Really GGG???
since some people like to quote me saying "hundreds of thousands" and take that number as like a hard truth or something, let me change it.
from hundreds of thousands to MULTIPLE BILLIONS there. does it emphasize the point a bit more. it isn't the number thats the point, its the fact that the extreme many calculations that get bottlenecked by internet data processes and timing is what causes the stutters and stuff. if you're talking about just your FPS in town and whatnot - who fucking cares. but it is no surprise that limiting the factors and things the game processes will improve performance, including sound. this would probably happen with any game. just keep in mind that as cutedog says, putting the slider to 0 doesn't do it because at that point the sounds are still present but you just don't hear them. you need to disable the sound completely. | |
Wow. How did you guy couple in game sound to performance? I mean the degree of coupling is astounding. So I think let's give it a try, and f ing crazy. I usually play with the latency monitor on. Depending on what is going on in the screen, I get a few a latency spike every minute or so. With the sound off, I get NONE! I mean the game play is so smooth, it's like butter.
So I thought, well let's play some music in the background, will that impact performance? Not that I could tell at all. And I mean I was playing music videos on a second screen while I was playing. So my computer can process at least background sound with video and a second monitor while playing with no latency issues whatsoever. This tells me that my computer has throughput available, but that POE cannot take advantage of it. I did notice my CPU and RAM where only at ~28% and ~1Gig respectively. I really hope poe 2 can take advantage of multicores (thread-safe of course). I would have to venture a guess that multicores are here to stay and they are only going to keep increasing in count. It looks like the sound generated by the game and the graphics are fighting over the same resource at the same time. I would think programming to multiple cores would solve this issue. | |
" Lol, that is definitely completely unrelated, or you're using the wrong words. The sound is 100% client side, it can't cause latency issues. You just happened to try that at a time the servers were performing better. Need a new signature, cuz name change. I dunno though. I guess this seems fine. Yeah, this is good.
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" You are aware that the client missing tasks causes it to slow down, missing tasks in other areas...right? Which is why people drop frames when the sound is fucking their systems, or when poorly designed loading is fucking their systems...it's 1000% related. |
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Why always have GGG warrior
The loading asset issue is the same old issue caused by large GGPK file and load asset on the run. Remember that game freeze entirely when Betrayal intervention? Either GGG post an announcement that their game won't support HDD anymore and minimum requirement is SSD. Or just find a solution for this. Not yet another fix discovered by player that disable sound and the game in steroid again This is the start of forum signature: I am not a GGG employee. About the username: Did you know Kowloon Gundam is made in Neo Hong Kong?
quote from the first page: "Please post one thread per issue, and check the forum for similar posts first" This is the end of forum signature |
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" If that's happening it's from bad parts. You can have a ton of cores and clock speed, and it could still be a bad CPU. Good CPUs are smarter than that, they won't completely lock up if there's a problem in one small part of it. My frames skip all over the place in half the PC games I play, my connection never takes a hit from it though. Edit: Gotta start reading through junk before I post. Need a new signature, cuz name change. I dunno though. I guess this seems fine. Yeah, this is good. Last edited by LV9999Majin on Feb 12, 2020, 2:11:58 AM
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I'll leave this here:
https://docs.godotengine.org/en/3.2/tutorials/audio/audio_streams.html Essentially it says that playing sounds can be an issue, if they're in an unsuitable format that has to be decompressed, using up quite some computing power. I never bothered to extract files from the content.ggpk, but given there's a ton of different sounds, it'd be logical for GGG to store them in a compressed format, such as mp3, lest the content.ggpk file grow even bigger. However, in instances when many sounds are played simultaneously, which often happens in poe, this choice would be detrimental to performance. Now, I'm quite sure that PoE is not written in the Godot engine, but I think it's save to assume that loads of sounds being played at every moment might be causing trouble. Bird lover of Wraeclast
Las estrellas te iluminan - Hoy te sirven de guía Te sientes tan fuerte que piensas - que nadie te puede tocar |
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This probably explains why I have never really had any issues with the game. First thing I do in every game where sound isn't required is turn it off and POE isn't one of those games.
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My i7-7700hq with gtx1070 saw cap solid 120fps with Gsync dipping down to 90s at times.
Before disabling the sounds it jittered 80-120 with dips below 40 fps where the dynamic scaling kicked in. Been days now got used to the nosound but indeed something to think about and work on. Your strong side is pushing content and makes no sense to neglect your weakest point game optimization. |
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Thanks for sharing this, it helped the game run smoother for me. It wasn't terrible for me in the first place, but smoother play is a really good feeling when gaming. It does suck not to have the game sound anymore, but there is a silver lining that I am listening to more music. Overall I'd rather have the game play more smoothly than have the sound effects.
For others reading, please note that you can't just turn down the max volume for this to work, you have to use the "--nosound" option when starting the game. (google will show you how) |
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