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#1 Dagget

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Posted 08 December 2016 - 03:00

I see we have some patches coming to the game in the next few months and thought I'd make a note here of how the game is currently performing on my system for later reference.

 

Location: Run around Propast in Book 1 (with max population out and about)

 

Settings: all maxed except no blur

 

1920x1080 windowed (on 1920x1200 screen)

 

CPU: AMD FX-8370 @ 4Ghz

RAM: 16Gb 1866 DDR3 8-9-9-24

GPU: XFX Radeon RX 480 @ 1288Ghz w/8Gb RAM

All at default settings, no overclocking

 

With Shadows at 25m FPS ranges from a low of 45 at specific areas to a max of 100+, average over much of the city around 60-70

 

With Shadows at 100m FPS ranges from a low of 25 at specific areas, to a max of 65ish, average over most of the city around 40-50

 

Tweaked other settings but clearly shadow distance had the biggest impact on FPS for me, all else being equal.

 

Tough spots including rounding the corner from The Hand That Feeds to look at the Collapse Memorial, and some segments in the crowded Chinese market.

 

 

 

 


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#2 ChrisR

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Posted 08 December 2016 - 11:21

Although my PC is from 2007, i recently bought additional memory card and new video card, so i hope when i replay it runs even better :-)


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#3 Dagget

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Posted 29 January 2017 - 01:17

Update with the beta patch with DX11 added in:

 

() show new fps with this beta

 

With Shadows at 100m FPS ranges from a low of 25(38) at specific areas, to a max of 65ish, average over most of the city around 40-50 (55-60)

 

So a substantial boost, not sure it comes from the DX11 as I've always associated DX11 with more/fancier effects possible, not outright fps improvements.

 

Maybe we get some meaningful DX12 by Final Cut?



#4 bongboy

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Posted 29 January 2017 - 02:17

Yeah, I don't know how much DX11 support would do to boost FPS. It's more likely that the FPS boost is due to the upgraded Unity engine.



#5 Lee-m

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Posted 29 January 2017 - 03:11

So a substantial boost, not sure it comes from the DX11 as I've always associated DX11 with more/fancier effects possible, not outright fps improvements.

For the record dx11 is way faster than dx9 in a vast majority of situations. Its one of the reasons I couldn't believe the game wasn't dx11 only from the off. That and the baffling windows xp support.

#6 bongboy

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Posted 29 January 2017 - 03:47

For the record dx11 is way faster than dx9 in a vast majority of situations. Its one of the reasons I couldn't believe the game wasn't dx11 only from the off. That and the baffling windows xp support.

Yes, but what about the difference between DX10 and DX11? In the past, FPS boosts have been pirmarily due to fixing memory leaks and upgrading to new versions of the Unity engine, so I'm not sure how much of the FPS boost is because of these and how much is because of DX11. The game has already had DX10 support for a while, hasn't it?



#7 Dagget

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Posted 29 January 2017 - 04:04

Ok, running the game on some other hardware.  First up:

 

Refurbished HP Model 6005 SFF desktop from circa 2011

AMD Phenom II X2 B55 (duel core) @3.0 Ghz

12 Gb DDR3 RAM 1066 (8-8-8-24) {Yeah, still hunting for memory that the system will do better timings with, can't adjust in BIOS)

250 Gb 7200 rpm Hard Drive

AMD Radeon R7 240 low-profile PCIe video card w/2gb DDR3 RAM, 384 streaming processors

 

Running 1280x720 windowed on my 1920x1200 monitor

{full screen 1920x1200 had difficulty reaching double digit fps}

 

MSI Afterburner shows onscreen the fps and other related data in the lower left corner of each screenshot

 

Screenshots taken near Queenies where fps was consistently the lowest

With all visual settings at minimum (see screen shot below)

averaged high 20's to 30ish fps around Propast - very playable

 

Dreamfall%20Chapters_2017_01_28_20_09_37

 

Dreamfall%20Chapters_2017_01_28_20_10_07

 

 

Bumping up settings to medium, overall fps ranges from 20-27ish, lows just dipping into the high teens - still playable and visually better looking

 

Dreamfall%20Chapters_2017_01_28_20_22_06

 

Dreamfall%20Chapters_2017_01_28_20_22_18

 

 

Moving pixel size up to 1440x900, though, and fps dives {poor little video card!}

 

Dreamfall%20Chapters_2017_01_28_20_23_04

 

 

This probably represents about the minimum hardware you can run the game with any degree of pleasure.



#8 Dagget

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Posted 29 January 2017 - 05:34

Next up:

 

Budget Gaming PC I built recently:

AMD Athlon X4 845

ASRock A88M-G/3.1 Motherboard (Socket FM2+)

8Gb DDR3 1866 RAM 8-9-9-24

Amd Radeon R7770 1Gb GDDR5

120gb SSD

 

 

1280x720 Windowed

 

Minimum settings as shown in prior post

Average 55-65, low 50

 

Medium settings as above

45-55, low 40

 

1440x900 medium

40-50, low 38

 

1920x1080 medium

35-45, low 32

 

1920x1200 full screen medium

30-37, low 28

 

Maxing settings out dropped it to 4-10 fps at full screen.



#9 Lee-m

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Posted 29 January 2017 - 11:44

Yes, but what about the difference between DX10 and DX11? In the past, FPS boosts have been pirmarily due to fixing memory leaks and upgrading to new versions of the Unity engine, so I'm not sure how much of the FPS boost is because of these and how much is because of DX11. The game has already had DX10 support for a while, hasn't it?

But DX10 isnt a concern here, DFC has been a dx9c only game up to this point.

DX10 was an iterative improvement on dx9, one of the benefits was a healthy speed increase. In short, moving from dx9 to dx11 I can see will in fact result in a nice speed bump for anyone with the right hardware and OS (pretty much everyone). It won't do much to improve poor performance cpus however, so that will be a limiting factor on the system posted above.

Obviously the implementation of the API counts for alot, but I take it that is handled mainly by unity, and maybe having to redo some of the maps for the assets, and lighting.

#10 Olstyle

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Posted 29 January 2017 - 12:44

Actually DX9c was the last DX version which really brought new effects. The later Iterations improved on how fast effects can be computed, thus enabling some things which were just thought of as too costly before. But the "impossible" was mostly put out of the equation with Shader Model 3.

#11 Lee-m

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Posted 29 January 2017 - 12:55

Actually DX9c was the last DX version which really brought new effects.

If memory serves me correctly, hardware tessellation was a new major DX11 feature/effect. But yeah aside from that, and improvements to lighting it was mainly about speed.

DFC should have been dx11, win7+ 64 bit only from the off. I did question the whole windows xp 32 bit, dx9 policy back on the old forum to no avail. It sure would have avoided the vast majority of issues that has plagued the game from the original release.
Live and learn I guess. At least there will be a dx11 version for the final release.

#12 bongboy

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Posted 29 January 2017 - 21:19

But DX10 isnt a concern here, DFC has been a dx9c only game up to this point.

DX10 was an iterative improvement on dx9, one of the benefits was a healthy speed increase. In short, moving from dx9 to dx11 I can see will in fact result in a nice speed bump for anyone with the right hardware and OS (pretty much everyone). It won't do much to improve poor performance cpus however, so that will be a limiting factor on the system posted above.

Obviously the implementation of the API counts for alot, but I take it that is handled mainly by unity, and maybe having to redo some of the maps for the assets, and lighting.

For some reason, I was under the impression that the game already had DX10 support, which is what lead to my confusion. Yeah, a jump from DX9c to DX11 will result in a marked improvement in performance overall, including in FPS. To answer Dagget's question about DX12 support, they have less than two months to implement it, so I very seriously doubt it'll ever happen.



#13 Dagget

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Posted 29 January 2017 - 21:37

Supposedly the Unity engine now has DX12 support built-in, just a matter of the devs using some of it.  Even doing something simple like fast parallel draw calls via DX12 should help a bit in fps.


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#14 Lee-m

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Posted 29 January 2017 - 21:45

Supposedly the Unity engine now has DX12 support built-in, just a matter of the devs using some of it.

I can imagine dx12 support being ropey as hell in unity lol Maybe in another 12 months :)
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#15 odizzido

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Posted 23 February 2017 - 17:19

dx12?....won't do anything for me I am on 7. Should just use vulkan since dreamfall is on macOS and linux and windows directx support is fragmented. Then it would work on all operating systems.

 

Does DFC use directx on windows?



#16 Dagget

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Posted 23 February 2017 - 17:22

Yeah, but they need Unity 5 to support Vulkan.

 

 

I just pre-ordered an AMD Ryzen 7 1700 and mobo/mem, so in a couple of weeks should be able to benchmark DFC on that (same video card as used above)



#17 Dagget

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Posted 09 March 2017 - 03:22

Ok, got the Ryzen up and running DFC:

===============================

 

 

Location: Run around Propast in Book 1 (with max population out and about)

 

Settings: all maxed except no blur

 

1920x1200 full screen (1920x1080 windowed ran essentially the same)

 

CPU: AMD Ryzen 7 1700 @ 3.7GHz

RAM: 16Gb 2400 DDR4 15-15-15-35

GPU: XFX Radeon RX 480 @ 1288Ghz w/8Gb RAM

 

With Shadows at 25m FPS ranges from a low of 65 at specific areas to a max of 105+, average over much of the city around 75-85

 

With Shadows at 100m FPS ranges from a low of 50 at specific areas, to a max of 100ish, average over most of the city around 70-80

 

Tough spots including rounding the corner from The Hand That Feeds to look at the Collapse Memorial, and some segments in the crowded Chinese market.

 

Dreamfall%20Chapters_2017_03_08_20_03_30

 

I suspect the gpu was the primary limit at this stage, as the cpu rarely got over 30% load

 

Peak fps screenie:

 

Dreamfall%20Chapters_2017_03_08_20_26_05


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#18 Lee-m

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Posted 09 March 2017 - 13:04

Interesting.

That gpu should be more than good enough for max settings.
With regards the 30% cpu, that new fangled Ryzen has 8 cores does it not ?
So that would be 2-3 cores in use, with at least 2 maxed out. Under unity 4 the game only ever used 2 cores, and one of them was just for sound as far as I could tell.

#19 Mr_Russ

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Posted 10 March 2017 - 14:50

This is my first view of version 5.4.1. I've had an upgrade myself in the last couple of weeks.

Whilst I already had an AMD FX-8350 processor with 16 GB RAM, I've just swapped out 2*GTX560 cards in SLI and a 16:10 HD monitor for 2*GTX1070 cards in SLI and a 4K monitor (which the game supports).

 

I haven't looked at frame rates yet but the game certainly looks beautiful.

 

ETA No blur here either.


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#20 Lee-m

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Posted 10 March 2017 - 20:33

for 2*GTX1070 cards in SLI and a 4K monitor (which the game supports).

Nice.

I remember you having issues with the old FX back in the day (unity 4). Be nice to know how the new sli gfx cards do. I'm still on the single GTX 980.




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