4 years ago
ME1 Citadel FPS Drops
Hi, I started ME1 earlier and was having a blast...until I got to the Citadel. Now I'm just frustrated. Essentially, the game has been running pretty much perfectly at 144 FPS. However, if I walk o...
Higher res textures have no impact on areas which are CPU limited, and they also do not affect GPU performance unless they overflow VRAM, which is very obvious when it occurs the majority of the time as it will induce significant stuttering. This has been true since the inception of GPU's, you always max out texture quality until it affects your vram. Reducing texture quality when it's not impacting your vram has absolutely no impact on performance, if you don't understand something this basic then please don't clutter up a bug reporting thread with misinformation.
Using actual screenshots with performance numbers in the same area is also not 'anecdotal' - that is not what that word means. You, otoh, saying "I have this performance" without any evidence - is. Go to the same area I just did, put up Rivatuner with your GPU + CPU usage, and take a screenshot. Want to prove me wrong? Do what I did, and show some actual data.
Here, like this: With the full ALOT texture pack installed. Exact same performance in this spot, exactly as anyone with the slightest bit of knowledge about how GPU's work would expect.
"What really is of interest is the "normal" performance of your hardware in the LE compared to areas it has significant frame drops and the difference in utilisation of the CPU and the GPU between this areas."
I mean...yes? That's precisely what this thread is about. The LE version has massive CPU dependency in the same areas where the original didn't exhibit it nearly to this degree. They both are limited to single core yes - but we're talking a 100% (or more) frame rate drop in the same scenes. In the exact same scene, this original shows this 'CPU limitation' by hitting its wall at 113 fps with 86% GPU utilization - in LE, this manifests with the same scene at 58 fps with 56% GPU utilization.
That this frames drops are not "normal" is a established fact by now I think.
But this are two different games with different feature sets and an updated engine.
So comparing them against each other will not proof anything, it remains to be anecdotal and therefore irrelevant.
And if you don't understand something that basic.... You know what I mean. 🙂
I also don't have to proof anything to you, just saying.
This is a problem that only can be fixed by Bioware, and I hope they do exactly that.
Again, you don't know what 'anecdotal' means. It is of course not 'irrelevant', the entire reason ME3 is a remaster and not a remake is because they didn't want to go off Unreal Engine 3 due to the massive engine changes migrating to UE4 would have brought, this is based on the same codebase (which is why a lot of the old bugs from the originals still manifest). Comparing the game that they're remastering off of - especially for one where the only changes are better textures + some added ambient occlusion and subtle lighting changes, and getting a CPU bottleneck that's twice as bad as the first is a completely reasonable comparison. What, do you think changing how war assets are calculated is what's maxxing out a CPU thread or something?
And yes, the point of this thread is to draw attention to it and see if others are experiencing it, hence why it's posted in an official EA forum - we can't fix this. Really great insight dude, thanks. 😕
They already know about the problem, be sure of it. 😉