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[PG] Crysis 3 Performance Issues Caused By Ropey Physics. - Page 2

post #11 of 153
Crysis ran horribly on any machine, Crysis 2 over-tessellated everywhere and Crysis 3 is taken down by ropes. Good job Crytek thumb.gif
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post #12 of 153
Real source:

http://maldotex.blogspot.co.uk/2013/02/performance-bug-in-crysis-3-first-level.html

Also, Maldo mentions that disabling VSYNC (who does that tongue.gif) FURTHER halves framerates when ropes are moving...lol!

Personally, i haven't run into this issue since I max out Crysis 3 at 60FPS constant w/ 4xMSAA, but this is pretty funny...
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post #13 of 153
I have set Shadows and Shaders to High, also entered this command : r_FogShadows = Off and I got over 50% performance increase over "default" Very High settings.

My settings:

All settings to Very High except of
Shadows and Shaders = High
FXAA
Motion Blur = OFF
AF = 16x
1920 x 1080

plus my autoexec.cfg file which contains:

r_FogShadows = Off
r_TexturesStreamPoolSize = 1024
e_MergedMeshesViewDistRatio = 100
e_LodRatio = 80
e_ViewDistRatio = 150
e_ViewDistRatioVegetation = 150
e_ViewDistRatioDetail = 150

NOTICE: command "r_TexturesStreamPoolSize = 1024" increases dedicated VRAM for textures from 512 to 1024MB (at least 2GB card is recommended)
Distance Ratio is also increased from default 100 to 150.

Now I have smooth gameplay and FPS ranging between 45 and 60 FPS.

Before on "default" Very High settings my system would struggle in 30 - 40 FPS area.

HW: 2500K @ 4.5GHz
HD7950 @ 1050/1750MHz
8GB RAM @ 2133MHz CL10

CHEERS..
     
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post #14 of 153
Not really surprised. Their method of ropes is... strange. Its definitely realistic, but as a result murders FPS.

CE3 seems to handle ropes from a base-up approach. Firstly, the ropes are made up of segments. You could really call it a "chain", just made to look like a rope. When you pull on the bottom segment, it pulls on the next, which in turn pulls on the next, etc. Unfortunately, All this pulling is updated on a frame-per-frame basis*, which is just really, really demanding on the CPU. In the end, you do get a very realistic rope-like setup. It's really pretty good. However, they could have lowered the realism a bit, and gone with a 2-point spline system, which would just rely on a passive-update system. It wouldn't look as good, or be as realistic when interacting with it, but for that application, it would be identical. The other issue murdering FPS here is that there's an object at the end of the rope. Now you've got a physics check on it, as well as the rope. Every frame the engine goes "hey this is pulling down on segment 1", and then segment one says to segment 2 "im being pulled on, and I'm also pulling on you". It adds up.

*Its frame-by-frame when IN-FRAME. Physics simulations of single objects (cloth, ropes, etc.) pause when off-camera to increase performance. Its quite hard to tell, but there IS a console command to disable this feature (enjoy 20fps EVERYWHERE in the 1st level), and you can test for this via shadows. If a light is shining on a tarp or something and casting a shadow, keep the tarp behind you, and the shadow in front of you. Once the tarp is off-frame, the shadow will stop moving, as the object casting it has stopped moving.
Edited by doomlord52 - 2/25/13 at 11:05am
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post #15 of 153
My i5-2500K also maxes out on the huge grass fields dropping my FPS and GPU usage quite much, and I'm not seeing any ropes there. As stated, I doubt it's just the ropes...
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post #16 of 153
Thread Starter 
Quote:
Originally Posted by doomlord52 View Post

Not really surprised. Their method of ropes is... strange. Its definitely realistic, but as a result murders FPS.

CE3 seems to handle ropes from a base-up approach. Firstly, the ropes are made up of segments. You could really call it a "chain", just made to look like a rope. When you pull on the bottom segment, it pulls on the next, which in turn pulls on the next, etc. Unfortunately, All this pulling is updated on a frame-per-frame basis*, which is just really, really demanding on the CPU. In the end, you do get a very realistic rope-like setup. It's really pretty good. However, they could have lowered the realism a bit, and gone with a 2-point spline system, which would just rely on a passive-update system. It wouldn't look as good, or be as realistic when interacting with it, but for that application, it would be identical. The other issue murdering FPS here is that there's an object at the end of the rope. Now you've got a physics check on it, as well as the rope. Every frame the engine goes "hey this is pulling down on segment 1", and then segment one says to segment 2 "im being pulled on, and I'm also pulling on you". It adds up.

*Its frame-by-frame when IN-FRAME. Physics simulations of single objects (cloth, ropes, etc.) pause when off-camera to increase performance. Its quite hard to tell, but there IS a console command to disable this feature (enjoy 20fps EVERYWHERE in the 1st level), and you can test for this via shadows. If a light is shining on a tarp or something and casting a shadow, keep the tarp behind you, and the shadow in front of you. Once the tarp is off-frame, the shadow will stop moving, as the object casting it has stopped moving.

That's really interesting. I never knew that.
Thanks for sharing. thumb.gif
post #17 of 153
Interesting.... Is there a way to disable the "rope movements" to get better framerates?
     
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post #18 of 153
Is there some sort of massive tessellation on the ropes?
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post #19 of 153
Quote:
Originally Posted by White Fire View Post

Scumbag ropes lol

You just made my day hahaha! thumb.gif
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post #20 of 153
Guess I'll need a separate card for PhysX just to render rope technology.
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