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Thorakkanath

Horrible performance

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Hello all,

 

this post is mainly addressed to the wurm devs (probably client devs) - but anyone that has a GOOD clue how to fix this is welcome to join the conversation

 

I am running Wurm (a 2006 game) on this machine:

 

Intel Core i7-3770k OCed to 4.0 GHz

16 GB DDR3 1866 MHz

nVidia GTX 1070 OCed to 2101 MHz w/ 8 GB GDDR5

2x Samsung 850 PRO 256GB

 

on Windows 7 x64 Professional with absolutely everything up to date (as I reinstalled everyting - all win updates, all drivers up to the latest versions, lastest Java x64, no 32bit Java, latest nvidia drivers etc)

 

Absolutely everything maxed out in wurm settings, on 1080p I get

 

To put everything into perspective, this is a screenshot of my system resources while playing wurm at absolutely max settings (25 fps)

 

 

wurmperf.PNG

 

As you can notice, nothing is anywhere close to a bottleneck of any sorts. Most of the system is basically in idle, so why is wurm not running at...say at least 60 fps?

Can you hear the frustration from my text?

 

Please let me know about solutions to this - sensible solutions, not 'turn your details lower, duh'

 

Thank you

Edited by Thorakkanath

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 Similar results on my end not quite as impressive as system but one day I ran two clients at 60 the next day I can barely run two at 30.  Someone in staff channel mentioned they were aware of the problem but have not heard any specific fixes or diagnoses.

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Did anything change for you recently as well Thorakkanath? What sort of frame rate did you get say 6 months+ ago? (or however long you have had that system)

Also, do other games/programs have any issues with low frame rates currently?

 

The specs on your hardware are well above what is required to run Wurm at maximum settings, even with an 'older' CPU. (5 years in tech is a long time)

 

Also, where are you in Wurm? From experience, certain areas have considerable differences in frame rate. Built up areas and places with multiple people in local drop frames even on the highest end rigs...just an issue with Wurm.

Are there a lot of objects around? Things like sculptures etc that clutter an area can have a huge impact.

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Don't know about Thor but for me no changes on my system. Large building like 10x10 castles with lights are the worst. 6 or so months ago would never happen. I can even check my logs to see when I first noticed it because I remeber telling my mate that his new castle broke my game. Prior to this I could run 6 clients at a major slaying, all on low at about 10 fps and 30 on my main. Now I am lucky to stay stable at 10 with 3.

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nothing new when i play on max got like 20fps, and i spend 1k € for pc

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I've been away for 6 months and back in the day, I had pretty decent performance.  Used to run many clients at once, unless in a rift or boss hunt, where it sucks the life out of the client.  Now, just at my own deed, with nobody else online in local and no masses of structures or lights, I get much worse performance.  Had to scale way back from my high settings to a pretty yucky looking wurm today.  I pop 3-4 clients up at low settings and my fans go nuts.  In fact, just loading the Java launcher is MUCH worse than it used to be.  This is with Stable.  Unstable is far too unstable to operate and doesn't help my performance anyway.  It takes twice the RAM for the same settings.

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8 minutes ago, Wurmhole said:

 I pop 3-4 clients up at low settings and my fans go nuts.

 

Oh yeah I forgot to mention that my system sounds like a lawnmower now too. I specifically built it to play at minimum noise and this is the only game that has a problem now. Used to be so quiet I could hear a fart emote from 3 locals away.

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13 minutes ago, Wurmhole said:

I've been away for 6 months and back in the day, I had pretty decent performance.  Used to run many clients at once, unless in a rift or boss hunt, where it sucks the life out of the client.  Now, just at my own deed, with nobody else online in local and no masses of structures or lights, I get much worse performance.  Had to scale way back from my high settings to a pretty yucky looking wurm today.  I pop 3-4 clients up at low settings and my fans go nuts.  In fact, just loading the Java launcher is MUCH worse than it used to be.  This is with Stable.  Unstable is far too unstable to operate and doesn't help my performance anyway.  It takes twice the RAM for the same settings.

 

I noticed this too after returning.

Definitely something to do with the game and some of the recent updates.

 

Gets my fans going near 100%...on a single mid-settings account at 1080p.

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It only seems to have happened after the recent patch one client is now running at 80 to 90% CPU usage.

Before use to run at like 30 to 35 % and I could run 3 clients

Ram usage seems the same for me

 

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@Thorakkanathhave you unparked your cpu cores?

 

--edit

Here I'm playing on low mid mid settings depending on situation..alone or 5-10 people in local is ok for 'fancy' settings with my old rig.. vs .. low setting profile for events with 100-300 people there..

 

atm alone in local I get 22-30fps, and cpu usage is under 10 most of the time. 4x core much older amd

Edited by Finnn

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Thank you for all your replies people. I appreciate the effort you all put into this :) 

 

It would be great however, if the people actually paid by Code Club or with a stake in development of the client would reply - because as far as I remember, this game is not open source so unless I missed something big, like forgetting to install the video drivers, all user-suggested changes would only bring marginal returns, if any

 

I checked quite a few issues in the technical issues thread, and besides Aelectris (that, with all due respect, is not a developer) and sometimes Keenan (he is great, but he cannot be everywhere) I haven't seen any developer reply, only users....

Edited by Thorakkanath

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Not sure if you fixed it yet but For  som reasons Java switches to onboard video. I had the same probleem. I had to manualy set it to run with my gtx1080.

 

Sham

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On 5/30/2017 at 11:07 AM, shamflam said:

Not sure if you fixed it yet but For  som reasons Java switches to onboard video. I had the same probleem. I had to manualy set it to run with my gtx1080.

 

Sham

 

The game is already using my discrete gpu - in gpu-z my integrated one is idle and when I start wurm I get the GeForce Experience panel

 

But havent fixed anything.... what fps are you getting on your 1080?

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6 hours ago, Thorakkanath said:

 

The game is already using my discrete gpu - in gpu-z my integrated one is idle and when I start wurm I get the GeForce Experience panel

 

But havent fixed anything.... what fps are you getting on your 1080?

 

60  and no drops

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@Saroman

 

Spoiler

Time is Wed May 31 14:32:26 CEST 2017
Running client version 3.99.42

=== System information ===
Executing from C:\Program Files\Java\jre1.8.0_131\bin\
Operating system: Windows 7 (arch: amd64, version: 6.1)
Java version: 1.8.0_131 (Oracle Corporation) <http://java.oracle.com/>
Jvm version: 25.131-b11 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM]
Available CPUs: 8

Mai 31, 2017 2:32:26 PM java.util.prefs.WindowsPreferences <init>
WARNING: Could not open/create prefs root node Software\JavaSoft\Prefs at root 0x80000002. Windows RegCreateKeyEx(...) returned error code 5.
>>> Main thread exiting.
Loading character Thorakkanath
Loading config extreme
Loading props file H:\Wurm\configs\extreme\gamesettings.txt
Executing H:\Wurm\configs\extreme\keybindings.txt
Cant find Apostrophe
Cant find Grave
Cant find APOSTROPHE
Cant find GRAVE
Loading props file H:\Wurm\players\Thorakkanath\password.txt
>>> LoginFrame queue entry exiting.
Saving props file H:\Wurm\players\Thorakkanath\password.txt
Saving props file H:\Wurm\configs\extreme\gamesettings.txt
Keybindings saved.
Loaded pack sound.jar (r1)
Loaded pack pmk.jar (r3061)
Loaded pack graphics.jar (r3061)
Options up-to-date!
Loading props file H:\Wurm\players\Thorakkanath\playerdata.txt
Loading props file H:\Wurm\players\Thorakkanath\stats.txt

Preparing to enable console logging.
Now logging to H:\Wurm\console.Thorakkanath.log

=== Wurm options ===
animation_playback_self = 0
auto_mipmaps_enabled = 2
auto_run_source = 0
cavedetail = 2
censor_chat = 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 = 200
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 = false
enable_debugs = false
enable_lod = false
enable_shift_drag = false
enable_vsync = true
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 = 110
fps_limit = 75
fps_limit_background = 30
fps_limit_enabled = false
free_look_mode_disable_on_close_component = false
free_look_mode_disable_on_combat = false
free_look_mode_disable_on_open_component = false
free_look_mode_sensitivity = 10
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 = true
hide_menu_examine = false
hide_menu_no_target = false
hide_menu_spam_mode = true
hide_menu_stop = false
hide_onscreen_fail_messages = false
hide_onscreen_hostile_messages = false
hide_onscreen_info_messages = false
hide_personal_goal = 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 = 2
model_loading_threads = 3
mount_rotation = false
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 = true
render_sun_glare = true
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 = 1
showKChat = true
show_body_in_inventory = false
show_old_quickbar = false
silent_friends_update = false
skillgain_minimum = 5
skillgain_no_alignment = false
skillgain_no_favor = false
skydetail = 2
sound_al_gain = 6
sound_buzzlevel = 2
sound_cache_enabled = true
sound_doppler_enabled = true
sound_engine = 2
sound_footstepslevel = 10
sound_music_level = 2
sound_play_PMAlert = true
sound_play_ambients = true
sound_play_buzz = true
sound_play_combat = true
sound_play_door = true
sound_play_emotes = true
sound_play_footsteps = true
sound_play_music = true
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 = 4
use_antialiasing = 4
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

Setting up Collada Model Loader
Setting up WurmModel Model Loader
Executing H:\Wurm\configs\extreme\keybindings.txt
Translating legacy key PAGE_UP to PRIOR
Translating legacy key PAGE_DOWN to NEXT
Translating legacy key PAGE_DOWN to NEXT
Translating legacy key PAGE_UP to PRIOR
Translating legacy key ENTER to RETURN
Word filter loaded: 23
Starting job manager with 7 worker threads
>>> Launch queue entry exiting.
Using LWJGL display 1920:1080:0:0 (false)

Setting up OpenAL Sound Engine
OpenAL version: 1.1 ALSOFT 1.15.1
OpenAL renderer: OpenAL Soft
OpenAL vendor: OpenAL Community
OpenAL extensions: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_source_latency
Generating: 128 source channels.

=== OpenGL information ===
LWJGL version: 2.9.1
Adapter info: nvd3dumx,nvwgf2umx,nvwgf2umx (22.21.13.8205)
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: GeForce GTX 1070/PCIe/SSE2
OpenGL version: 4.5.0 NVIDIA 382.05
OpenGL extensions:
    GL_AMD_multi_draw_indirect
    GL_AMD_seamless_cubemap_per_texture
    GL_AMD_vertex_shader_viewport_index
    GL_AMD_vertex_shader_layer
    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_clip_control
    GL_ARB_color_buffer_float
    GL_ARB_compatibility
    GL_ARB_compressed_texture_pixel_storage
    GL_ARB_conservative_depth
    GL_ARB_compute_shader
    GL_ARB_compute_variable_group_size
    GL_ARB_conditional_render_inverted
    GL_ARB_copy_buffer
    GL_ARB_copy_image
    GL_ARB_cull_distance
    GL_ARB_debug_output
    GL_ARB_depth_buffer_float
    GL_ARB_depth_clamp
    GL_ARB_depth_texture
    GL_ARB_derivative_control
    GL_ARB_direct_state_access
    GL_ARB_draw_buffers
    GL_ARB_draw_buffers_blend
    GL_ARB_draw_indirect
    GL_ARB_draw_elements_base_vertex
    GL_ARB_draw_instanced
    GL_ARB_enhanced_layouts
    GL_ARB_ES2_compatibility
    GL_ARB_ES3_compatibility
    GL_ARB_ES3_1_compatibility
    GL_ARB_ES3_2_compatibility
    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_fragment_shader_interlock
    GL_ARB_framebuffer_no_attachments
    GL_ARB_framebuffer_object
    GL_ARB_framebuffer_sRGB
    GL_ARB_geometry_shader4
    GL_ARB_get_program_binary
    GL_ARB_get_texture_sub_image
    GL_ARB_gl_spirv
    GL_ARB_gpu_shader5
    GL_ARB_gpu_shader_fp64
    GL_ARB_gpu_shader_int64
    GL_ARB_half_float_pixel
    GL_ARB_half_float_vertex
    GL_ARB_imaging
    GL_ARB_indirect_parameters
    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_parallel_shader_compile
    GL_ARB_pipeline_statistics_query
    GL_ARB_pixel_buffer_object
    GL_ARB_point_parameters
    GL_ARB_point_sprite
    GL_ARB_post_depth_coverage
    GL_ARB_program_interface_query
    GL_ARB_provoking_vertex
    GL_ARB_query_buffer_object
    GL_ARB_robust_buffer_access_behavior
    GL_ARB_robustness
    GL_ARB_sample_locations
    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_counter_ops
    GL_ARB_shader_atomic_counters
    GL_ARB_shader_ballot
    GL_ARB_shader_bit_encoding
    GL_ARB_shader_clock
    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_storage_buffer_object
    GL_ARB_shader_subroutine
    GL_ARB_shader_texture_image_samples
    GL_ARB_shader_texture_lod
    GL_ARB_shading_language_100
    GL_ARB_shader_viewport_layer_array
    GL_ARB_shading_language_420pack
    GL_ARB_shading_language_include
    GL_ARB_shading_language_packing
    GL_ARB_shadow
    GL_ARB_sparse_buffer
    GL_ARB_sparse_texture
    GL_ARB_sparse_texture2
    GL_ARB_sparse_texture_clamp
    GL_ARB_stencil_texturing
    GL_ARB_sync
    GL_ARB_tessellation_shader
    GL_ARB_texture_barrier
    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_filter_minmax
    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_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_transform_feedback_overflow_query
    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_texture_float
    GL_ATI_texture_mirror_once
    GL_S3_s3tc
    GL_EXT_texture_env_add
    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_Cg_shader
    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_EXTX_framebuffer_mixed_formats
    GL_EXT_framebuffer_multisample_blit_scaled
    GL_EXT_framebuffer_object
    GL_EXT_framebuffer_sRGB
    GL_EXT_geometry_shader4
    GL_EXT_gpu_program_parameters
    GL_EXT_gpu_shader4
    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_polygon_offset_clamp
    GL_EXT_post_depth_coverage
    GL_EXT_provoking_vertex
    GL_EXT_raster_multisample
    GL_EXT_rescale_normal
    GL_EXT_secondary_color
    GL_EXT_separate_shader_objects
    GL_EXT_separate_specular_color
    GL_EXT_shader_image_load_formatted
    GL_EXT_shader_image_load_store
    GL_EXT_shader_integer_mix
    GL_EXT_shadow_funcs
    GL_EXT_sparse_texture2
    GL_EXT_stencil_two_side
    GL_EXT_stencil_wrap
    GL_EXT_texture3D
    GL_EXT_texture_array
    GL_EXT_texture_buffer_object
    GL_EXT_texture_compression_dxt1
    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_combine
    GL_EXT_texture_env_dot3
    GL_EXT_texture_filter_anisotropic
    GL_EXT_texture_filter_minmax
    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_shared_exponent
    GL_EXT_texture_sRGB
    GL_EXT_texture_sRGB_decode
    GL_EXT_texture_storage
    GL_EXT_texture_swizzle
    GL_EXT_timer_query
    GL_EXT_transform_feedback2
    GL_EXT_vertex_array
    GL_EXT_vertex_array_bgra
    GL_EXT_vertex_attrib_64bit
    GL_EXT_window_rectangles
    GL_EXT_import_sync_object
    GL_IBM_rasterpos_clip
    GL_IBM_texture_mirrored_repeat
    GL_KHR_context_flush_control
    GL_KHR_debug
    GL_KHR_no_error
    GL_KHR_robust_buffer_access_behavior
    GL_KHR_robustness
    GL_KTX_buffer_region
    GL_NV_alpha_to_coverage_dither_control
    GL_NV_bindless_multi_draw_indirect
    GL_NV_bindless_multi_draw_indirect_count
    GL_NV_bindless_texture
    GL_NV_blend_equation_advanced
    GL_NV_blend_equation_advanced_coherent
    GL_NVX_blend_equation_advanced_multi_draw_buffers
    GL_NV_blend_square
    GL_NV_clip_space_w_scaling
    GL_NV_command_list
    GL_NV_compute_program5
    GL_NV_conditional_render
    GL_NV_conservative_raster
    GL_NV_conservative_raster_dilate
    GL_NV_conservative_raster_pre_snap_triangles
    GL_NV_copy_depth_to_color
    GL_NV_copy_image
    GL_NV_depth_buffer_float
    GL_NV_depth_clamp
    GL_NV_draw_texture
    GL_NV_draw_vulkan_image
    GL_NV_ES1_1_compatibility
    GL_NV_ES3_1_compatibility
    GL_NV_explicit_multisample
    GL_NV_fence
    GL_NV_fill_rectangle
    GL_NV_float_buffer
    GL_NV_fog_distance
    GL_NV_fragment_coverage_to_color
    GL_NV_fragment_program
    GL_NV_fragment_program_option
    GL_NV_fragment_program2
    GL_NV_fragment_shader_interlock
    GL_NV_framebuffer_mixed_samples
    GL_NV_framebuffer_multisample_coverage
    GL_NV_geometry_shader4
    GL_NV_geometry_shader_passthrough
    GL_NV_gpu_program4
    GL_NV_internalformat_sample_query
    GL_NV_gpu_program4_1
    GL_NV_gpu_program5
    GL_NV_gpu_program5_mem_extended
    GL_NV_gpu_program_fp64
    GL_NV_gpu_shader5
    GL_NV_half_float
    GL_NV_light_max_exponent
    GL_NV_multisample_coverage
    GL_NV_multisample_filter_hint
    GL_NV_occlusion_query
    GL_NV_packed_depth_stencil
    GL_NV_parameter_buffer_object
    GL_NV_parameter_buffer_object2
    GL_NV_path_rendering
    GL_NV_path_rendering_shared_edge
    GL_NV_pixel_data_range
    GL_NV_point_sprite
    GL_NV_primitive_restart
    GL_NV_register_combiners
    GL_NV_register_combiners2
    GL_NV_sample_locations
    GL_NV_sample_mask_override_coverage
    GL_NV_shader_atomic_counters
    GL_NV_shader_atomic_float
    GL_NV_shader_atomic_float64
    GL_NV_shader_atomic_fp16_vector
    GL_NV_shader_atomic_int64
    GL_NV_shader_buffer_load
    GL_NV_shader_storage_buffer_object
    GL_NV_stereo_view_rendering
    GL_NV_texgen_reflection
    GL_NV_texture_barrier
    GL_NV_texture_compression_vtc
    GL_NV_texture_env_combine4
    GL_NV_texture_multisample
    GL_NV_texture_rectangle
    GL_NV_texture_shader
    GL_NV_texture_shader2
    GL_NV_texture_shader3
    GL_NV_transform_feedback
    GL_NV_transform_feedback2
    GL_NV_uniform_buffer_unified_memory
    GL_NV_vertex_array_range
    GL_NV_vertex_array_range2
    GL_NV_vertex_attrib_integer_64bit
    GL_NV_vertex_buffer_unified_memory
    GL_NV_vertex_program
    GL_NV_vertex_program1_1
    GL_NV_vertex_program2
    GL_NV_vertex_program2_option
    GL_NV_vertex_program3
    GL_NV_viewport_array2
    GL_NV_viewport_swizzle
    GL_NVX_conditional_render
    GL_NVX_gpu_memory_info
    GL_NVX_multigpu_info
    GL_NVX_nvenc_interop
    GL_NV_shader_thread_group
    GL_NV_shader_thread_shuffle
    GL_KHR_blend_equation_advanced
    GL_KHR_blend_equation_advanced_coherent
    GL_SGIS_generate_mipmap
    GL_SGIS_texture_lod
    GL_SGIX_depth_texture
    GL_SGIX_shadow
    GL_SUN_slice_accum
    GL_WIN_swap_hint
    WGL_EXT_swap_control

GLSL version: 4.50 NVIDIA
GLSL max vertex uniforms: 4096 (4096)
GLSL max fragment uniforms: 4096 (4096)
GLSL max varyings: 124 (124)
Preloading builtin materials
Preloading builtin materials done
Launching Collada Model Loader threads
Launching WOM Loader threads
Starting workaround for fast running clocks
Using LWJGL timer.
Initialized mouse with 5 buttons.
Experimental direct buffer cleaner init successful
Startup Phase - Setting up..
Initializing font texture for SansSerif (11). Texture Size: 512
Initializing font texture for SansSerif (11, italic). Texture Size: 128
Loading window positions from H:\Wurm\players\Thorakkanath\windows_1920x1080.txt
Loading props file H:\Wurm\players\Thorakkanath\windows_1920x1080.txt
Gui initialized
Startup Phase - Preparing terrain
Startup Phase - Connecting ..
Disabling Nagles
Writing to H:\Wurm\players\Thorakkanath\logs\_Event.2017-05.txt
Disabling Nagles
Writing to H:\Wurm\players\Thorakkanath\logs\_Friends.2017-05.txt
Writing to H:\Wurm\players\Thorakkanath\logs\Alliance.2017-05.txt
Login successful
Executing H:\Wurm\configs\extreme\autorun.txt
Starting update of login splash image...
Resized terrain FBOs to 1024
Finished loading new login splash image!
Now using reflection FBO (1024)
Initializing font texture for SansSerif (12). Texture Size: 128
Writing to H:\Wurm\players\Thorakkanath\logs\CA_HELP.2017-05.txt
Writing to H:\Wurm\players\Thorakkanath\logs\Trade.2017-05.txt
Initializing font texture for Cry Uncial (64). Texture Size: 1024
Time is Wed May 31 14:34:31 CEST 2017
Performing final cleanup after playing  1m
Saving props file H:\Wurm\players\Thorakkanath\playerdata.txt
Saving props file H:\Wurm\configs\extreme\gamesettings.txt
Saving props file H:\Wurm\players\Thorakkanath\stats.txt
Saving window positions to H:\Wurm\players\Thorakkanath\windows_1920x1080.txt
Saving props file H:\Wurm\players\Thorakkanath\windows_1920x1080.txt
Destroying game window
Shutting down OpenAL subsystem.
Collada Model Loader exited.
Job executor 0 terminating
WOM Loader exited.
WOM Loader exited.
WOM Loader exited.
WOM Loader exited.
Job executor 1 terminating
Job executor 2 terminating
Job executor 3 terminating
Job executor 4 terminating
Job executor 5 terminating
Job executor 6 terminating
Running garbage collector...
Running finalization...
Fast Clock Workaround Thread exited.
Goodbye.
Exit.
WARNING: OpenAL was already stopped.

 

If you need anything else please let me know

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When the game is minimized and you are taking the screenshot of task manager your graphics card isn't under a load (throttles down when tabbed out), use an application like MSI Afterburner with RivaTuner to get an in-game overlay of resource usage.

 

And realistically speaking, I would expect a frame-rate drop at max settings on any computer if the area your client is in has a heavy poly count / animation amount.

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I'd suggest deleting gamesettings.txt in the wurm configs folder so you get fresh default settings.

 

Otherwise make sure Antialiasing level in advanced tab is set to 0 and there's no antialiasing forced in the Nvidia control panel (Antialiasing mode = Application controlled, AA transparency = off)

Also enable LOD and Contribution Culling in advanced tab

Water reflections to Sky&Terrain

Shadows to Objects only

Possibly Structure render distance to Far instead of Extreme

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@ausimus

 

The game wasn't minimized when I took the screenshot. I am well aware of the out of focus fps reduction, thats why the screenshot was taken with the game in focus

 

My setup:

Spoiler

setup.jpg

 

Regarding high animation/poly count: I was on my deed, with no one in local

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@Saroman

 

okay, ill backup my gamesettings and ill see what I get with a fresh default set and report back

 

But all your other suggestions lower the settings from absolute maximum - and sure, going to lower settings will get me insane fps, but that is not the point, the point of this thread was to figure out, why I cannot play this game at max settings when there seems to be no hardware bottleneck visible. Obviously there is one, or a built in limitation - but where?

Edited by Thorakkanath

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fresh default set of gamesettings.txt (mind you with a lot of stuff on medium, not even close to extreme) I get around 33 fps so +8 fps on average....

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As I see you are using Unity on ubuntu.

Did you check if there is no other Java installed than the 64bit Oracle one (Icedtea and such love to snek up on Ubuntu).

Also worth checking if the open source Nvidia drivers are fully removed from the system and only the proprietary are presented to Ubuntu.

I ditched Unity for Gnome3 desktop, never gauged but my computer feels much more responsive (apart from being much less clumsy). Unity will be gone shortly from Ubuntu anyway.

 

Ehh now I see the original screenshots are from Windows.

Did you try it booting into Ubuntu btw?

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What fps do you get using the same settings as me? I'll add screens with setting info and system info. You got a much better system than me so using my setting if you get lower fps the problem must be somewhere else. Check that Nvidia controlpanel isn't overriding any graphic settings also.

 

Edit: Forgot to add that when I run Wurm on Windows with unstable client I get slightly more fps than what is showed here. Also there is not much around my deed, but when I go in big forests or around other deeds with many objects my fps sometimes goes down to 50ish.

 

Edit again: Just remembered from another game I had an issue where Vsync was added twice, only giving me 30fps instead off 100+. Force Vsync from Nvidia controlpanel got added on top of Vsync from game setting. I never have trouble with screen tearing so I never use Vsync, was just some default options that I forgot to change one time :D This happened when I was using Linux so not sure if it can happen on Windows.

 

System info

 

Wurm settings

 

Ingame screenshots with fps and AA on and off

 

Edited by Darkshade

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Windows 10pro

Using i7-4770k @ 3.5ghz  (not OC)

8 gigs RAM @666mhz 9-9-9-24

Asus Mobo

4gig AMD R9 Fury

1x465gSSD

 

getting around 115fps @2560x1440@144mhz with everything on max, and I mean everything.

Only trouble I've noticed (using speccy) is that my cpu temps on load rise ~20-30c  ... though that's largely a matter of how dusty my box is as well, and not unexpected for a cpu intensive game.

 

Using unstable client, though think my fps was similar with stable client.

 

I've always heard AMD was better with math calculations than Nvidia, which may matter a bit for a game like Wurm, but I can't imagine that would make such a big difference.

Also don't think i3770k vs i4770k would make that big a difference.

How are you hard drives set up?  Would a raid system affect Wurm?

 

Not sure what other differences between our systems would account for such a different experience.  If you can think of anything, happy to check it out on my end.

 

 

 

 

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9 minutes ago, Reylaark said:

Windows 10pro

Using i7-4770k @ 3.5ghz  (not OC)

8 gigs RAM @666mhz 9-9-9-24

Asus Mobo

4gig AMD R9 Fury

1x465gSSD

 

getting around 115fps @2560x1440@144mhz with everything on max, and I mean everything.

Only trouble I've noticed (using speccy) is that my cpu temps on load rise ~20-30c  ... though that's largely a matter of how dusty my box is as well, and not unexpected for a cpu intensive game.

 

Using unstable client, though think my fps was similar with stable client.

 

I've always heard AMD was better with math calculations than Nvidia, which may matter a bit for a game like Wurm, but I can't imagine that would make such a big difference.

Also don't think i3770k vs i4770k would make that big a difference.

How are you hard drives set up?  Would a raid system affect Wurm?

 

Not sure what other differences between our systems would account for such a different experience.  If you can think of anything, happy to check it out on my end.

 

Okay, now that sounds like normal for your configuration...

 

Yes my extreme profile is exactly that, everything maxed out as far as it would go - dosen't matter what - and all 'helping hands' like LOD or culling disabled

The SSDs are separate and not raided so that can't be an issue

The 3770k at 4.0GHz is actually faster than the 4770k at stock

The GTX 1070 is faster by about 25% than the R9 Fury

 

Well, before I bought this card I had an AMD HD6970 that was handling around 40-50 fps at mid-low settings. But a 6870 is about 415% slower than what i have now. Plus the screenshot I took shows that literally nothing on my system is close to peak use....

 

Thank you for your willingness to help but I just have zero clue what even to ask....maybe screenshot your Game/Sound/Graphics/Adv. Graphics settings from the launcher for me? In compatibility nothing is checked/selected on my end anyway

 

@Saroman - howcome a system that is slightly weaker can do 115fps@2560x1440  with ABOLUTELY everything maxed, just like me - when I cannot even do 60fps@1920x1080?

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