpedia.com/news/Pre-SP1-Performance-Boost-for-Windows-7-DirectX-11-Graphics-Platform-153912.shtml

 

Win 7 32 bit

http://www.microsoft.com/downloads/details.aspx?FamilyId=b607f3ee-61ef-4069-97c6-d8a8b90b40a5&displaylang=en

 

Win 7 64 bit

http://www.microsoft.com/downloads/details.aspx?FamilyId=e04dd3bd-c34b-42ef-978b-10b73e7d5bba&displaylang=en