NS2 Performance
-Mach!-
Join Date: 2012-08-15 Member: 155640Members
I bought myself a nice copy of NS2, and the game really grabs your balls;)
I have however some performance issues. I have a MSI GT780 DX gaming laptop.
It has a core i7 2670QM 16 GB mem, and a Geforce 570M on board. Not too shabby if I may say so.
I run the game in 1920*1080 with everything on low or off. And when i run around @ the start it seems that the fps is fine, around 30/40 i think,
but the framerate drops below 25 frames when there are a bit more marines/aliens on the screen.
I notice that the start fps is lower when i start on the alien side.
Probably has something to do with the collours and stuff, I dunno exactly.
I checked the latest nvidia drivers for my graphic card, but it doesnt seem to improve that much, and the strange thing is, neither does 1280*720 resolution.
Have more people issues with performance?
I have however some performance issues. I have a MSI GT780 DX gaming laptop.
It has a core i7 2670QM 16 GB mem, and a Geforce 570M on board. Not too shabby if I may say so.
I run the game in 1920*1080 with everything on low or off. And when i run around @ the start it seems that the fps is fine, around 30/40 i think,
but the framerate drops below 25 frames when there are a bit more marines/aliens on the screen.
I notice that the start fps is lower when i start on the alien side.
Probably has something to do with the collours and stuff, I dunno exactly.
I checked the latest nvidia drivers for my graphic card, but it doesnt seem to improve that much, and the strange thing is, neither does 1280*720 resolution.
Have more people issues with performance?
Comments
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This is probably for another thread but... anyone know why it isn't multithreaded? Tough to code?
Pretty much games in general are though to code for multithreaded purposes due to the random nature of things that are going on, I guess. It's not like video encoding for example, which is a stream of frames that can be offloaded to other cores in sync.
It is multithreaded, but most of the bottleneck still occurs on one thread.
Matso's post is still relevant: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=119688&st=40&p=1956388&#entry1956388" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry1956388</a>
you'd be surprised how effective GLs would be against alien types if you had a decent framerate and actually tried to aim.
Ya I read that, but it doesn't really add up. He says a lot of the heavy-duty stuff happens in C++, but what would that be exactly? And why would choke be the major problem? If I create a (player)empty dedicated-server and fill it with entities, you will find a clear relation between the number of entites and the tick-rate, choke doesn't enter that equation anywhere (unless he was talking exclusively about clients, but it are the servers where performance is most needed). It seems like it's just a matter of the runtime-interpretation of the scripts (which is expensive as hell), as well as the C++-Lua binding that causes major performance-drops by not being able to optimize around those areas (effectively a black hole for optimizers), FFI was created for this (in conjunction with LuaJIT).