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Sparkky

Powerful computer, 30fps max regardless of settings

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I have a fairly solid computer, and it is getting far worse FPS regardless of options than my crummy old laptop, and other computers in the house

Specs :

Operating System: Windows 8.1 Pro 64-bit (6.3, Build 9600) (9600.winblue_gdr.140723-2018)

Processor: Intel® Core i7-2600K CPU @ 3.40GHz (8 CPUs), ~3.4GHz

Memory: 8192MB RAM

Available OS Memory: 8160MB RAM

Page File: 7814MB used, 8536MB available

DirectX Version: DirectX 11

DxDiag Version: 6.03.9600.16384 64bit Unicode

Card name: AMD Radeon R9 200 Series

 

My Game settings are currently as follows

=== Wurm options ===

animation_playback_self = 0

auto_mipmaps_enabled = 2

auto_run_source = 0

cavedetail = 2

censor_chat = false

cloud_shadows = true

collada_animations = 4

color_black = 0.0,0.0,0.0

color_cyan = 0.0,1.0,1.0

color_error = 1.0,0.3,0.3

color_fuchsia = 1.0,0.0,1.0

color_green = 0.08,1.0,0.08

color_grey = 0.5,0.5,0.5

color_lime = 0.0,1.0,0.0

color_maroon = 0.5,0.0,0.0

color_navy_blue = 0.23,0.39,1.0

color_orange = 1.0,0.5,0.0

color_purple = 0.5,0.0,0.5

color_red = 1.0,0.0,0.0

color_royal_blue = 0.23,0.39,1.0

color_silver = 0.75,0.75,0.75

color_system = 0.5,1.0,0.5

color_teal = 0.0,0.5,0.5

color_white = 1.0,1.0,1.0

color_yellow = 1.0,1.0,0.0

compressed_textures = false

compressed_textures_S3TC = true

contribution_culling = 150

custim_timer_source = 1

customTimer1 = -1|-1

customTimer2 = -1|-1

customTimer3 = -1|-1

customTimer4 = -1|-1

customTimer5 = -1|-1

debug_mode = false

depth_clamp_enabled = 2

disable_select_all_shortcut = false

display_settings = false:true:0:1920:1080:32:-1:false:false

enable_contribution_culling = true

enable_debugs = false

enable_lod = true

enable_shift_drag = false

enable_vsync = false

engine_multithreaded = 0

event_log_rotation = 2

exec_source = 0

fast_yield = false

fbo_enabled = 2

fog_coord_src = 0

font_antialias = 2

font_bold = 11

font_default = 11

font_header = 24

font_italian = 11

font_monospaced = 11

font_static = 11

fov_horizontal = 85

fps_limit = 90

fps_limit_background = 60

fps_limit_enabled = false

game_client_thread_priority = 2

glsl_debug_loading = false

glsl_enabled = 2

gpu_skinning = true

gui_opacity = 3

gui_skin = 1

has_read_eula = true

hide_inactive_friends = false

hide_menu_examine = false

hide_menu_no_target = false

hide_menu_spam_mode = true

hide_menu_stop = false

high_res_binoculars = true

hint_texture_scaling = 2

impColumn = true

inverse_mouse = false

irc_log_rotation = 2

irc_notif = 0

item_creature_render_distance = 4

key_bindings_source = 0

keyboard_layout = 0

loadInventoryStartup = true

local_list_in_event = false

lod = 2

log_extra_errors = false

log_gl_errors = false

mark_text_read = true

material_as_suffix = true

max_texture_size = 3

mega_texture_size = 6

model_loader_thread_priority = 4

model_loading_threads = 1

multidraw_enabled = 2

no_brightness = false

no_terrain_render = false

no_world_render = false

non_power_of_two = 2

occlusion_queries_enabled = 2

offscreen_texture_size = 2

other_log_rotation = 2

outline_picking = true

player_texture_size = 3

reflection_texture_size = 2

reflections = 4

release_context = false

release_context_on_jogl_sleep = false

remember_password = true

render_distant_terrain = true

render_glow = false

render_sun_glare = false

resident_models = false

save_skills_on_quit = false

screenshot_file_format = 1

season_override = 0

send_extra_tile_data = false

setting_timestamps = true

settings_version = 3

shadow_level = 4

shift_drag_default = 10

showKChat = true

show_body_in_inventory = false

show_old_quickbar = false

silent_friends_update = false

skillgain_minimum = 3

skillgain_no_alignment = true

skillgain_no_favor = true

skydetail = 2

sound_al_gain = 9

sound_buzzlevel = 2

sound_cache_enabled = true

sound_doppler_enabled = false

sound_engine = 2

sound_footstepslevel = 10

sound_music_level = 0

sound_play_ambients = false

sound_play_buzz = true

sound_play_combat = true

sound_play_door = true

sound_play_emotes = true

sound_play_footsteps = true

sound_play_music = false

sound_play_weather = true

sound_play_work = true

stipple_enabled = true

structure_render_distance = 4

submit_client_data = 1

terrain_bump = true

terrain_res = 2

test_attach_equipment = false

test_mode = 0

thirdPerson = false

tile_transitions = true

tiledecorations = 4

togglePushToTalk = true

treelist_outline = true

trees = 4

update_optional = true

use_alpha_particles = true

use_anisotropic_filtering = 2

use_antialiasing = 2

use_color_picking = true

use_fast_clock_work_around = true

use_fbo_color_picking = true

use_nagles_algorithm = false

use_nano_timer = false

use_non_alpha_particles = true

use_phobia_models = false

use_tree_models = true

use_weather_particles = true

vbo_enabled = 2

viewport_bob = true

water_detail = 2

=== OpenGL information ===

LWJGL version: 2.9.1

Adapter info: aticfx64 (8.17.10.1280)

OpenGL vendor: ATI Technologies Inc.

OpenGL renderer: AMD Radeon R9 200 Series

OpenGL version: 4.4.12874 Compatibility Profile Context 14.100.0.0

OpenGL extensions:

    GL_AMDX_debug_output

    GL_AMD_blend_minmax_factor

    GL_AMD_conservative_depth

    GL_AMD_debug_output

    GL_AMD_depth_clamp_separate

    GL_AMD_draw_buffers_blend

    GL_AMD_framebuffer_sample_positions

    GL_AMD_gcn_shader

    GL_AMD_gpu_shader_int64

    GL_AMD_interleaved_elements

    GL_AMD_multi_draw_indirect

    GL_AMD_name_gen_delete

    GL_AMD_occlusion_query_event

    GL_AMD_performance_monitor

    GL_AMD_pinned_memory

    GL_AMD_query_buffer_object

    GL_AMD_sample_positions

    GL_AMD_seamless_cubemap_per_texture

    GL_AMD_shader_atomic_counter_ops

    GL_AMD_shader_stencil_export

    GL_AMD_shader_stencil_value_export

    GL_AMD_shader_trace

    GL_AMD_shader_trinary_minmax

    GL_AMD_sparse_texture

    GL_AMD_sparse_texture_pool

    GL_AMD_stencil_operation_extended

    GL_AMD_texture_cube_map_array

    GL_AMD_texture_texture4

    GL_AMD_transform_feedback3_lines_triangles

    GL_AMD_transform_feedback4

    GL_AMD_vertex_shader_layer

    GL_AMD_vertex_shader_viewport_index

    GL_ARB_ES2_compatibility

    GL_ARB_ES3_compatibility

    GL_ARB_arrays_of_arrays

    GL_ARB_base_instance

    GL_ARB_bindless_texture

    GL_ARB_blend_func_extended

    GL_ARB_buffer_storage

    GL_ARB_clear_buffer_object

    GL_ARB_clear_texture

    GL_ARB_color_buffer_float

    GL_ARB_compatibility

    GL_ARB_compressed_texture_pixel_storage

    GL_ARB_compute_shader

    GL_ARB_conservative_depth

    GL_ARB_copy_buffer

    GL_ARB_copy_image

    GL_ARB_debug_output

    GL_ARB_depth_buffer_float

    GL_ARB_depth_clamp

    GL_ARB_depth_texture

    GL_ARB_draw_buffers

    GL_ARB_draw_buffers_blend

    GL_ARB_draw_elements_base_vertex

    GL_ARB_draw_indirect

    GL_ARB_draw_instanced

    GL_ARB_enhanced_layouts

    GL_ARB_explicit_attrib_location

    GL_ARB_explicit_uniform_location

    GL_ARB_fragment_coord_conventions

    GL_ARB_fragment_layer_viewport

    GL_ARB_fragment_program

    GL_ARB_fragment_program_shadow

    GL_ARB_fragment_shader

    GL_ARB_framebuffer_no_attachments

    GL_ARB_framebuffer_object

    GL_ARB_framebuffer_sRGB

    GL_ARB_geometry_shader4

    GL_ARB_get_program_binary

    GL_ARB_gpu_shader5

    GL_ARB_gpu_shader_fp64

    GL_ARB_half_float_pixel

    GL_ARB_half_float_vertex

    GL_ARB_imaging

    GL_ARB_instanced_arrays

    GL_ARB_internalformat_query

    GL_ARB_internalformat_query2

    GL_ARB_invalidate_subdata

    GL_ARB_map_buffer_alignment

    GL_ARB_map_buffer_range

    GL_ARB_multi_bind

    GL_ARB_multi_draw_indirect

    GL_ARB_multisample

    GL_ARB_multitexture

    GL_ARB_occlusion_query

    GL_ARB_occlusion_query2

    GL_ARB_pixel_buffer_object

    GL_ARB_point_parameters

    GL_ARB_point_sprite

    GL_ARB_program_interface_query

    GL_ARB_provoking_vertex

    GL_ARB_query_buffer_object

    GL_ARB_sample_shading

    GL_ARB_sampler_objects

    GL_ARB_seamless_cube_map

    GL_ARB_seamless_cubemap_per_texture

    GL_ARB_separate_shader_objects

    GL_ARB_shader_atomic_counters

    GL_ARB_shader_bit_encoding

    GL_ARB_shader_draw_parameters

    GL_ARB_shader_group_vote

    GL_ARB_shader_image_load_store

    GL_ARB_shader_image_size

    GL_ARB_shader_objects

    GL_ARB_shader_precision

    GL_ARB_shader_stencil_export

    GL_ARB_shader_storage_buffer_object

    GL_ARB_shader_subroutine

    GL_ARB_shader_texture_lod

    GL_ARB_shading_language_100

    GL_ARB_shading_language_420pack

    GL_ARB_shading_language_packing

    GL_ARB_shadow

    GL_ARB_shadow_ambient

    GL_ARB_sparse_texture

    GL_ARB_stencil_texturing

    GL_ARB_sync

    GL_ARB_tessellation_shader

    GL_ARB_texture_border_clamp

    GL_ARB_texture_buffer_object

    GL_ARB_texture_buffer_object_rgb32

    GL_ARB_texture_buffer_range

    GL_ARB_texture_compression

    GL_ARB_texture_compression_bptc

    GL_ARB_texture_compression_rgtc

    GL_ARB_texture_cube_map

    GL_ARB_texture_cube_map_array

    GL_ARB_texture_env_add

    GL_ARB_texture_env_combine

    GL_ARB_texture_env_crossbar

    GL_ARB_texture_env_dot3

    GL_ARB_texture_float

    GL_ARB_texture_gather

    GL_ARB_texture_mirror_clamp_to_edge

    GL_ARB_texture_mirrored_repeat

    GL_ARB_texture_multisample

    GL_ARB_texture_non_power_of_two

    GL_ARB_texture_query_levels

    GL_ARB_texture_query_lod

    GL_ARB_texture_rectangle

    GL_ARB_texture_rg

    GL_ARB_texture_rgb10_a2ui

    GL_ARB_texture_snorm

    GL_ARB_texture_stencil8

    GL_ARB_texture_storage

    GL_ARB_texture_storage_multisample

    GL_ARB_texture_swizzle

    GL_ARB_texture_view

    GL_ARB_timer_query

    GL_ARB_transform_feedback2

    GL_ARB_transform_feedback3

    GL_ARB_transform_feedback_instanced

    GL_ARB_transpose_matrix

    GL_ARB_uniform_buffer_object

    GL_ARB_vertex_array_bgra

    GL_ARB_vertex_array_object

    GL_ARB_vertex_attrib_64bit

    GL_ARB_vertex_attrib_binding

    GL_ARB_vertex_buffer_object

    GL_ARB_vertex_program

    GL_ARB_vertex_shader

    GL_ARB_vertex_type_10f_11f_11f_rev

    GL_ARB_vertex_type_2_10_10_10_rev

    GL_ARB_viewport_array

    GL_ARB_window_pos

    GL_ATI_draw_buffers

    GL_ATI_envmap_bumpmap

    GL_ATI_fragment_shader

    GL_ATI_separate_stencil

    GL_ATI_texture_compression_3dc

    GL_ATI_texture_env_combine3

    GL_ATI_texture_float

    GL_ATI_texture_mirror_once

    GL_EXT_abgr

    GL_EXT_bgra

    GL_EXT_bindable_uniform

    GL_EXT_blend_color

    GL_EXT_blend_equation_separate

    GL_EXT_blend_func_separate

    GL_EXT_blend_minmax

    GL_EXT_blend_subtract

    GL_EXT_compiled_vertex_array

    GL_EXT_copy_buffer

    GL_EXT_copy_texture

    GL_EXT_depth_bounds_test

    GL_EXT_direct_state_access

    GL_EXT_draw_buffers2

    GL_EXT_draw_instanced

    GL_EXT_draw_range_elements

    GL_EXT_fog_coord

    GL_EXT_framebuffer_blit

    GL_EXT_framebuffer_multisample

    GL_EXT_framebuffer_object

    GL_EXT_framebuffer_sRGB

    GL_EXT_geometry_shader4

    GL_EXT_gpu_program_parameters

    GL_EXT_gpu_shader4

    GL_EXT_histogram

    GL_EXT_multi_draw_arrays

    GL_EXT_packed_depth_stencil

    GL_EXT_packed_float

    GL_EXT_packed_pixels

    GL_EXT_pixel_buffer_object

    GL_EXT_point_parameters

    GL_EXT_provoking_vertex

    GL_EXT_rescale_normal

    GL_EXT_secondary_color

    GL_EXT_separate_specular_color

    GL_EXT_shader_image_load_store

    GL_EXT_shader_integer_mix

    GL_EXT_shadow_funcs

    GL_EXT_stencil_wrap

    GL_EXT_subtexture

    GL_EXT_texgen_reflection

    GL_EXT_texture3D

    GL_EXT_texture_array

    GL_EXT_texture_buffer_object

    GL_EXT_texture_compression_bptc

    GL_EXT_texture_compression_latc

    GL_EXT_texture_compression_rgtc

    GL_EXT_texture_compression_s3tc

    GL_EXT_texture_cube_map

    GL_EXT_texture_edge_clamp

    GL_EXT_texture_env_add

    GL_EXT_texture_env_combine

    GL_EXT_texture_env_dot3

    GL_EXT_texture_filter_anisotropic

    GL_EXT_texture_integer

    GL_EXT_texture_lod

    GL_EXT_texture_lod_bias

    GL_EXT_texture_mirror_clamp

    GL_EXT_texture_object

    GL_EXT_texture_rectangle

    GL_EXT_texture_sRGB

    GL_EXT_texture_sRGB_decode

    GL_EXT_texture_shared_exponent

    GL_EXT_texture_snorm

    GL_EXT_texture_storage

    GL_EXT_texture_swizzle

    GL_EXT_timer_query

    GL_EXT_transform_feedback

    GL_EXT_vertex_array

    GL_EXT_vertex_array_bgra

    GL_EXT_vertex_attrib_64bit

    GL_IBM_texture_mirrored_repeat

    GL_INTEL_fragment_shader_ordering

    GL_KHR_debug

    GL_KTX_buffer_region

    GL_NV_blend_square

    GL_NV_conditional_render

    GL_NV_copy_depth_to_color

    GL_NV_copy_image

    GL_NV_depth_buffer_float

    GL_NV_explicit_multisample

    GL_NV_float_buffer

    GL_NV_half_float

    GL_NV_primitive_restart

    GL_NV_texgen_reflection

    GL_NV_texture_barrier

    GL_SGIS_generate_mipmap

    GL_SGIS_texture_edge_clamp

    GL_SGIS_texture_lod

    GL_SUN_multi_draw_arrays

    GL_WIN_swap_hint

    WGL_EXT_swap_control

I've searched the forums, but I cannot find any additional information or ideas. I've fiddled with the options turning them much lower/higher and it didn't help. I also tried turning of GLSL shader support and that didn't improve things either.

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vsync on? mabey ingame fps limiter?

you most likely set your FPS limiter in the client, when using your laptop, then copied over your settings from laptop to PC?

 

I personally use 30 FPS max for my client settings, even though I can run much faster. Makes less load on the laptop and keeps it running cooler.

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well his settings copied here say:

 

enable_vsync = false
engine_multithreaded = 0  
fps_limit = 90
fps_limit_background = 60
fps_limit_enabled = false

 

so unless the ATI CATALYST CONTROL CENTER has some override,  it sounds like vsync/fps limit are not on, and that when fps limit is enabled it is set to 90. I remember seeing something once about how to "unpark" multicore processors in Wurm, not sure if it would help but I will try to find the link..

 

edit: http://forum.wurmonline.com/index.php?/topic/71845-choppy-animations-intel-multicore-cpus-windows-78-and-you/

 

I have never tried it and no idea whether it would help any. Also as a rule of thuimb on better computers I would suggest uninstall ALL versions of java then reinstall ONLY JAVA 8 64-bit (avoid anything that says x86)

 

I always turn down or turn off shadows and reflections  since for me those are the two top framerate killers in most games. Looks like yours are maybe set to max. 

 

 

 

.

Edited by Brash_Endeavors

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Turn cloud shadows off and turn other shadows off/lower, you will get a significant FPS increase. Shadows in this game look pretty poor but for some reason they draw a lot of fps, even on high end systems.

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When I turned off VBO and FBO support it seemed to improve my performance completly. My computer is Winsows 7 Intel Core 2 Duo E8500 @3.16 Ghz 2 cores, and Nvidia GeForce 7050 intergrated. Its a bad graphics card but I set most of my setting between low and medium and I can run the game 20-80 FPS easily! Also turn off GLSL that can also help on some cards.


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Its weird but when i turned off sound in settings i got improved the performance. I had similiar issue

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AMD Radeon R9 200 Series can vary from high end to low end.


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I thought R9 was highend gaming, and R7 was the more economy minded line?  I have not kept up much with modern videocards.... I just noticed that Tomshardware listes the "lowest" R9 (270) as the rough equivalent of a  GTX 660 Ti, GTX 760 (highest R9 295X2  is top of their charts)  while the cheaper R7 series drops much lower on the lists.  It doesn't sound like any of the R9 models qualify as "lowerend" unless I am reading the charts all wrong. 


Edited by Brash_Endeavors

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I'm on a laptop and I regularly get around 20-30 FPS.  VSync is on, but the FPS limiter is off.  I refuse to play at absolute minimum graphics because that makes Wurm look less high-res than Minecraft.

 

 

 

 

My laptop specs (that matter):

 

 

AMD Vision A6 quad-core APU, 1.4 GHz per core, auto-boosts to 1.56 if needed

 

 

8 GB RAM, 4 GB allocated to Wurm

 

 

AMD/ATI Radeon HD 6520G graphics chip (integrated)

 

 

 

 

 

javaw.exe refuses to use more than one core at any given time (I've watched the process list and the CPU graphs) when running Wurm, but it'll use up to three cores when running Minecraft (I block "core 0" from use by all games to speed up background Windows tasks).  I know there's a utility for basically "forcing" Wurm to use more than one core on Intel CPU's/APU's, but does one exist for AMD?

 

 

 

 

 

Anyways.  My Wurm options:

 

 

 

Spoiler

 

#Wurm Online client properties

 
#Wed Oct 29 23:31:25 PDT 2014
 
show_body_in_inventory=true
 
enable_contribution_culling=true
 
sound_cache_enabled=true
 
viewport_bob=true
 
hide_menu_examine=true
 
color_white=1.0,1.0,1.0
 
mark_text_read=true
 
no_terrain_render=false
 
pbuffer_enabled=true
 
has_read_eula=true
 
color_error=1.0,0.3,0.3
 
use_color_picking=true
 
render_glow=false
 
trees=1
 
vbo_enabled=2
 
reflections=1
 
animation_playback_self=0
 
showKChat=true
 
debug_mode=false
 
color_teal=0.0,0.5,0.5
 
irc_log_rotation=2
 
impColumn=true
 
sound_al_gain=15
 
release_context=false
 
skydetail=0
 
auto_mipmaps_enabled=2
 
use_fast_clock_work_around=true
 
no_world_render=false
 
skillgain_no_alignment=true
 
release_context_on_jogl_sleep=false
 
skillgain_no_favor=true
 
loadInventoryStartup=true
 
settings_version=3
 
use_anisotropic_filtering=0
 
terrain_bump=false
 
custim_timer_source=1
 
gui_skin=1
 
color_black=0.0,0.0,0.0
 
tiledecorations=0
 
season_override=0
 
color_cyan=0.0,1.0,1.0
 
font_antialias=2
 
use_alpha_particles=true
 
contribution_culling=100
 
fog_coord_src=0
 
submit_client_data=1
 
game_client_thread_priority=2
 
structure_render_distance=1
 
sound_engine=2
 
customTimer5=-1|-1
 
customTimer4=-1|-1
 
customTimer3=-1|-1
 
customTimer2=-1|-1
 
customTimer1=-1|-1
 
font_italian=11
 
other_log_rotation=2
 
enable_debugs=false
 
log_extra_errors=true
 
screenshot_file_format=0
 
color_grey=0.5,0.5,0.5
 
sound_play_ambients=true
 
auto_run_source=0
 
depth_clamp_enabled=2
 
terrain_res=2
 
stipple_enabled=true
 
material_as_suffix=false
 
use_nano_timer=false
 
hide_menu_no_target=false
 
collada_animations=2
 
cloud_shadows=false
 
player_texture_size=3
 
test_attach_equipment=false
 
fast_yield=false
 
event_log_rotation=2
 
color_purple=0.5,0.0,0.5
 
test_mode=0
 
color_fuchsia=1.0,0.0,1.0
 
fps_limit_enabled=false
 
color_lime=0.0,1.0,0.0
 
sound_play_combat=true
 
sound_play_emotes=true
 
font_header=25
 
update_optional=true
 
color_navy_blue=0.23,0.39,1.0
 
render_distant_terrain=true
 
max_texture_size=1
 
censor_chat=false
 
high_res_binoculars=true
 
use_phobia_models=false
 
thirdPerson=false
 
color_maroon=0.5,0.0,0.0
 
offscreen_texture_size=1
 
sound_play_buzz=false
 
sound_buzzlevel=2
 
outline_picking=true
 
gpu_skinning=true
 
water_detail=1
 
compressed_textures_S3TC=false
 
enable_lod=true
 
use_antialiasing=0
 
display_settings=false\:true\:0\:1366\:768\:32\:-1\:false\:false
 
use_fbo_reflections=true
 
model_loader_thread_priority=2
 
sound_music_level=1
 
use_non_alpha_particles=false
 
shift_drag_default=10
 
reflection_texture_size=0
 
tile_transitions=true
 
occlusion_queries_enabled=2
 
gui_opacity=4
 
compressed_textures=false
 
hide_inactive_friends=false
 
exec_source=0
 
item_creature_render_distance=4
 
font_static=14
 
use_tree_models=true
 
treelist_outline=true
 
sound_doppler_enabled=true
 
use_weather_particles=false
 
key_bindings_source=0
 
font_monospaced=11
 
engine_multithreaded=0
 
save_skills_on_quit=true
 
color_yellow=1.0,1.0,0.0
 
enable_vsync=true
 
color_royal_blue=0.23,0.39,1.0
 
disable_select_all_shortcut=false
 
enable_shift_drag=true
 
glsl_debug_loading=false
 
use_fbo_color_picking=true
 
mega_texture_size=6
 
color_orange=1.0,0.5,0.0
 
remember_password=true
 
color_silver=0.75,0.75,0.75
 
togglePushToTalk=true
 
local_list_in_event=true
 
font_default=14
 
log_gl_errors=false
 
lod=1
 
resident_models=false
 
color_system=0.5,1.0,0.5
 
multidraw_enabled=2
 
send_extra_tile_data=false
 
color_red=1.0,0.0,0.0
 
use_nagles_algorithm=false
 
sound_play_work=true
 
skillgain_minimum=0
 
fps_limit=60
 
lod_2=24
 
lod_1=12
 
cavedetail=0
 
silent_friends_update=false
 
sound_play_weather=false
 
keyboard_layout=0
 
no_brightness=false
 
inverse_mouse=false
 
fbo_enabled=2
 
hint_texture_scaling=0
 
sound_play_music=false
 
show_old_quickbar=false
 
fps_limit_background=30
 
render_sun_glare=false
 
non_power_of_two=2
 
hide_menu_spam_mode=true
 
sound_play_door=true
 
font_bold=11
 
sound_footstepslevel=20
 
model_loading_threads=2
 
hide_menu_stop=true
 
color_green=0.08,1.0,0.08
 
irc_notif=0
 
sound_play_footsteps=true
 
glsl_enabled=2
 
shadow_level=0
 
fov_horizontal=80
 
setting_timestamps=true

 

 


 

 

 

 

I have contribution culling on because I don't tend to go very far from my home and I play on Independence, meaning I don't have to worry about enemy players.

 

 

 

 

 

So...any suggestions?

 

Edited by Carnaxus
...Maybe spoiler tags weren't a thing when I posted this?...

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Carnaxus -- Well unlike the original poster, your computer specs are much more modest. So you will have to make a few concessions. the 1.4ghz cpu hurts since as you have learned, Wurm does not make use of all cores, and AMD/ATI Radeon HD 6520G graphics chip (integrated) is also a  rather modest graphics chipset. So 30 FPS is actually not too bad. My desktop computer is old but more powerful and I run with the FPS limiter set to 30.and graphics settings lower than yours. So I personally consider 30FPS to be quite a success, though I understand some people like to see it higher.


 


Some suggestions that you could try:


 


1) GLSL does add pretty features but test with and without and see if it is a sacrifice you are willing to make. 


 


2) Test  using "window rezieable" mode then try a screen resolution exactly 50% your monitor resolution, then maximize the window to fullscreen once you are ingame. This will lower the quality a little but also should improve the framerates. It may not be a sacrifice you are willing to tolerate, but give it a try.


 


3) My personal experiences is that "chat windows" that update text can slow you down some, so close and turn off any windows you do not actively use.  Turn off tabs like gchat/kchat/friends/skills etc unless they mean a lot to you to have them on. At least give each one some thought. 


 


4) I always recommend turning off shadows, reflections and fancy water for people with performance concerns. I am happy to see you have shadows and Bloom already off. 


 


5) Don't display the FPS at all unless actively testing and  troubleshooting. It will only fixate you on getting "magic numbers" instead of "magic experiences". 


 


Overall, if you are rather picky on graphics and quite modest with your hardware, you will have to make a concession one way or another. Buy a higher end computer or lower expectations a little. In my case, I have an older computer and decided for now to lower my expectations. I sometimes run on "ultra high" and sometimes on "ultra low", and both have their pros and cons. I am always in awe with  ultrahigh and how much imrpovement our graphics team has made over the years, but I also find that at about 10 minutes into the game, I am not as focused on the graphics. Your mind's imagination can often "fill in details" without even noticing, so sometimes minimal graphics do not have to mean "omg it is all so ugly," especially if your memory has recollections of very pretty times. Every now and then, play one play session on higher graphics just as a treat (and see if you still notice it as much once you are a half hour into the game). I find I enjoy them immensely for little "treats" now and then but I don't require high graphics all the time. 


 


I think the cpu "core unparker" utility is mostly for handling animations so it will not be a miracle cure for the 1.4ghz cpu, even if an AMD version exists. It will not be an "omgwow!" improvement. My understanding is that at best, it kicks animations to a second core and still won't use all the cores. 


 


Try also all of the "tips and tricks" in Budda's  helpful thread:


 


Configuring The Client: Looking Nice, While Running On Low Settings


Edited by Brash_Endeavors

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That is a worse processor than my old one but had 1 core (Intel Celeron 420 1.60 Ghz) I always got horrible FPS 9-20. I recently upgraded to Intel Core 2 Duo E8500 3.16 Ghz 2 cores and Wurm runs between about 25-80 depending the loaction I am in. BUT I have a Nvidia 7050 intergrated which I don't get super good performance but its good enough to get almost 90 FPS! I have also noticed my CPU fan makes weird noises once in awhile when I play Wurm and it only happens when I play Wurm, it likes seems to go faster and when I quit the game is slows down but I am still not sure. You should get a more powerful CPU because it helps not only the games you play but the computer's performance itself. If you cannot upgrade try to put everything to low/medium, turn off GLSL, try disabling VBO and FBO support, disable shadows, and any other intensive options Wurm has and it should get better.


Edited by Mozdog

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actually even in singlecore performance, the celeron was a little worse ^_^


 


http://cpuboss.com/cpus/Intel-Celeron-M-420-vs-AMD-A6-3400M


 


BUT -- not by very much =/  And even if the AMD A6 was running at all four cores, it is just a little better. Certainly not 4X better.  So using a "core unparking utility" to move animations to a second core doesn't look like you'd see every much improvement. 


 


more info on the AMD A6 3400M from notebookcheck.net


Edited by Brash_Endeavors

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Afaik the Wurm client is not written to fully exploit the latest multicore processors.

Granted I really need to upgrade my hardware, so no idea how Wurm handles new hardware firsthand.

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In CCC, check to see if you have an override for java.exe, javaw.exe, or javaws.exe. Of course, if you have 32 and 64 bit both installed, there can be up to 12 iterations of these on your system as as many overrides are possible (3 in System32, 3 in SysWOW64, 3 in Program Files (x86), and 3 in Program Files). If CCC has the one your system is calling limited with an override for vsync, then you will get this. I do not believe CCC has an automatic setting for an override as Java is not technically a game but you never know.


 


I learned this the hard way. I had made an override for something other than Wurm and it affected Wurm.


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