Article from Benchmark 3D on RO2 Hardware usage

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Blahman

FNG / Fresh Meat
Mar 16, 2008
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Not a very professional article or site... why not just benchmark it yourself with the latest and greatest version?
 

flavin420

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Oct 2, 2009
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where would i go to get these benchmarking tools?
Also looking for something to tell me my PC temps
 

M55ikael

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Aug 11, 2011
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maybe the rendering engine needs to be rewritten

I don't know. For this game to utilize modern hardware fully it would have to utilize DX11. DX9 can only use a single processor thread for draw calls, which seems to be a major bottleneck for this game.
 
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vyyye

FNG / Fresh Meat
Aug 13, 2011
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I don't think anyone but the most deluded would need a benchmark confirming that something ain't right. That said I haven't played since the patch, maybe it mitigates the issues.
 

BBRodriquez

FNG / Fresh Meat
Aug 27, 2011
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Hessen
This benchmark is a month old, but it looks like the updates didnt help.

After the last update I tracked my system with AIDA64(Grain elevator/64player- first round 60fps nearly steady, second rond 40fps and drops below 30fps). Still GPU doesnt reach 100% (log in attachment).
 

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PsYcH0_Ch!cKeN

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For this game to utilize modern hardware fully it would have to utilize DX11. DX9 can only use a single processor thread for draw calls, which seems to be a major bottleneck for this game.
Correct, this is exactly the problem.

As for our devs saying and claiming is CPU intensive,well its not but what RO2 needs to run properly is to push our GPU/GPU's which it dont happen,dropping down eye candy in game is not the solution dear TWI.
The reason the game doesn't push the GPU is because the CPU can't process the single rendering thread fast enough. There are too many draw calls (i.e. trying to do too much every frame) and the CPU is unable to feed the GPU with the required information for each frame fast enough, so the GPU is idling while it waits. The only solution to this is to reduce the number of draw calls and like it or not, that means simplifying materials, increasing object culling and drastically reducing the number of map objects that require their own (potentially multiple) draw calls.

A lot of people like to point out that UE3 runs better in game XYZ, but the reality is that every other Unreal game out there has far lower detail levels, much simpler materials and much, much smaller levels in order to maintain performance for their primary target machines (low powered consoles). TW have tried to push UE3 hard and unfortunately the engine's console roots (sad but true) have proven more of an obstacle than anticipated, hence the current situation.
 

Das Bose

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May 8, 2009
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Sunny Scarborough
Thanks for finally telling us what the problem is though, a limitation of DX9, it's nice to know. Of course you saying that and then playing a game and watching my CPU usage stay below 50 ish % makes it hard to believe :p

Is the game going to be supporting DX11 anytime soon, or are we stuck with this situation for all the mods e.t.c?
 
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PsYcH0_Ch!cKeN

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Of course you saying that and then playing a game and watching my CPU usage stay below 50 ish % makes it hard to believe :p

Is the game going to be supporting DX11 anytime soon, or are we stuck with this situation for all the mods e.t.c?
Multicore CPU's will never max out running RO2 because only a single logical CPU (be it a single physical core or hyperthreaded "core") can be utilised for running the single rendering thread at any one time. That means that at most you will see high usage on one logical CPU and perhaps moderate usage on another (processing audio, game logic, physics and potentially AI if you're in SP mode). Presumably though, if you have a higher clocked CPU, you'll probably get better performance. Potentially disabling hyperthreading on those Intel CPUs that have it may also improve performance, but I have no actual evidence to back that up.

As far as DirectX 11 is concerned, I don't expect to see it added, though I'd be happy to be wrong on that one. I would love to see RO2 updated to use the most recent UE3 build (the version currently in use is from September last year and a lot of goodies that would be really useful for Rising Storm have been added since then) but it's a lot of work and will likely cause a lot more bugs which I can't see TW opting to do.
 

Verluste

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Sep 3, 2011
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I don't know. For this game to utilize modern hardware fully it would have to utilize DX11. DX9 can only use a single processor thread for draw calls, which seems to be a major bottleneck for this game.
So if you put RO2 in such a way that it runs in and from DX11 the most you get better performance with modern hardware?
 

Icey_Pain

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Aug 8, 2011
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Just curious,

If Red Orchestra 2 would at one point get DirectX 11, would it need a DirectX 11 card to get the performance gains. Or is this something that is not exclusive to DirectX 11 cards?
 

PsYcH0_Ch!cKeN

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Nov 27, 2005
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Just curious,

If Red Orchestra 2 would at one point get DirectX 11, would it need a DirectX 11 card to get the performance gains. Or is this something that is not exclusive to DirectX 11 cards?
You'd have to have a DirectX 11 capable card running on a DirectX 11 compatible O/S (Windows Vista or 7) to be able to use it, otherwise you'd still be stuck on DX9.