No one has mentioned draw calls..
A lot of ACU's performance issues stem from pushing DirectX beyond it's limits. DirectX can only realistically support 10,000 Draw calls per second yet a lot of the time ACU is trying to do 50,000.
We're only going to see this fixed with the release of DirectX 12, and that's only of Ubisoft pull their fingers out their arses.
[QUOTE=Wickerman123;46487628]No one has mentioned draw calls..
A lot of ACU's performance issues stem from pushing DirectX beyond it's limits. DirectX can only realistically support 10,000 Draw calls per second yet a lot of the time ACU is trying to do 50,000.
We're only going to see this fixed with the release of DirectX 12, and that's only of Ubisoft pull their fingers out their arses.[/QUOTE]
I bet you a million bucks that even when DirectX 12 comes out with Windows 10 next year, Ubisoft will either ignore it and keep using 11.2 or they'll make the next AssCreed even more demanding and unoptimized for the new API.
[QUOTE=codemaster85;46480259]yes, lets spend literally months sailing to each port, that would make it great.[/QUOTE]
I want to see a hyper realistic version of assassins creed
you can't drink water or else you'll get a horrific parasite that causes internal bleeding
every single wound you get has to be painstakingly treated for many days or else you'll get dysentery and die a slow, horrible death
travelling across the country means you'll have to travel with 30 other people and by the time you'll get there you'll have died of dysentery
traveling by boat means you basically have to spend real life months working your [B]ASS OFF[/B] before dying of dysentery the moment you get there
oh and if you fall too far you break your leg, it gets infected and you have to get it sawed off
[QUOTE=Wickerman123;46487628]No one has mentioned draw calls..
A lot of ACU's performance issues stem from pushing DirectX beyond it's limits. DirectX can only realistically support 10,000 Draw calls per second yet a lot of the time ACU is trying to do 50,000.
We're only going to see this fixed with the release of DirectX 12, and that's only of Ubisoft pull their fingers out their arses.[/QUOTE]
Can you explain drawcalls? I've seen this mentioned, what does that actually mean inthis context?
[QUOTE=Brt5470;46492739]Can you explain drawcalls? I've seen this mentioned, what does that actually mean inthis context?[/QUOTE]
Draw calls are the number of objects and resources associated with said objects on screen that need to be rendered in a single frame. Since Ubisoft thought it would be a great idea to [I]flood[/I] the streets of Revolutionary France with NPCs and the intention of controlling each and every one of their AIs with the CPU, you can imagine what kind of drawcall-based bottleneck that would create especially since their coding team wouldn't know how to make a program that actually takes advantage of a processor with more than one thread even if Jesus Christ himself taught them how.
[QUOTE=Lordgeorge16;46487698]I bet you a million bucks that even when DirectX 12 comes out with Windows 10 next year, Ubisoft will either ignore it and keep using 11.2 or they'll make the next AssCreed even more demanding and unoptimized for the new API.[/QUOTE]
And they'll probably be paid by Microsoft to use DX12 to 'encourage' people to migrate to Windows 10, since DirectX 12 will not be released for Windows 7.
[QUOTE=RikohZX;46492807]And they'll probably be paid by Microsoft to use DX12 to 'encourage' people to migrate to Windows 10, since DirectX 12 will not be released for Windows 7.[/QUOTE]
There are lots of technical reasons why DX12 can't be brought to Windows 7, if you bothered to read the rest of that thread. Not to mention Win7 will stop receiving mainstream updates at the start of the next year, it wouldn't make any sense for them to get DX12 even if it was possible. Windows 8 isn't that bad anyway. But complaining about "muh win7" isn't the point of this thread, I'm afraid.
[QUOTE=Brt5470;46492739]Can you explain drawcalls? I've seen this mentioned, what does that actually mean inthis context?[/QUOTE]
This is a very simplified version, someone please correct me if it's totally wrong:
Basically a draw call is an instruction to the GPU about what triangles to render. The more draw calls you have the more CPU overhead it is going to add. One way of optimizing is batching draw calls together so you're doing a smaller amount of bigger draw calls. This is going to require more processing power from the GPU but there's less CPU overhead.
One of the big benefits consoles have over PC is that the APIs are very close to the metal, a single draw call adds much less CPU overhead than it does with DirectX. So basically when there's way too many draw calls the performance of the game is totally CPU bound on most machines and the GPU isn't used as efficiently. Mantle and DX12 are supposedly going to improve this situation a lot.
[QUOTE=Lordgeorge16;46492804]Draw calls are the number of objects and resources associated with said objects on screen that need to be rendered in a single frame. Since Ubisoft thought it would be a great idea to [I]flood[/I] the streets of Revolutionary France with NPCs and the intention of controlling each and every one of their AIs with the CPU, you can imagine what kind of drawcall-based bottleneck that would create especially since their coding team wouldn't know how to make a program that actually takes advantage of a processor with more than one thread even if Jesus Christ himself taught them how.[/QUOTE]
[QUOTE=RautaPalli;46492828]This is a very simplified version, someone please correct me if it's totally wrong:
Basically a draw call is an instruction to the GPU about what triangles to render. The more draw calls you have the more CPU overhead it is going to add. One way of optimizing is batching draw calls together so you're doing a smaller amount of bigger draw calls. This is going to require more processing power from the GPU but there's less CPU overhead.
One of the big benefits consoles have over PC is that the APIs are very close to the metal, a single draw call adds much less CPU overhead than it does with DirectX. So basically when there's way too many draw calls the performance of the game is totally CPU bound on most machines and the GPU isn't used as efficiently. Mantle and DX12 are supposedly going to improve this situation a lot.[/QUOTE]
So the game is doing a lot of separate operations which should have been bundled together. And all of that is causing huge overhead? I'd imagine a lot of it is all the pointless NPC's too, which adds like nothing. Seems there are more people than the city can physically support. Would optimizing drawcalls be like linking multiple NPC's together for referencing the same model and textures? I know very little of actual graphics backend, but is every object completely separate like that?
[del]meshes that use the same texture set and same material instructions are usually eligible for batching , yes[/del] I should rather say that any difference of texture-materials [I]cannot[/I] be eligible for batching as it's pretty much a given that the engine batches as much as possible. the problem then is more on the technical design side on the artists' part as they have to create the meshes with a fair amount of reusing and material sharing that allows for said batches to take place - there is absolutely no way they could have forgotten something as foundational as drawcall batching
it is also true that PCs have a significantly longer latency between the cpu and the gpu and the ram and the vram
[QUOTE=Lordgeorge16;46492804]Draw calls are the number of objects and resources associated with said objects on screen that need to be rendered in a single frame. Since Ubisoft thought it would be a great idea to [I]flood[/I] the streets of Revolutionary France with NPCs and the intention of controlling each and every one of their AIs with the CPU, you can imagine what kind of drawcall-based bottleneck that would create especially since their coding team wouldn't know how to make a program that actually takes advantage of a processor with more than one thread even if Jesus Christ himself taught them how.[/QUOTE]
but it is not true that the number of npcs being rendered is a significant drawcall concern as it is more about how many different texture-material variations of the npcs there are inside the view at the time. it is also fairly unlikely that every npcs have their own unique full-featured decision making. batching more aggressively would already add more cpu instructions to an already cpu-bottlenecked design
[QUOTE=Juniez;46493024]but it is not true that the number of npcs being rendered is a significant drawcall concern as it is more about how many different texture-material variations of the npcs there are inside the view at the time. it is also fairly unlikely that every npcs have their own unique full-featured decision making. batching more aggressively would already add more cpu instructions to an already cpu-bottlenecked design[/QUOTE]
I think they mentioned at one point that the NPCs were each supposed to have their own AI. Whether or not they followed through with that decision, I don't know for sure. But there's still likely a large correlation between all of the NPCs and their resources being rendered that's causing performance to tank significantly. Ubisoft themselves said that the massive crowds was the main reason why they had to lock the resolution and framerate of the console versions.
[QUOTE=Lordgeorge16;46492804]Draw calls are the number of objects and resources associated with said objects on screen that need to be rendered in a single frame. Since Ubisoft thought it would be a great idea to [I]flood[/I] the streets of Revolutionary France with NPCs and the intention of controlling each and every one of their AIs with the CPU, you can imagine what kind of drawcall-based bottleneck that would create especially since their coding team wouldn't know how to make a program that actually takes advantage of a processor with more than one thread even if Jesus Christ himself taught them how.[/QUOTE]
basically to put it short
they're taking a small bag that fits 1 rock and shoving a whole damn pile into it, and then wondering why the hell it doesn't fit
[t]http://std3.ru/f0/84/1389140562-f084c3ac41b44cd801543579fede456a.jpg[/t]
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