Profile of Seb
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Email: fro(ofu)pbu7.bet
Register Time: 18 Nov 2012, 13:26 PM
Last Visit Time: 25 Oct 2026, 08:40 AM
Broadcast: https://www.twitch.tv/Seb_TV
Website: https://www.coh2.org
Steam: 76561197991647254
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Timezone: Europe/Brussels
Email: fro(ofu)pbu7.bet
Register Time: 18 Nov 2012, 13:26 PM
Last Visit Time: 25 Oct 2026, 08:40 AM
Broadcast: https://www.twitch.tv/Seb_TV
Website: https://www.coh2.org
Steam: 76561197991647254
Residence:
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Post History of Seb
Thread: CoH2 GPU/CPU usage21 Jan 2016, 15:07 PM
(educated guess) The CPU is calculating most of the animations. It doesn't need to do it for units that are not on the screen. |
Thread: CoH2 GPU/CPU usage20 Jan 2016, 00:45 AM
tl;dr no new conclusion (cpu => 1 core only, gpu mostly underused, smoke kills gpu) More interesting graph with the awesome Process Explorer Both graphs are in sync, over a spectate of 20min. ![]() The colors on the CPU Usage are for each core. Pretty much only one core is used. The total never went above 25%. This means my earlier comment about thread scheduling is somewhat false. Windows doesn't artificially make it look like the game is using more cores, it's just that it puts other running applications on the other cores. Or in case of i7, yeah it's actually putting each of the game 25% in 12.5% * 2 hyper-process (of the same core) or whatever the name. In practice the result is the same though and conclusion correct: only single core performance matters for this game at all, and having more than 2 cores is totally irrelevant except for streaming or other stuff next to it. RAM 1.8 GB constant, the max for a 32 bit app... Yeah this is getting old. IO at the start (loading) and end (saving replay). Not much to say, good that there is no IO during the game (having to load stuff from the disk would be pretty bad). I guess it's storing the additional data somewhere else in RAM and swapping it at runtime? I'm not really familiar with the mechanic to pre/reload more stuff when the 32bit limit is reached. ![]() The 2 gaps to 0% in the early are when I paused the game (through the app to freeze the process). GPU load typically 100% at the start and then gets lower. CPU can't get higher at the same time since it's already maxed on 1 core, but that means fps gets lower, and particularly goes below the critical threshold of 60fps, which is really where optimization should be aimed at. Well, it goes below 60gps for my CPU that is. And that means the most recent such as 6700K (or older 4790K, how is it so good??), whilst not that much better, would maybe allow to keep it above the critical 60fps mark all the time, which would change everything, in regard to fluidity, and more importantly when considering streaming at a true 60fps which is currently impossible for this game otherwise. That said since I'm already at 4.35 GHz so this is not even sure. What's interesting is the VRAM collapse from 1.9 GB at the start to then averaging 1.0 GB for the rest of the game. wtf?? This doesn't seem to match what GPU-Z reported for VRAM earlier though and will need more testing. System GPU memory is always like 60MB whatever that changes. Last note, multiple times the GPU load went back to 100%, it was when there was smoke (and sometimes I zoomed it on it). It killed my fps, fully loaded GPU, and significantly reduced CPU (we can see those better on the CPU graph), GPU being the main limit in this rare case. Basically that is really bad, because it means I'd have to decrease AA to keep a constant framerate for the rare occurrence of smoke, when it's already not using my GPU the rest of the time. There really should be a separate setting to reduce only the smoke details. Finally, running threads during the game : ![]() ![]() The number of them doesn't matter so long as they depend on each other, or are dedicated to (too) small tasks. Total around 24% CPU at that time. |
Thread: CoH2 GPU/CPU usage19 Jan 2016, 22:17 PM
Yes I think this is it really, mostly optimization issues. COH2 using way too much CPU for what it does, and not enough in different threads either. As for the GPU usage decreasing over time, I would then assume the CPU (main thread) getting more and more taxed over time as there are units on the field, so that the GPU is even less needed in comparison. That would make sense with the rest of the analysis. And yes indeed, if you are in that case of low GPU usage, feel free to increase all the graphics related to GPU, especially AA. |
Thread: CoH2 GPU/CPU usage19 Jan 2016, 02:00 AM
One last note for today, actually 4k DSR with low AA doesn't even max my GPU either, and back to being CPU limited. But this pretty much confirms what I read before that COH2 medium AA is equivalent of 2x DSR and high AA is 4x DSR. Not sure which looks best though, if there is even a difference. But there's no point of running all together on 1080p monitor like my previous test did (except for maxing out GPU load for a test of course). That was like running 16k I suppose... But probably someone with a 4k monitor who does want AA will need to hit a similar performance threshold as my previous test. |
Thread: CoH2 GPU/CPU usage19 Jan 2016, 01:02 AM
So I did another GPU test at 3840x2160 "4k" using nvidia DSR. First of all I must that looked pretty damn good. Second that killed my fps. 23 was the max (min 18) but it was overall very stable around 20. Which is actually pretty good when you consider it's 4x 1080p to render. And I can confirm without a doubt that my GPU load was 100% constant in this test. ![]() Now that's some heavy work. My conclusion from this is and the fact that my load was not at 100% in the 1080p test, is that my GTX 970 is not the limiting factor in 1080p (in regard to highest possible FPS, and compared to the rest of my current build, because everything is relative). This also explains why in 1080p I would get the same fps if I set the game settings to everything max or everything low... (or even play in 1280*1024 which somehow gives me even less fps than 1080p) I can then assume the limiting factor for me is the performance of my CPU (now rather old i7 3770k even with a 130% OC), and more precisely its limit on a single core (because the game is not well enough multi-thread optimized). Here are some screenshots at 3840x2160 (7MB each), and yes, you can/should zoom in on them unless you have 4k monitor. (not the greatest shots though) PS: (nothing new) for anyone planning to play on 4k, the minimum is 980 Ti, and you probably need SLI of them for good fps... TL;DR if your GPU load is not reaching 100%, your CPU (at its best on a single core) is limiting it (assuming clean drivers/config) |
Thread: CoH2 -USEALLAVAILABLECORES19 Jan 2016, 00:08 AM
Quoting myself from the other thread with relevant data.
In: Lobby |
Thread: CoH2 GPU/CPU usage18 Jan 2016, 23:57 PM
GPU
Well nevermind. I just tested again, it's more around 60% with a peak occasionally. The clock stays at 100% though. The issue I had before the driver clean install would be that the clock was stuck in low frequency. Settings: 1080p everything max (including nvidia AA) ![]() It thinks it's fullscreen but it's actually borderless because I run with: Code
![]() GPU-Z with those settings (watching Langres live-game): ![]() The screen is taken after the game (back to low frequency and load), but you can see the (only) average 60% load at the graph. This conclusion was strange, so I did another one in fullscreen: ![]() Here the sceen is taken during the game, you can see max clock (I have a GTX 970 slightly factory O/C), but what's more interesting is that it actually started and stayed at 100% as I expected (and probably what I saw in previous tests), but it only lasted a minute before going down to around 70% again. Also FPS is indeed better in fullscreen but this is well known and expected. CPUThe only reason the CPU load appears even across all cores is because Windows thread scheduling makes it look like so. You will never see each of them at 100% though. The sum of all of them is what you would get if it used 1 and half (or at best 2 cores) if they were used exclusively. You can force it by defining a processor affinity to the game in the task manager, you will see only those selected used at 100% like you would expect, and the others empty or used for other apps, but this is probably not useful. No matter what you do from my experience you get averaging a 25% load on a quad core. The reason being that this game (or any game in general) has a lot of sequential work to do. It's much better for gaming to get a better single core than any number of multiple cores. This is also why for gaming it's usually advised to get an i5 (compared to i7) in regard to the FPS/price ratio. There's always more work the game developer could do to multi-thread more stuff (I strongly believe Relic hasn't done enough in COH, partially because the game engine is too old), but it has a limit for any game with a clear timeline, because you have a time-frame for each event (1/8 of a second for CoH if I remember correctly) and (obviously) cannot calculate events in the future with the spare CPU cores, and (obviously) doing it in the past would be useless (as opposed to compiling, video encoding, or other work that can be split in blocs independent of each other). |
Thread: CoH2 GPU/CPU usage15 Jan 2016, 23:04 PM
I had a relatively similar issue for the GPU and I fixed it using Display Driver Uninstaller to remove everything, and then reinstalling the latest driver. It's now always around 100%. GPU-Z can show those numbers and more (clock, VRAM use, fan, temp, ...) The CPU will never be maxed because it's impossible for the game engine to use all cores, too much sequential work has to be done. I don't remember the exact number but it should use around 1 and half core max (35% at best on a quad core). |
Thread: Post your Fallout 4 Characters/Outfits13 Nov 2015, 20:47 PM
Can I compete for the most generic character and mismatched armor? ![]() I didn't even try, it's just the highest resistance (43 59 45) I got with whatever I found so far (no advanced mods) and +2 charisma for the 2 head stuff (because it's annoying to F5 F9 too much, what a stupid rng dialog mechanics). In: Other Games |
Thread: Fallout 412 Nov 2015, 14:02 PM
My game seems to be capped at 72 fps to prevent that (I assume 144 / 2), I didn't have to do anything manually. In: Other Games |
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