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Historically, DICE has never released any patches which have increased performance. Usually when DICE patches something, performance decreases instead. 64 player modes is probably the only realistic way to increase framerates.
What's pushing the CPU so hard is mostly the physics calculations for player model animations. Running, jumping, etc for 128 individual players. That's why performance drops so hard in crowded areas with a lot of players. I remember hearing DICE was going to use GPU acceleration for player model animations in 2042, but I guess that either got scraped or it didn't make much of a difference to CPU performance.
After player animations I would guess audio rendering is the 2nd most CPU intensive task in Frostbite. Which is why audio is limited to 20 sound sources.
- V-SynthNinja4 years agoNew Vanguard@OskooI_007 I Remember that in Battlefield 4 and 3 and in V regarding operation underground they did release
patches that increased performance.
And now I really need an official answer about that.
If they do hear well the community, and because I know that many other players are also wondering and are frustrated about this matter, they must give an official answer to my question.
Personally, I demand an answer. I think I am entitled to.
Thank you.- 4 years ago@V-SynthNinja Personally, I think they need to increase max concurrent worker threads to 12, move more of the game workload to the clients and change the server tickrate and client update rate to 60hz.
For example, the parachuted vehicle call-ins appear to be running on the server, with animations being rendered in steps at 45hz, rather than being smooth and continuous motion.
There is also apparently some kind of server/client synchronization going on that affects the overall latency. For example, if I join a game in progress, bypassing the helicopter drop, the first spawn in the game is not synchronized with the server, and movement is noticeably juddered. Subsequent spawns are synchronized and smooth, but the input lag is increased.
This runtime behavior is unlike any other Battlefield I've played, and must be a byproduct of the much larger targeted market for this game. The new game engine is literally being hobbled to allow relatively low end rigs to run it.- cso77774 years agoSeasoned Ace
@afzSnickelfritzUpping the number of threads and increasing load on the clients, would make the CPU-situation way worse.
Increasing tick-rate would just result in even higher CPU-usage for both clients and servers, making performance even worse.
It seems like people with 6C/12T CPUs (and less) are already struggling. A lot of PC players doesn't have the latest and greatest CPUs (probably the majority).
BF has always had issues with latency. In earlier titles, with 60hz tick-rate, you would sometimes have insta-kills, kills behind corners and weird animations issues (even without high-pingers). Now it has just gotten worse than ever.Regarding the animations, they are run much lower than "45hz", 45 FPS is still very fluent (tv is shown at 25 fps in Europe). I don't know their "hz" but it seems more like 2 "hz" or something like that...
- 4 years ago
@OskooI_007 wrote:Historically, DICE has never released any patches which have increased performance. Usually when DICE patches something, performance decreases instead. 64 player modes is probably the only realistic way to increase framerates.
Historically speaking, that’s 100% false. Battlefield 4, 1, and V all had major issues on launch with FPS that were later fixed via patches. Also around the time Battlefield 2 came out, a game called Joint Operations released that played 128 players flawlessly.
If you’re gonna make stuff up to make the game look worse than it is, Reddit is waiting with open arms.
- V-SynthNinja3 years agoNew Vanguard
They really fixed performance in terms of CPU usage and stuttering since this thread.
Now at least the game runs great in my system. I still have the same system specs.
That is great.
The game runs now as smooth as butter for me even in ultra with 128 players!!!!!
Cheers!!!!
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