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Performance threads All discussions about CoD performnce

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  #1  
Old 04-24-2011, 07:00 AM
Psycho_Ch!cken Psycho_Ch!cken is offline
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I'm waiting for the full screen fix first to stop my 6950's from underclocking. I'm also waiting for the horrendous input lag to be fixed because it makes the game nigh unplayable.
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  #2  
Old 04-25-2011, 06:05 AM
beazil beazil is offline
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Running three screens with Nvidia Surround. Looking forward to playing 3d when they can get the game properly supported. S!
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  #3  
Old 04-25-2011, 07:23 AM
Ataros Ataros is offline
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Quote:
Originally Posted by Psycho_Ch!cken View Post
I'm waiting for the full screen fix first to stop my 6950's from underclocking. I'm also waiting for the horrendous input lag to be fixed because it makes the game nigh unplayable.
Use ATT profile to set desired clocks.

There is no input lag for me since I achieved 40+ fps with vsynk and tripple buffers set ON in ATT. You may also try setting Flip Queue Size to Undefined or to 0.
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  #4  
Old 04-25-2011, 07:39 AM
etzi etzi is offline
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Quote:
Originally Posted by Psycho_Ch!cken View Post
I'm waiting for the full screen fix first to stop my 6950's from underclocking. I'm also waiting for the horrendous input lag to be fixed because it makes the game nigh unplayable.
There is no "underclocking" with 11.3 CCC and 6950

The problem sometimes happens too, if the gpu clock is set to high.
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  #5  
Old 04-25-2011, 07:44 AM
Troll2k Troll2k is offline
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Ataros:

I thought triple buffer was for open GL.Not Direct X.
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  #6  
Old 04-25-2011, 05:44 PM
Psycho_Ch!cken Psycho_Ch!cken is offline
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Quote:
Originally Posted by etzi View Post
There is no "underclocking" with 11.3 CCC and 6950
Yes, there is. CloD's "pseudo fullscreen" is simply borderless windowed mode. The drivers therefore see that as a 2D app instead of a 3D one and only run the 6950 at 500MHz rather than its full 800MHz. Ataros is correct in his statement that you can use ATT or even CCC to force the full clock speed, however that's an unacceptable solution as far as I'm concerned. Fortunately, the current beta patch resolves this problem by implementing true fullscreen during gameplay. Menus are still borderless windowed mode but that's fine, I don't need high performance for that.

Regarding input lag, "Flip Queue Size" (aka pre-rendered frames) only applies when vsync is enabled, vsync itself being a direct cause of input lag (due to delaying rendering in order to sync with monitor refresh). Normally I'm a twitch gamer (shooters and such) so I never use vsync specifically to avoid any lag at all, so adjusting that option will make no difference for me. The problem manifests more strongly at low framerates, but even at 70fps over the channel, there's still a nasty delay in everything from firing, to field of view adjustments, to the simple act of moving the mouse cursor. Until that's resolved, I won't be spending a lot of time in game. It's just too difficult to react to enemy maneuvers when everything you do is delayed.

On topic, Eyefinity isn't particularly well supported at this stage. The controls to change the field of view aren't particularly intuitive and the presets assume a single monitor. It certainly looks nice though. It works quite well with the screens in portrait/vertical alignment, but you don't get the extra visibility off each side. On the other hand, all those extra pixels sure do make identification of other aircraft much easier (with tags off). Personally though, I'm preferable to having extra peripheral vision.

I do look forward to the lag problems being fixed and also Crossfire support so I can get my second card doing something besides idling. Eyefinity + TrackIR makes for one immersive game.
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  #7  
Old 04-25-2011, 06:02 PM
etzi etzi is offline
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Quote:
Originally Posted by Psycho_Ch!cken View Post
Yes, there is. CloD's "pseudo fullscreen" is simply borderless windowed mode. The drivers therefore see that as a 2D app instead of a 3D one and only run the 6950 at 500MHz rather than its full 800MHz. Ataros is correct in his statement that you can use ATT or even CCC to force the full clock speed, however that's an unacceptable solution as far as I'm concerned. Fortunately, the current beta patch resolves this problem by implementing true fullscreen during gameplay. Menus are still borderless windowed mode but that's fine, I don't need high performance for that.
And why i have no downclock to 500MHz? I have full clockspeeds since the release of the game.
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  #8  
Old 04-25-2011, 11:54 PM
_79_dev _79_dev is offline
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~S~

And now ladies and gentelmans imagine having 102inches of screen in front of your nose...
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  #9  
Old 04-26-2011, 07:31 AM
Psycho_Ch!cken Psycho_Ch!cken is offline
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Quote:
Originally Posted by etzi View Post
And why i have no downclock to 500MHz? I have full clockspeeds since the release of the game.
Just lucky? Just because you had no problems, does not mean that problems do not exist.

Exhibit A: http://forum.1cpublishing.eu/showthread.php?t=19807
Exhibit B: http://forum.1cpublishing.eu/showthread.php?t=20873

Quote:
Originally Posted by _79_dev View Post
And now ladies and gentelmans imagine having 102inches of screen in front of your nose...
I presume you mean a 102" tv? No thanks. What good is a giant screen without a decent resolution to match?

EDIT: Really, for Eyefinity to be viable, the horizontal FoV needs to be calculated dynamically based on aspect ratio. Presently it's assumed that everyone's using a 4:3 aspect ratio and naturally that doesn't play nice for ultrawide configurations. Even using the progressive FoV adjust controls, that's changing the entire FoV instead of just horizontal which gives you too much vertical FoV and a whole lot of stretching to go with it. What needs to be added is a calculation that changes the actual values of "30, 60 and 90" degrees to new ones that give the same level of apparent "zoom" but take into account the extra width of the screen. Something like:

FoV to Use = (ATan2((Tan((OriginalFoV * Pi) / 360.0) * (AspectRatio / BaseAspectRatio)), 1) * 360.0) / Pi

Where OriginalFoV = 30/60/90, AspectRatio = whatever you're using (resolution width/height) and BaseAspectRatio = 0.75 (4/3)

So everytime you hit a key to change the FoV (del, end, page down) rather than just setting 30/60/90 as it currently does, it should run that calculation (or something like it) and then set the FoV to the resultant value instead.

Last edited by Psycho_Ch!cken; 04-26-2011 at 08:02 AM.
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