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wyskass

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Everything posted by wyskass

  1. No właśnie oto chodzi, że czy FPS jest wysoko czy nie, to szarpanie jest takie same. Ja też myślałem że może za mało VRAM, ale obniżenie texture na 1/2, które używa dużo mniej VRAM, tez nie miało efektu. I tak, właśnie w ładowaniu nowych obszarów, są największe szarpania, zwłaszcza jechaniem przez Warszawę. I tak jak mówisz, w moim wykresie, zawsze się dzieje przy zmianie stanu VRAM. Niskie żółte linie to kalkulowane szarpania (w milisekundach zwolnienia czas na klatki) and żółte wysokie przerywane to oznaczone przeze mnie, w czasie jazdy, kiedy jest oczywiste spostrzegane (timestamp do text file, przez programowany przycisk na myszce). Ten wykres, od Wschodniej to Piastowa z dwoma minutami czekania na Centralnej is Zachodniej. Widacz najniższe FPS na Zachodniej, ale najwięcej szarpania szybką jazdą przez zabudowania do Piastowa. Wiec jak mówisz, ja też myślę że to tylko kwestia optymalizacji, i limitacja DX11. Na pewno świat by generowany dynamiczne z danych geograficznych, co daje wspaniałą realność otoczenia na setki kilometrów, i chyba nie możliwe jest optymalizować takiego systemu. Jus przestałem się tym przejmować, is po prostu ignoruje. Nie obniżam grafiki w tym celu. Jedno mnie dalej ciekawi, ze niektórzy oświadczają, że nie mają żadnych szarpań. Ale jake mala ankieta pokazuje, to 10%, a z takim małym zestawem odpowiedzi to mogą być specjalnie sytuacje albo prostu nie zauważają.
  2. Ya, I actually upgraded my CPU, with all indications pointing to the AMD V-cache being a possible solution. This assuming the I/O blockage was CPU centric and having a large working set should fix. Well, there really isn't a better CPU available right now than Ryzen 9800X3D.. Extra cores of the bigger Ryzens wouldn't help with only a a couple threads running game, and Intels with higher raw clock, also not likely since the Core wasn't even hitting max boost, and I've tuned to give more overhead. Well, as other tests showed there was as, I said much FPS improvement and stutters slightly decrease technically, in terms of relative to frametime, being lowers. But for gameplay and perceptible difference, there was none. So at this point, I just crank up my FPS, use RTSS to get a comfortable consistent rate around 60 (using AMD fluid motion frames for effectively doubling to 120, so 60 is enough to read mile markers at speed).. And I get used to the stutters, so they don't get as much noticed. That's all. Ya, no solution.. Though, in the Polish thread, the poll suggest some people never have stutters, which may be worth asking about.. But I'm kind of tired of it all, tbh
  3. There are some noises I also find annoying in the Traxx as well as a little bit in the Dragon, with wind, which sounds like white noise static to me. Now to be fair, this isn't necessarily a mistake. It's very possible that it's based on realistic sounds, and that some locomotives have annoying sounds. That's life.. Some of us just don't want ALL realism when the annoyance/value ratio is high. Here's a suggestion... which I use. Equalizer APO. It allows you to add audio filters and tweak out the annoying frequencies. I hate the high pitch sound in the Traxx so I set a notch filter on that particular frequency. You can just play around with the frequencies or.. I like Friture FFT which can give you live frequency analysis and visually identifies certain peaks to maybe cancel.
  4. Thanks for sharing. I wonder if some of these settings aren't revealed through the game UI.
  5. Zastanawiam się, czy są ludzie, którzy nie doświadczają żadnych zacięć (lub: problemów z płynnością) w grze Simrail. Jeśli tak, to jakiego rodzaju systemu i konfiguracji używacie? Dość mocno przeszkadzają mi losowe szarpnięcia i zacięcia (lub: spadki płynności) w obrazie. Zrobiłem wszystko, co tylko przyszło mi do głowy, żeby je zidentyfikować, zmierzyć, skorelować i spróbować wyeliminować. Nie chodzi tylko o Simrail, ale ogólnie interesują mnie sprawy techniczno-analityczne, więc się dzielę i jestem ciekawy. Szczerze mówiąc, nie jest to jedyna gra, w której tak się dzieje, ale nie zdarza się to w każdej, a przynajmniej w innych jest to mniej zauważalne. Załączam metryki benchmarków Pendolino między Wschodnią a Piastowem, jeśli kogoś to ciekawi. Mam procesor Ryzen 9800X3D, kartę graficzną 7900XT, 64 GB niskolatencyjnej pamięci DRAM i dysk NVME SSD. Jest to więc całkiem niezły (lub: mocny) system. Używam ustawień średnio-wysokich, ze zminimalizowanym LOD, teksturami w 1/2 rozdzielczości i stosunkowo dużym zasięgiem rysowania. Uzyskuję od 40 do 120 FPS w zależności od obszaru. Simrail jest zdecydowanie ograniczony przez procesor, i to głównie przez pojedynczy wątek, jak wiele gier. Zebrałem obszerne metryki PC dotyczące generowania czasu klatek, a także aktywności VRAM, CPU i GPU. Stworzyłem wykresy oraz użyłem skryptów w Pythonie, aby porównać wszystkie różne ustawienia. Zdecydowanie mogę skorelować każde zacięcie z momentami, kiedy zawartość jest przenoszona do VRAM, więc występuje pewne opóźnienie I/O. Zoptymalizowałem czasy VRAM, dostroiłem i zoptymalizowałem procesor dla każdego Coru. Bawiłem się różnymi ustawieniami graficznymi w Simrail, sprawdziłem wszystkie aktywności w tle i opóźnienia sterowników... Dosłownie nic nie wprowadza w tej kwestii zmiany, i jest to niezależne od FPS. Zakładam, że to kwestia architektury gry i Unity, i po prostu nie da się tego naprawić, chyba że deweloperzy lepiej zoptymalizują grę, ale DX11 limituje. Czy to zdarza się każdemu? Czy ludzie po prostu uczą się z tym radzić? Michal
  6. tl;dr: Yes, for sure. And that's expected, considering Warsaw has a very high number of objects and complex scenery to render. So yes, in these areas the CPU is maxed out processing the high number of objects to feed to GPU and the GPU is waiting (lower usage), slowing the frame generation time. To determine actual CPU bottleneck, you have to look at just the CPU Core executing simrail.exe. It's only that single thread that is consistently running at a certain ceiling, and other assisting threads often wait for that one. Like most DX11 games, though this is not surprising though. Hope you like geeking out on PC performance analytics.. 🙂 -> This is a benchmark I ran many times. It's a Pendolino run from Warszawa Wschodnia and ending at bridge just past Ursus Niedzwiadek. Location references: The vertical purple lines are stop and start marks (programmed hotkey on mouse to log event, while driving): 1. Starting at Wschodnia 2. A scenario stop signal just before tunnel into Centralna 3. Stop at Centralna, waiting 3 minutes 4. Leaving Centralna, 5 Stop Zachodnia, wait, 6 Leave Zachodnia. Then high speed through the suburbs toward Piastow. Median Framrates: As you can see Framerate (black dotted) FPS is up above 110 on the west side of city, then at its lowest waiting at Zachodnia, down to 50 FPS. NOTE that this is median FPS, and it's not a problem. CPU/GPU load: Purple and green lines shows Max Thread/CPU % and GPU Util %. This basically represents the simrail.exe main single thread on one CPU never reaching 100% because of I/O and Freq max limits. And GPU % Util, which expectedly correlates to framerate. If the GPU isn't working at max capacity, it's waiting for the CPU to send it content. Note that the 3 minutes waiting at Zachodnia, a complex environment, it only works at 80% and is lowest FPS. CPU can't process the world fast enough to feed it. I also delved deeper tracking median and mean Effective Frequency of CPU relative to its Max boost freq, looking at it's % of potential capacity and I/O waiting. Micro Stutter: Short yellow lines are stutter events, defined as indivdual or a few frames which are significantly slower than that running avg over 1 second. This of course also visible by the key metric of blue line which are frametimes (1 second avg).. Not the very regular toothed pattern, of I/O blockage in the graphics pipeline. Many of these are actually not perceived because they aren't intense, and is one of 2 stutter patterns. The game, graphics API runs some kind of cyclical around every 20 second process ending with a blockage. PROBLEM: Heavy stutter: The full vertical yellow lines are timestamps, where I experienced a noticable stutter in the video, and marked it while driving. Red lines mark major stutter event, a few stutters in a row. Notice the VRAM use profile line (green) in the middle. EVERY time there is a change (load/unload) of scenery content for the GPU, there is a noticable stutter. There is a major break in the I/O process for a few different possible reasons. Fractions of seconds but usually a few in a row, enough to be psychologically unpleasant especially when we're so focused on perceiving velocity as train drivers. The biggest stutter is nearing the tunnel to Centralna from the west, and then entering the Zachodnia station area, which is illustrated by the VRAM activity. MEDIAN FRAMERATE IS UNRELATED TO THE STUTTER PROBLEM - No amount of computing power fixes this. So, in all the testing and comparing CPU, GPU settings, tunings, overclocking and game graphics settings, the Stutters NEVER really change. In fact, I even replaced my 7800X Ryzen and 7800XT Radeon, with the 98000X3D and 7900XT, hoping maybe the extra L3 cache would buffer these stalls.. Nope. I definitely increased my FPS, but not the 2nd type of stutter. To be fair.. DX11 is thread limited AND Simrail is procedurally generated content for hundreds of kilometers or real world scenery, which cannot be optimized asset by asset as many games are. It allows game developers to create big worlds and lots of vehicle models and operational logic and all the fun game stuff.. when they don't have to manage graphics details, which can be layered on top of Unity and abstracted. But at a cost of performance and CPU inefficiency. BUT STILL I ASK.. Does anyone have stutter free experiences in Simrail? I'm very curious.
  7. I'm curious if there are people who don't experience any video stutters, running Simrail.. If so please what kind of system and configuration are you using? I get quite bothered by random video jerks and stutters and have done EVERYTHING I can think of to identify, quantify, correlate and try to eliminate. To be fair this isn't the only game, but it doesn't happen in every game, or at least it's less noticable in others. I have a Ryzen 9800X3D, with 7900XT GPU, 64GB low latency DRAM, and a NVME ssd. So it's a pretty good system. I'm running medium-high settings, with minimized LOD, 1/2 textures, and relatively high draw distances. I get from 40 to 120 FPS depending on area. Simrail is definitely CPU limited, and mostly single thread, as many games are. I gathered extensive PC metrics of Frametime generation data, as well as VRAM, CPU and GPU activities, and made graphs and used python scripting to compare all different settings. I can most definitely correlate every stutter to exactly the times when content is being moved into VRAM, so there is some I/O wait. I've optimized my VRAM timings and tuned and optimized CPU per core. I've played with different graphics settings in Simrail, and checked all background activities and driver latencies.. There is literally nothing that makes a change in this and is independent of FPS. I assume it's the game architecture and Unity, and just can't be helped, unless devs optimize better. Is this happening to everyone? Do people just learn to deal with this? Mike
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