Product Chat / Low FPS ... Try this

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synchromesh
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Posted: 8th Dec 2017 02:08
Ok I think Ertlov found this in the Private beta but I think hes on to something ..

Load up Big escape ... Run it and put the shadow slider to zero
My fps becomes better than it ever has on highest detail and still looks good with PBR.
Just wondering what effect it has on you guys
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Earthling45
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Posted: 8th Dec 2017 03:11
It indeed is quite a gain when the slider is at zero but isn't that not the case with previous versions as well?
There will certainly be a gain when it is lightmapped, my framerate went from 30 fps with shadow on 50 to 60 (vsync=1) with the shadow slider at zero.
Lee has been working to improve the shadow quality, if i'm correct there are a few choices we can make that will affect performance.
synchromesh
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Posted: 8th Dec 2017 11:11
Quote: "It indeed is quite a gain when the slider is at zero but isn't that not the case with previous versions as well?"

Never to this extent for me .. It jumps from 30 to 85 fps in the most detailed areas
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Preben
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Posted: 8th Dec 2017 11:35 Edited at: 8th Dec 2017 11:36
I been trying to figure out why so many have low fps , and think i got it.

I believe that Lee somehow is rendering the cascade shadow maps twice in the public preview.

Try this in the Big escape.

To test your fps , use F11 twice.
In tab tab , set "Entity shader" to medium.

screenshot1: default "Entity Highest" , 71 fps.



screenshot2: "Entity Medium" , 125 fps. With ABSOLUTLY no visual difference from highest ? ( try looking around and switch between medium/high ).



screenshot3-4: For Lee displaying no differences in shadow cascades.
best regards Preben Eriksen,

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synchromesh
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Posted: 8th Dec 2017 11:46 Edited at: 8th Dec 2017 11:47
Quote: "125 fps. With ABSOLUTLY no visual difference from highest "


LOL I posted this below in another thread a few days back ..
Quote: "Try medium settings ... Made a huge difference to me and still looked great "

I just thought it still looked great but your right !! ..
After doing what you said I realise its identical but still get the speed boost
Good one Preben ..
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Duchenkuke
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Posted: 8th Dec 2017 12:04
I always work without shadows, they kill the performance.
It was always a huge fps improvement. I'd say at least 50% better.
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cybernescence
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Posted: 8th Dec 2017 12:45
Quote: "I believe that Lee somehow is rendering the cascade shadow maps twice in the public preview."


Think it must be something like that - yes - FPS doubles/triples and can't see any difference in shadows. Nice find

Cheers.
MK83
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Posted: 8th Dec 2017 16:59 Edited at: 8th Dec 2017 17:00
Quote: "Load up Big escape ... Run it and put the shadow slider to zero "
Yes, got a lot faster. 50-58
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Ertlov
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Posted: 9th Dec 2017 04:04
I have reported that several times during the internal beta, shadows are currently killing FPS.
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Bored of the Rings
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Posted: 9th Dec 2017 06:01
for me, bringing the shadows slider down to zero for the Big Escape level didn't change my FPS (which is around 6/7). But turning the terrain off via F11 brought it up to 30 FPS. That's having everything on LOWEST settings. Changing .INI PBROVERRIDE =0 and FORCETESTSHADERS= 1 (or whatever the parameter is called) does improve FPS
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MooKai
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Posted: 9th Dec 2017 17:14
I turned off the light settings (below the shadow setting) and had a + of 50% - 100% fps
(beta 23)
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Tarkus1971
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Posted: 9th Dec 2017 17:39
Yes, i never put shadows on as they really do result in a massive FPS drop, this has been the case for a long long time now, not just in the DX11 preview.

Maybe we need a shadow re-work in the engine itself.
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Solar
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Posted: 9th Dec 2017 19:00
This is a real problem for me, because I like to use shadows. For me to try to make a game without shadows is out of the question.
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synchromesh
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Posted: 9th Dec 2017 21:46 Edited at: 9th Dec 2017 21:47
Quote: "This is a real problem for me, because I like to use shadows. For me to try to make a game without shadows is out of the question. "

Its the preview ... Lee is allowing you to look at progress so far ... The feedback we give him now will help him correct the issues for the final release.

You don't seriously think that you wont be able to use shadows ever again do you ?
That's just daft ..
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m2design
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Posted: 10th Dec 2017 00:18
To change the entity shader from highest to medium to increase fps will work for that purpose but has a huge impact on visual quality.
See the screen shots... Note how the medium entity settings no longer shows cast shadows on buildings. Perhaps after light mapping the scene with the highest setting will then allow one to the set the entity setting to medium with out losing the cast shadows. Maybe that is why I can reduce the setting in the big escape and still have cast shadows with a good increase in FPS.

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MooKai
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Posted: 10th Dec 2017 00:44 Edited at: 10th Dec 2017 00:44
Turning off the shadows is .... so 1999
You can use it in dark / night levels. But I wouldn't turn them off at a daytime scene.
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synchromesh
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Posted: 10th Dec 2017 00:50 Edited at: 10th Dec 2017 00:51
Quote: "Turning off the shadows is .... so 1999 "

So much fuss ... Space invaders never had shadows
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cybernescence
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Posted: 10th Dec 2017 01:12
Have to be careful we don't mix-up pbr vs non-pbr modes when reporting the shadow impact to Lee.

In non-PBR mode the medium setting does what m2design illustrates, but in pbr mode setting 'entity to medium' has no visual change to that of 'high' but significantly increases fps (for many people) - probably a bug in the 'high' setting.

I wonder if there is another way of producing real-time shadows that will not look so good but won't hammer performance so much as a trade-off for those of us with less powerful machines.

Cheers.


granada
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Posted: 10th Dec 2017 01:37
Quote: "Have to be careful we don't mix-up pbr vs non-pbr modes when reporting the shadow impact to Lee."


Good point .

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