PoE's performance is poor for a lot of people
Any news on this? I'm on Windows 10 64bit, performance took a hit for sure.
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" W10 is fairly new. i wouldn't be surprised if allot of drivers are underperforming currently as they have yet to be fully optimized for W10. be sure to keep your drivers up to date. outside that i got no idea what else might be cause the problems concerning W10+Poe |
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I noticed some improvement by switching back to the predictive network mode.
As some people said, performance was better in the beginning of the Awakening closed beta. Which was when the Losktep wasn't implemented yet. If you have unstable FPS and not a really good network connection (like WAN networks), I suggest you make the same change and get back to predictive. This way any latency issues won't affect your FPS as much as with lockstep. Besides, GGG has made some improvement to predictive and desync is far less noticeable than before. |
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" +1 CROSS-LEAGUE TRADING: pathofexile.com/forum/view-thread/1418564
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" +1, this is so goddamn frustrating Yesterday was dropping from about 120 or 80 to 12 (yes, TWELVE) FPS fighting Merveil! SOLO! With heavy strike! This is getting ridiculous :| Last edited by benjiwoosh#0661 on Sep 3, 2015, 3:05:12 AM
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The issue with PoE is that its always going to run into these graphic issues, and its due to how their game is designed (unless they want to dumb down the graphics to 90's game level). Its a similar issue to how they designed their network engine, a fundamental broken design (which they ended up denying), and then ended up being forced to fix
Difference with their engine is that they actually have a legitimate reason, doing multithreaded programming at the time they started (2005) was very hard, especially in C++ (back than you had to deal with mutex's/locks/semaphores, and thats a terrible abstraction for a lot of multithreaded code). Its this, combined with the fact that PoE has to deal with a potentially huge amount of unknown random effects is what is giving us these bottlenecks. If you predictably know what you need to know what to render, you can actually do a lot of pre rendering (either on CPU or GPU), which is actually how a lot of modern FPS style games can get away with extremely good graphics even on moderately good hardware. Both level and game designers can roughly predict how many content they are going to have in a visual field, which makes optimisations really easy. If PoE was using a multithreaded 64bit game engine, they can drastically improve the performance, and a lot of their issues would go away. C++ 11x/Boost now has a lot of abstractions/additional constructs which makes multithreaded programming much easier. Obviously redoing a game engine is a huge task, but their position on this matter is as untenable as their position on desync was. GGG appears to be swimming in some cash now, so all that it may need is a couple of hiring a couple of really brilliant guys to work on the sidelines to develop a new engine as a side project |
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" Im no video game designer but if thats the case then perhaps its bout time they actually start improving the engine? According to what you said the game is 10 years old now and still not running smooth despite all the progress made in the CPU/GPO market :P Id like to see somebody who has ridiculous rig (duo titans or whatnot) post here their FPSes when playing COC, summoner or whatever causes big GPU stress. Hell, even launching POE alone makes my GPU fans go WOOOSH - no other game does that on the friggin' loading screen. |
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" Thats the thing though, they have been improving on their game engine, however its being built on fundamentals which have bottlenecks that you can't really work around One fundamental is that the game is singlethreaded. The other is that it is 32 bit. Their engine is most likely completely built around the fact its 32 bit and that its single threaded, which means that in order to fix these issues, they would have to recode significant parts of the engine. The thing is. I mean they probably could theoretically make their game really smooth with their current engine, but they would probably need a programmer thats on John Carmack level " The bottleneck appears to be spikes on the single core (this is due to PoE being single threaded), and then that immediately being pushed onto the GPU. Its not so much the bandwidth, but the speed and amount of textured layers that are being fed into it. Someone earlier wen't into a lot of detail explaining this, but alluding to what people have posted here earlier, having an epic rig doesn't mean you will be able to play PoE flawlessly |
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Im having loot of problems whit spiky frame, beter call them now you gona die moments.
Its realy hinder my level progresion as penalty is huge and you cant do nothing to prevent it. Open box, beyound spawn, shrine, what ever, its usualy not a time you whana be disabled to react. Some people get 10 FSP some get 1-2 sec freez, problem is how often it hapen. You cant just awoind specific maps, specific effect in maps, boxes or what ever its just no fun losing exp due to thos things. They need to optimise how effect are aplayed and skills graphic, its geting realy frustrating to atemt level pass 80 and i mean a loot. I cant even play build the way i whant it becouse i will lagg my selff but agen even when i change ther is something else and playing on that level of skill its not posible when you geting thos freez spike and dont know how to react. Im started to devolet motion siknes in maps traying to adapt my reactions to thos situations. This game need serious optimisation and to be hardcoded before feature aditions take place. Last edited by nEVER_BoRN#3512 on Sep 6, 2015, 8:36:17 AM
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Open box - freeze for 20 sec
Still problem with it. CROSS-LEAGUE TRADING: pathofexile.com/forum/view-thread/1418564
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