I ask because it is evident that it has become more and more important.
I tried playing on a new community developed map last night (can't remember the name right now, and I can't log on to check) It was a large outdoor map, with Germans attacking and needing to cap zones with areas of buildings. Cap zone D was a church.
Anyway, I found myself CPU limited on this map. This despite my Core i7-3930K being clocked at 4.6Ghz...
My GPU utilization went down as far as 70% even with the GPU settings pinned. While the result was that framerates often dropped to the low 50's, which isn't great, but isn't terrible either (my barometer is to have minimum framerates above 60fps) this was on a rather high performing CPU, I can only imagine what its like for others.
The problem will be smaller for people with Nvidia video cards that can take advantage of hardware PhysX, but the fact still remains that DX9 with its draw calls all on the same CPU core is holding this game back.
Porting it to a DX11 capable version of the Unreal 3 Engine should be relatively straight forward, and instantly yield better results when the draw calls are spread out among the cores.
Furthermore, switching from PhysX to OpenCompute for physics calculations should make a huge difference for those with non-Nvidia GPU's as well... This may not be as straight forward with the Unreal 3 Engine though.
I tried playing on a new community developed map last night (can't remember the name right now, and I can't log on to check) It was a large outdoor map, with Germans attacking and needing to cap zones with areas of buildings. Cap zone D was a church.
Anyway, I found myself CPU limited on this map. This despite my Core i7-3930K being clocked at 4.6Ghz...
My GPU utilization went down as far as 70% even with the GPU settings pinned. While the result was that framerates often dropped to the low 50's, which isn't great, but isn't terrible either (my barometer is to have minimum framerates above 60fps) this was on a rather high performing CPU, I can only imagine what its like for others.
The problem will be smaller for people with Nvidia video cards that can take advantage of hardware PhysX, but the fact still remains that DX9 with its draw calls all on the same CPU core is holding this game back.
Porting it to a DX11 capable version of the Unreal 3 Engine should be relatively straight forward, and instantly yield better results when the draw calls are spread out among the cores.
Furthermore, switching from PhysX to OpenCompute for physics calculations should make a huge difference for those with non-Nvidia GPU's as well... This may not be as straight forward with the Unreal 3 Engine though.