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Hot Topic (More than 10 Replies) Pushing Limits - 8,000 512-poly spheres (Read 338 times)
AlexNitro44
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Re: Pushing Limits - 8,000 512-poly spheres
Reply #15 - Oct 10th, 2017 at 9:05pm
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It's probably due to your overclock, my CPU only runs at a maximum of 3.1GHz. That being said, the gap is a bit larger than what I would expect. I also forced Unreal to use my dedicated GPU.

You may need to turn your view to get all spheres in view - you'll notice a decrease in performance when you do.
  
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x21-(DOG)-
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Re: Pushing Limits - 8,000 512-poly spheres
Reply #16 - Oct 10th, 2017 at 9:41pm
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I don't have an overclock....... 3.8 is full turbo boost. however you have higher IPC due to a newer architecture.
  
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AlexNitro44
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Re: Pushing Limits - 8,000 512-poly spheres
Reply #17 - Oct 10th, 2017 at 9:53pm
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x21-(DOG)- wrote on Oct 10th, 2017 at 9:41pm:
I don't have an overclock....... 3.8 is full turbo boost. however you have higher IPC due to a newer architecture.


Just double checked my settings... looks like I had shadows, anti-aliasing and anisotropic filtering enabled. The first one of these especially affects performance; setting everything to defaults improved it to around 45fps in low poly mode. High poly mode improved by 0.3-0.5FPS.

Sorry for the confusion, and I hope I cleared things up.
  
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x21-(DOG)-
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Re: Pushing Limits - 8,000 512-poly spheres
Reply #18 - Oct 11th, 2017 at 1:33am
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You should be around 50fps in low poly mode imo.
  
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Hyper
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Re: Pushing Limits - 8,000 512-poly spheres
Reply #19 - Oct 11th, 2017 at 2:27pm
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I tested D3D9, D3D10 and xOpenGL on a 6 core Xeon E5-1650v4 3.6 GHz and a GTX 1080 (full specs) and get around 2 FPS.

I'll need to overclock to around 100 GHz to get decent performance as it seems to be bottlenecked by CPU. (No, this Xeon won't overclock a megahertz)

Software rendering stresses out:
Code
Select All
Log: Bound to SoftDrv.dll
Log: Viewport WindowsViewport: WM_DisplayChange
Log: AttemptFullscreen
Critical: FSpanBuffer::CopyFromRaster
Critical: URender::OccludeBsp
Critical: URender::OccludeFrame
Critical: URender::DrawWorld
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: ALAudio subsystem shut down.
Exit: UALAudioSubsystem::ShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 10/11/17 16:19:29
 

  

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