dadaddadada Posted August 14, 2015 Share Posted August 14, 2015 (edited) lo. went down to larunda t'day. was buttplenty of duds. but ram wasnt. ram was chill. cpu was liek 'meh im barely half used' - she says so. gpu was so sleepy it even downclocked itself out of boredom. hdd took a nap and shut down itself. question arises: "then, who was bottleneck??!1" In all cerealsness, I would like to know if someone more tech-savvy than me could provide insights on why my framerate gets so low with pretty much none of my parts on full load. sys i5-4440s 3.2, 4gb 750ti 2gb Edited August 14, 2015 by dadaddadada Link to comment Share on other sites More sharing options...
dadaddadada Posted August 16, 2015 Author Share Posted August 16, 2015 I wanna bump. For science, you boiler. Link to comment Share on other sites More sharing options...
Uberplayer Posted August 16, 2015 Share Posted August 16, 2015 (edited) DX11 is bottleneck because only one core can send data to gpu. Only one rendering thread is used but you don't see one cpu used to max because OS is shuffling cpu load across the cores. To see actual rendering thread load you need special software like cpu core analyzer and look for thread info. You will see one thread used to max. Edited August 16, 2015 by Uberplayer Link to comment Share on other sites More sharing options...
dadaddadada Posted August 17, 2015 Author Share Posted August 17, 2015 (edited) DX11 is bottleneck because only one core can send data to gpu. Only one rendering thread is used but you don't see one cpu used to max because OS is shuffling cpu load across the cores. To see actual rendering thread load you need special software like cpu core analyzer and look for thread info. You will see one thread used to max. Didn't know windows could spread load of the active rendering thread. Well, now i know. Thing is, I first excluded the idea of driver overhead because I was pretty sure warframe was heavily optimizing its rendering pipeline to include things like early frustum culling and early occlusion culling, algorithms that have the exact objective to minimize driver overhead among other things. Either those methods aren't being applied for players/enemies or something is up. Well probably not occlusion culling, as it is a pain to execute and to code. But there is no excuse for a simple frustum culling implementation. Edited August 17, 2015 by dadaddadada Link to comment Share on other sites More sharing options...
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