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#11
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2xAA and 2xAF still only using 980-1gb ram. the game is likely reserving a small amount of the GPU memory space.
performance wasn't any better or worse with these settings enabled/disabled. also, performance from medium to ultra didnt change for me either. again, this points to a cpu bottlneck not a gpu bottleneck. my system is: c2d e7200 @ 3.2ghz 4gb ddr2 @ 1066mhz gtx460se @ 850mhz core/1700mhz shader 1990mhz ram clock gives me about 10fps average low over london with ultra settings except seizure filter, grass, shadows, and roads unchecked with irror disabled. again ram utilization hovers between 980-1010. |
#12
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I think the game is GPU-limited. I am getting playable framerate with settings low enough and some tweaks. See this thread, post #11.
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#13
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![]() ![]() note the GPU% in the upper right. sitting at half utilization suggests the gpu isn't being fed fast enough. this would explain why luthier says the multicore improvements offer a large boost to performance. |
#14
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Apologies - I have just checked and my GPU usage drops from 99% to ~50% in low flight over London, presumably as the CPU struggles to deal with all the buildings. Bring on the patch!
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#15
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exactly. my guess is sound, IO/object handling, network, physics, etc are all going to be run on one core while the raw (pre)rendering and scene setup will be handled by another core.
this should both increase raw fps and decrease microstutters as one core is likely going to manage all the loading to from ram/disk while the other just churns out frames. im actually a bit more optimistic after this round of testing. if the multicore patch does what it should do then IMO the game will be running pretty darn fantastically especially since this patch will likely follow the improved buildings patch. i remain vigilantly skeptical until the patches are in and things improve greatly though. |
#16
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It surely has to do with the dreaded draw calls, amd guy talked about it days ago, crappy console hardware can easily outdo the fastest gpu on the market, due to api overhead.
" On consoles, you can draw maybe 10,000 or 20,000 chunks of geometry in a frame, and you can do that at 30-60fps. On a PC, you can't typically draw more than 2-3,000 without getting into trouble with performance, and that's quite surprising - the PC can actually show you only a tenth of the performance if you need a separate batch for each draw call. " link: http://www.bit-tech.net/hardware/gra...l-to-directx/1 I think that is pretty consistent, gpu usage doesn't reveal exactly which part of the gpu isn't being used, but i bet that a lot of overhead without actual rendering is part of the issue. Of course i'm not trying to imply that i exactly know what is going on with this particular engine, but i think we all agree that the newest hardware should manage much more on CoD, so let see if developers manage to tame the beast and make the gpu spit some pixels. |
#17
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Just get the maximum you can , the graphics will only get better from here anyway. Never mind if the card isn't being utilized to the full , it will be with further updates. 6990's have 4GB of memory , but for the price i'm looking at the 6970's.
Last edited by machoo; 04-03-2011 at 01:18 AM. |
#18
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further until sli/crossfire works in cod there is no point to the 590 or 6990 or any multi gpu setup for that matter. |
#19
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ok, 2 GPUS won't improve VRAM but doubling GPUS surely will He111. Last edited by He111; 04-03-2011 at 01:27 AM. |
#20
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Hi all,
New to these forums. DL'ing the game now (Steam). Just a (probably silly) suggestion, but has anyone gone into task manager and set the CoD process priority to high and the affinity to force all CPU cores used? I doubt this will change anything, though I have had some success in the passed on previous games. Andrew, |
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