| Author |
Thread Statistics | Show CCP posts - 5 post(s) |

Craefter
Vindobonas Ancients
0
|
Posted - 2012.03.14 21:55:00 -
[1] - Quote
I got the solution for you guys. (At least, it worked for me)
I have a Mac Pro dual quad core (so 8 cores total) and noticed from my iStat menu bar that the Cider was load balancing more evenly over all 8 cores. It didn't do that before and I got 60fps.
Thing is that CPU load balancing can be quite tricky with a native binary so even more so with a virtualized one.
The solution ist to go into the ESC menu and de-select the "Use multithreaded OpenGL" option. Restart EvE and voila, you'll have your original frame rate back.
Another nice thing about going single treaded is that the total CPU usage drops from 120% to 35%. So you'll get a three fold FPS increase for a third of the original CPU usage which means a NINE fold performance increase!!!
Anyway, enjoy your day.
-Crae
|

Craefter
Vindobonas Ancients
2
|
Posted - 2012.03.15 09:34:00 -
[2] - Quote
Huri-Khan wrote:Oh wow, disabling Multithreaded OpenGL worked for me. Now I got up to 130 FPS in windowed 1920x1080 in belt with "Optimized for performance" (Medium quality textures) and up to 105 FPS with High quality textures. CPU and memory usage has dropped to 80%/960MB.
Edit: Not sure what's changed, but with High quality textures and lots of asteroids now I got stable 130 FPS.
Just a word of advice, I don't know the actual refresh rate of your monitor but usually it is 60Hz, maybe 75Hz. If you set your "Interval" option to "Immediate", which is the default setting, the EvE process starts to render the next frame as soon as it is finished with the previous one EVEN IF THE MONITOR IS NOT YET FINISHED DISPLAYING THE FIRST ONE! So if for exaple your monitor does 60Hz and your FPS is 120Hz the monitor is only displaying half of the rendered frame before is continues with the next one.
This will give you 2 results:
- Tearing, most obviously seen when panning the camera - Your computer is working 50% for something which cannot be seen which in turn means you are producing twice the heat. (Before I discovered this feature I had a VERY load fan on my graphics card.)
So if you set the Interval option to "One" EvE only calculates just enough of what your monitor can handle.
-Crae |

Craefter
Vindobonas Ancients
3
|
Posted - 2012.03.15 15:31:00 -
[3] - Quote
Vincent Athena wrote:....because when I upgraded to 10.7.3 (from 10.6.8) planets acquired white polar caps, and going from low to medium shader fixed it.
Yes, the increased heat generated by the medium shader setting causes the polar caps to melt. Well know fact. ;)
-Crae |

Craefter
Vindobonas Ancients
3
|
Posted - 2012.03.16 17:53:00 -
[4] - Quote
CCP Gangleri wrote:Transgaming have found the cause for Multithreaded OpenGL not behaving as expected (error is not in Cider though, they just pointed out what we were doing wrong) if everything goes according to plan we should have a fix deployed early next week.
I'm glad to see that we got this bug squashed in a timely fashion. \o/
-Crae |
| |
|