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BradleyW

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Discussion starter · #1 ·
I've been playing COD Advanced Warfare lately at 1080p, max settings, no SSAA.

I reached a CPU intensive part of the game and noticed the mouse had become laggy.
I disabled HT and retested in the same area and the mouse felt much better.
I tested HT on and off several times to replicate the issue, which I did.

Is it just the game or do I have an issue elsewhere? Anyone else experienced this?
Thank you.
 
Can't comment on Advanced Warfare specifically, having never played it, but I can say that this should not be happening, in general.

Chances are the game is setting affinities incorrectly, which could cause problems, especially if you have parked CPU cores. Try disabling core parking, if you have not, or switching between the default Windows timers and HPET (enable HPET in WIndows if it's off, disable it if it's enabled), to see if either of those are the issue.

If none of that improves anything, but you use HT and don't want to restart the system to enable/disable it, try manually setting the game affinity in task manager to every other logical CPU, so the game is prevented from scheduling two threads on the same physical core.
 
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Discussion starter · #3 ·
Quote:
Originally Posted by Blameless View Post

Can't comment on Advanced Warfare specifically, having never played it, but I can say that this should not be happening, in general.

Chances are the game is setting affinities incorrectly, which could cause problems, especially if you have parked CPU cores. Try disabling core parking, if you have not, or switching between the default Windows timers and HPET (enable HPET in WIndows if it's off, disable it if it's enabled), to see if either of those are the issue.

If none of that improves anything, but you use HT and don't want to restart the system to enable/disable it, try manually setting the game affinity in task manager to every other logical CPU, so the game is prevented from scheduling two threads on the same physical core.
I will check the core parking situation. In the meantime, HPET is disabled in the BIOS and in Windows.

I've noticed the issue is still present when HT is disabled, but reduced by a good amount! Could that still be a timer issue? Normally the mouse is only laggy in a game when I am in a very dark environment, but that's how it is with monitors. They perform better when in a light area of a game. I am very susceptible to lag you see.

Thank you very much!
 
I doubt it's a timer issue, but it may well be worth playing with different settings just to rule it out.

What sort of pre-rendered frames/flip queue size are you running? You should be able to get by with a setting of two, with two cards.

You could also try disabling crossfire.
 
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Discussion starter · #6 ·
Quote:
Originally Posted by Blameless View Post

I doubt it's a timer issue, but it may well be worth playing with different settings just to rule it out.

What sort of pre-rendered frames/flip queue size are you running? You should be able to get by with a setting of two, with two cards.

You could also try disabling crossfire.
I appreciate the help. I will do some testing tonight and post the results.
+1

Edit: Sorry to be a pain, I've forgotten the name of tool which allows you to see the current Windows Timer Resolution Value.
 
Discussion starter · #8 ·
After testing timings and affinity's, it would seem that the issue persists.

Disabling CFX appears to have fixed the issue, or at least made it far less noticeable, however the reduced fps introduces new performance problems which makes perfect sense.

Any new suggestions? Thank you.
 
Multi-GPU rendering is inherently problematic for latency sensitive games and people because the only rendering mode commonly in use is AFR which requires a queue of frames at least as deep as the number of GPUs involved. This is one of the reasons I've categorically refused to build quad GPU setups...there is simply no way the performance gain from the last few cards involved can overcome the latency penalty of needing to render four or five frames before you are allowed to see the the first. The irony is that older methods, like split frame rendering, supertiling, or even scan-line interleave, didn't have this latency issue, or any microstuttering problems, but were rapidly depreciated in favor of AFR for compatibility and performance scaling reasons.

Anyway, if you haven't done so already, try reducing flipqueuesize to 2, and do whatever else is within your power to reduce any latency that may be introduced. Turn off vsync if you can tolerate tearing, use the highest polling rate possible on your input devices, make sure there is no GPU scaling going on, find out which input your display applies the least processing to and use that, etc.

You may also want to try disabling frame pacing, as it can introduce some latency in some cases. If the increase in microsuttering is not perceptible in the title in question, but the reduction in latency is...

Since you first noticed the issue in a CPU intensive situation (I'd guess the CPU is starting to have issues keeping the present queue full), finding out what settings in game are most CPU dependent, and reducing them, may also help. Shadows and physics are often heavily CPU dependent.
 
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Discussion starter · #10 ·
Quote:
Originally Posted by Blameless View Post

Multi-GPU rendering is inherently problematic for latency sensitive games and people because the only rendering mode commonly in use is AFR which requires a queue of frames at least as deep as the number of GPUs involved. This is one of the reasons I've categorically refused to build quad GPU setups...there is simply no way the performance gain from the last few cards involved can overcome the latency penalty of needing to render four or five frames before you are allowed to see the the first. The irony is that older methods, like split frame rendering, supertiling, or even scan-line interleave, didn't have this latency issue, or any microstuttering problems, but were rapidly depreciated in favor of AFR for compatibility and performance scaling reasons.

Anyway, if you haven't done so already, try reducing flipqueuesize to 2, and do whatever else is within your power to reduce any latency that may be introduced. Turn off vsync if you can tolerate tearing, use the highest polling rate possible on your input devices, make sure there is no GPU scaling going on, find out which input your display applies the least processing to and use that, etc.

You may also want to try disabling frame pacing, as it can introduce some latency in some cases. If the increase in microsuttering is not perceptible in the title in question, but the reduction in latency is...

Since you first noticed the issue in a CPU intensive situation (I'd guess the CPU is starting to have issues keeping the present queue full), finding out what settings in game are most CPU dependent, and reducing them, may also help. Shadows and physics are often heavily CPU dependent.
This is very useful, thank you.

In the meantime, I checked latencymon. USB and DirectX are showing very high latency values.



Any chance you could check these values on your system? Program is "Latencymon".

+1
 
ISR and DPC count don't tell much by themselves; you need to know over what period of time the counts were taken.

It's not unusual for USBPORT.SYS or dxgkrnl.sys to produce a lot of these. Unless the peak execution times are pushing well past a tenth of a ms, or you see total execution times into the thousands of ms, after five minutes or so while mostly idle, I would not be worried that something was wrong.
 
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Discussion starter · #12 ·
Quote:
Originally Posted by Blameless View Post

ISR and DPC count don't tell much by themselves; you need to know over what period of time the counts were taken.

It's not unusual for USBPORT.SYS or dxgkrnl.sys to produce a lot of these. Unless the peak execution times are pushing well past a tenth of a ms, or you see total execution times into the thousands of ms, after five minutes or so while mostly idle, I would not be worried that something was wrong.
I'd say I'm in the clear then.
smile.gif


+1 again for all your help. I guess COD Advanced Warfare is not coded well for CFX, or the CFX profile needs work. I say this because I get lag and stuttering during big fire fights on SP mode.
 
Keeping vsync on (w/ XFire on) limit your frame rate to 59 or 58fps. Of course turning vsync off will eliminate it almost completely but if you can't stand tearing try this.

Not sure exactly why this works but I think it's linked to pre-rendered frames and doesn't happen running games one GPU.
 
Discussion starter · #14 ·
Quote:
Originally Posted by pengs View Post

Keeping vsync on (w/ XFire on) limit your frame rate to 59 or 58fps. Of course turning vsync off will eliminate it almost completely but if you can't stand tearing try this.

Not sure exactly why this works but I think it's linked to pre-rendered frames.
I use to do this trick a long time ago. It only half works. It's the reason why I moved to glorious 144Hz.
 
Quote:
Originally Posted by BradleyW View Post

I use to do this trick a long time ago. It only half works. It's the reason why I moved to glorious 144Hz.
Oh right. I bet it would work if you used 143fps. Moving the frame rate down seems to help further on some games (58/57, 118/117, 143/142fps).

Anyhow, cheers.
 
Discussion starter · #16 ·
Quote:
Originally Posted by pengs View Post

Oh right. I bet it would work if you used 143fps. Moving the frame rate down seems to help further on some games (58/57, 118/117, 143/142fps).

Anyhow, cheers.
Sadly I can't hit 143fps on this game. My fps is generally between 60 to 90 with lots of stuttering and slowdowns.
 
Maybe setting up a custom resolution and refresh rate profile would do it if it allows for 60Hz. Native resolution @ 60Hz, lock COD to 59fps and set the resolution to the custom in-game.

Just a thought.
 
Yo i realise this thread is like 5 years old but i have this exact situation and its driving me insane bc with hyperthreading on, i get super low fps on rust. For like a year i had it off and it worked perfectly, high fps no input lag, then i installed the clevo control panel for my laptop and i get this huge stutter ur describing, when i turn it on i get low fps but only a tiny bit of this stutter and really REALLY need a fix. For some reason cant use a system restore bc i keep getting this error.
 
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