Forum Discussion
AbleDark
So, I'm just speculating, I don't know enough about Frostbite's engine architecture to be really certain about things.
I'm a professional game dev, who has also done some engine dev (mostly toy engines, but I do sometimes contribute to some more serious open source stuff), it doesn't really make sense for a CPU from 2018 with 6 cores to be struggling with the gameplay code of Battlefield 6. If the official statement from the devs is to upgrade that CPU, I would say that is unacceptable.
However, assuming this is actually a problem on the devs end, you guys should be a lot more loud about this. I just recommend you do a bit more due diligence to rule out some weird stuff on your end first, more on that below.
I personally am quite impressed by their GPU work from the limited knowledge I have. Which tells me they're very competent engine engineers. So, it's probably a bug somewhere causing a death spiral. As opposed to a really bad architectural decision that requires a lot more thought and work to fix (in such cases, it just wont get fixed when management steps in).
When you think about a game engine and how it actually works, most of the heavy computations are on the GPU. A CPU is responsible for:
- physics
- character controllers are usually using kinematic physics, which is cheap computationally
- vehicles are using rigid body physics, this is more expensive, but shouldn't be an issue at all in a game like BF6
- player input
- gameplay code
- netcode (which really an abstraction, it's hard to point and be like HERE is the netcode, it has its tentacles all over)
- speculation: I posted above on how this could trigger a lot of redundant physics work during client/server desyncs
- network transport layer
- sometimes engines abstract gameplay code out to a scripting language of some sort, this almost always slower than compiled code, but there's too many things to consider to speculate further
- scheduling things and sending them over to the GPU
- particles that have physics usually means being done on the CPU, doing it on the GPU is usually just far harder architecturally
- client sided anti cheat
- note: not an expert here so I don't really know how intensive this is
When you compare to older Battlefields and other FPS games, this stuff hasn't really changed too much...which is why I have a feeling the performance issues are a bug. Like honestly, even if this stuff was all single threaded I'd still be saying the same thing.
If it's something on your end, I would check your RAM and GPU. Which you'd thing is completely contradictory to everything I just said above, but if the CPU is waiting on a response back from them it could look like the CPU is the problem.
Edit: oh and if they're for some reason saving some stuff to your storage drives too often, that would be another area, I highly doubt they're doing that though.
Edit 2: oh, I forgot, BF6 has destruction, this could be a big area of slowdown, especially if it gets looped into physics rollback code...oooooof
Thanks for the input!It actually resolved itself for me so they must have done something on their end OR me setting clock speed higher on my gpu which i dont think was the issue.I still get network warnings but nowhere near the amount i had on release.
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