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-   -   Stutters: all related with texture streaming? (http://forum.fulqrumpublishing.com/showthread.php?t=24369)

Wolf_Rider 07-09-2011 11:16 PM

the bug is in the shadows side of things

ZaltysZ 07-10-2011 05:57 AM

Low altitude stutters are also result of sound. I had stuttering land at <100m in MP. Turned off Voices (Speech or whatever it is labeled in English version) in sound options and stutters went away. AI talks was probably taking too much resources and interrupted texture loading.

JG5_emil 07-10-2011 05:44 PM

Quote:

Originally Posted by ZaltysZ (Post 307329)
Low altitude stutters are also result of sound. I had stuttering land at <100m in MP. Turned off Voices (Speech or whatever it is labeled in English version) in sound options and stutters went away. AI talks was probably taking too much resources and interrupted texture loading.

The sound definitely causes some stutters for me

RE77ACTION 07-10-2011 08:56 PM

Quote:

Originally Posted by JG5_emil (Post 307449)
The sound definitely causes some stutters for me

Luckily a new sound engine is in the works. Hopefully that would ease a part of the stutters.

Blackdog_kt 07-11-2011 10:29 PM

Lowering texture quality is what i've been telling people that had problems getting steady FPS to try all along.

The amount of VRAM used by the sim as tested by other users and the way some textures loaded incrementally (first the low detail LODs, then the medium ones and then the high ones) in the initial versions of CoD, causing glitches similar to those i've seen on FSX on a friend's PC when he would set his graphics too high, convinced me that there's just not enough VRAM to load everything and it has to be swapped in and out of VRAM.

So, when we got the ability to use reduced resolution textures in one of the patches it was the first thing i did and the sim has been perfectly playable ever since on my two year old hardware.

As for looking ugly, the only issue is that some of the stencils on aircraft and cockpits have text that's a bit blurry some times. The landscape is looking good enough and to be honest, i've found out that setting textures to medium and land shading to high looks better and runs faster than doing it the opposite way (original size textures and setting land shading to low).

In any case, glad it's working out for you guys ;)

Rattlehead 07-11-2011 11:22 PM

In my case, the stuttering was a direct case of my 1gb card just not having enough vram on 'high' texture detail. Lowering the setting to 'medium' made all the difference in the world and I enjoy a virtually completely stutter-free experience now.
I'm a bit surprised some (a lot?) of people still haven't really figured out the link between the texture detail and video card vram.
The choice is a simple one: buy a card with more vram or lower the texture detail.

Has anyone tried the high-res texture patch for Crysis 2? It requires about 1.5 to 2gb of vram, and stuttering is present in that game at the 'extreme' setting as well, for guys with cards with less than the reccommended vram.

LoBiSoMeM 07-12-2011 01:06 AM

Quote:

Originally Posted by Rattlehead (Post 307921)
The choice is a simple one: buy a card with more vram or lower the texture detail.

To say the true, today game devs are a little bit "lazy" in terms of optimization of textures... With today cards that have +3GB of VRAM, I'm afraid that this behaviour will lead to even less work in optimization of textures... The problem isn't the detail of the texture, is the size. We can have detailed textures if devs go back in time and do the texture work like was some time ago, using small textures like "bricks" in a wall for some big part...

MadBlaster 07-12-2011 01:25 AM

What about texture compression algorithm? Isn't DX11 supposed to have this and do it better? Hopefully they have this switch built in somewhere.

SsSsSsSsSnake 07-12-2011 10:07 AM

does ssd drives and a lot of memory help with such issues?

Rattlehead 07-12-2011 11:34 AM

Quote:

Originally Posted by LoBiSoMeM (Post 307936)
To say the true, today game devs are a little bit "lazy" in terms of optimization of textures... With today cards that have +3GB of VRAM, I'm afraid that this behaviour will lead to even less work in optimization of textures... The problem isn't the detail of the texture, is the size. We can have detailed textures if devs go back in time and do the texture work like was some time ago, using small textures like "bricks" in a wall for some big part...

I suppose that is true. Devs have been spoilt a bit. ;)
Most video cards ship with 1gb of vram or more these days though, so unless people are running some pretty old hardware, they should at least be able to run texture detail on medium settings.


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