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Patch causes abysmal frame rate

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Author
Alisyana
Caldari Provisions
Caldari State
#21 - 2012-03-14 20:12:56 UTC
Well, I've been screwing around looking at the framerate issue, and I've found the entire thread is consuming more CPU, and more RAM than before.

Just to check things out, I did a trace, so here's the sample: http://pastebin.com/BmVNzBkE

I'm running between 15-30 FPS, using interval immediate, shadows off, AA, Texture @ med, rest on low, 1920x1080 90% scaling, shake off, drone models off, trails off, HDR off, Station off.
MacPro 5,1 - 2x2.4Ghz Xeon, 14GB 1066 DDR3 ECC, Radeon HD 5770 1 Gb, OS X 10.7.3

**Definition of "SD" (Self Destruct) = "It's like running up to someone to kick them in the balls, they see you and proceed to kick themselves in the balls, and then laugh at you for denying someone a chance to kick them in the balls." ** - Celery Man

Huri-Khan
Federal Navy Academy
Gallente Federation
#22 - 2012-03-14 21:15:47 UTC  |  Edited by: Huri-Khan
Model Name: iMac
Model Identifier: iMac12,2
Processor Name: Intel Core i5
Processor Speed: 2.7 GHz
Number of Processors: 1
Total Number of Cores: 4
L2 Cache (per Core): 256 KB
L3 Cache: 6 MB
Memory: 12 GB
Boot ROM Version: IM121.0047.B1F
SMC Version (system): 1.72f1

Chipset Model: AMD Radeon HD 6770M
Type: GPU
Bus: PCIe
PCIe Lane Width: x16
VRAM (Total): 512 MB
Vendor: ATI (0x1002)
Device ID: 0x6740
Revision ID: 0x0000
ROM Revision: 113-C0170F-170
EFI Driver Version: 01.00.544

I also have something to add besides overall FPS drop: I run EVE in windowed mode, 1920x1080. While docked and in hangar, zoomed all the way in, FPS is 49-51, when I focus to some other application, e.g. iTunes, FPS drops down to 40. And if I scroll my playlist in iTunes, FPS drops down even more to 20

In activity monitor, it shows that EVE is using 1.07 GB Real memory, 90-100 % CPU time while in dock and 1.25 GB memory, 115% CPU in asteroid belt or mid-warp.
Craefter
Deep Core Mining Inc.
Caldari State
#23 - 2012-03-14 21:55:24 UTC
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
Destru Kaneda
Arzad Police Department
#24 - 2012-03-14 22:12:05 UTC
Confirming that this fixed it for me as well.
Vincent Athena
Photosynth
#25 - 2012-03-14 22:25:43 UTC
Cannot confirm. I already had it turned off, and I still get a lower FPS. Not the 20% speed some are reporting, more like 50%.

I guess there is more than one issue.

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Alisyana
Caldari Provisions
Caldari State
#26 - 2012-03-14 22:43:14 UTC
Confirmed higher framerate, about double. CPU usage is slightly less, about 5%.

I've got an 8 core also, but as for load balancing across CPU's, it actually does that via the kernel scheduler. Each thread has a "level" assigned to it, ranging from normal, to realtime. The only ones the cider process can use is "Normal" and "System High Priority". The other 2 are "Kernel", and "Real-Time". You CAN renice the cider application: renice -10 -p 'PID' Or -20, or whatever, just dont drop it too much or other stuff will cease working properly ;)

Also, you can't set processor affinity like you can in windows and some other unix's.

**Definition of "SD" (Self Destruct) = "It's like running up to someone to kick them in the balls, they see you and proceed to kick themselves in the balls, and then laugh at you for denying someone a chance to kick them in the balls." ** - Celery Man

Bluecollar Tweaker
The Fighting Whities
#27 - 2012-03-14 23:09:01 UTC
Even with multithreaded OpenGL turned off, on average I'm still below 10 FPS in space. Bug report submitted, this thread ID is referenced.
Enrick Frostbite
The Scope
Gallente Federation
#28 - 2012-03-15 01:07:06 UTC
Craefter wrote:
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


This worked for me, before doing this I was getting max 11fps. After trying this out I get stable 38-45fps which is good. I'm on a 2011 macbook.
old grisly
Logi Without Borders
#29 - 2012-03-15 04:31:11 UTC
Wanted to add my situation and results of some simple testing: First time successfully logged in I was getting 10 fps, tried the uncheck "use multithreaded OpenGL...', restarted eve and was getting 30 fps. Not great but I could live with it, was getting a minimum of 40 fps and more like 50 fps all the time before update.

Loaded second toon, on a smaller monitor (1920X1080), now fr changed to 25 fps for toon I was controlling, 15 fps for other one, when I would switch between toons, fr switched as well.

This isn't too good I think, need a bit better fr to play this game. I'm running:

IMAC 27" late 2009
OSX 10.7.3
3.06 GHz Intel Core 2 Duo
4GB 1067 MHz RAM
ATI Radeon HD 4850 512 MB
27-inch built in display (2560 x 1440)
SMB2330H 23" display (1920 x 1080)
1T HD
Huri-Khan
Federal Navy Academy
Gallente Federation
#30 - 2012-03-15 05:40:27 UTC  |  Edited by: Huri-Khan
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.
Craefter
Deep Core Mining Inc.
Caldari State
#31 - 2012-03-15 09:34:00 UTC
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
CCP Gangleri
C C P
C C P Alliance
#32 - 2012-03-15 14:06:16 UTC
So it seems there are at least two separate issues at play here, one is the Multithreaded OpenGL option misbehaving and the other is a general performance decrease. The latter is not Mac specific and is being researched by our graphics experts, the former is also quite elusive since it doesn't seem to be affecting everyone but it is also being investigated by CCP and TransGaming

Thanks to everyone who posted in this thread, please continue posting here if you find any interesting data points pertaining to either of the two issues listed above.

Check out my EVE Gate broadcast log for semi-regular updates on various EVE development: https://gate.eveonline.com/Profile/CCP%20Gangleri/StatusUpdates

CCP Paradox
#33 - 2012-03-15 14:28:56 UTC
On my iMac I have confirmed that disabling the "Use Multithreaded OpenGL" option and restarting your EVE client will return your FPS to the same framerate it was prior to the recent patches. It is being investigated further here at CCP. When we have a proper solution, we will let you know as soon as possible.

But for now, I would highly recommend disabling the OpenGL multithreaded support option.

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

Vincent Athena
Photosynth
#34 - 2012-03-15 15:06:15 UTC  |  Edited by: Vincent Athena
Thanks CCP.

For me the decrease while in space is small. I was able to triple box a mining op with reasonable performance. Note that I also nerfed my own FPS in space by setting the shader to medium. I did that 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. (Is that a known bug? Ive heard others report it, months ago.)

The big falloff seems to be in CQ, a factor of 2 or a bit more, even with multithreaded off.

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Craefter
Deep Core Mining Inc.
Caldari State
#35 - 2012-03-15 15:31:57 UTC
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
Seamus Donohue
EVE University
Ivy League
#36 - 2012-03-15 20:06:13 UTC
Okay, today's performance seems to be better than Tuesday. I'm getting about 20-30 FPS multiboxing missions, depending upon whether or not I'm zoomed in on a lot of Large Collidable Objects/Structures.

Survivor of Teskanen.  Fan of John Rourke.

I have video tutorials for EVE Online on my YouTube channel: http://www.youtube.com/user/SeamusDonohueEVE

Manssell
OmiHyperMultiNationalDrunksConglomerate
#37 - 2012-03-16 15:26:47 UTC  |  Edited by: Manssell
I"m still getting good frame rates, but it fluctuates a huge amount like never before.

Not sure if this is related (I think it may be), but last night I noticed that my overview now really, really lags. Every time a NPC or combatant dies they stay "faded out" on my overview for at least 2-4 seconds before dropping off. This has never happened before.
CCP Gangleri
C C P
C C P Alliance
#38 - 2012-03-16 17:05:41 UTC
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.

Check out my EVE Gate broadcast log for semi-regular updates on various EVE development: https://gate.eveonline.com/Profile/CCP%20Gangleri/StatusUpdates

Craefter
Deep Core Mining Inc.
Caldari State
#39 - 2012-03-16 17:53:25 UTC
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
Aidan Padecain
The Scope
Gallente Federation
#40 - 2012-03-20 15:29:10 UTC
Is this fix going to be in the patch that was delayed for the launcher work, our will it be included with that launcher patch?

Also, thanks ccp for picking up on this thread and fix done in a timely way!
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