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Fexzz

Perfomance issues despite powerful rig

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Hello everyone.

 

I'm Fexzz and I'm having some crazy perfomance problems that I can't seem to resolve on my own. Me and a buddy already tried a bunch of tricks and workarounds, but nothing really fixed the issue.

 

First off, my system specs:

 

Windows 10 Pro 64-bit

Java 8 64bit

Intel Core i7 2600k (Stock Clockrate, average temperature)

AMD Radeon R9 390 Strix (no overheating)

8GB DDR 1333MHz

 

Game is installed on a 128GB SSD Crucial M4

 

Now, the problem is, that with the stock wurm settings, my game is only running at 30-40 FPS with terrible stuttering while looking around, which gives me a crazy headache and is way, way too low for my computer.

 

Now, the first thing I noticed is that when the game is running, my GPU clockrate is not maxed. Instead of the GPU Core clockrate being at 1050 MHz (it's max), its hanging around ~500MHz.

This was one of the first things I tried to resolve with a Tool called ClockUnblocker, that forces the GPU to it's maximum Clockrate, but it didn't help.

 

The first improvement I got was by Disabling GLSL and VBO in the compability settings. This makes my game way smoother, but my FPS is still only at about 50-55.

Another thing is that shadows completely ruin my FPS, I had to turn them off completely, otherwise it my FPS is hovering between 18-25. Anti Aliasing is also turned off, AF is only on 2.

Most other settings are stock.

 

I'm really at the end of my knowledge here, I can't explain what's causing this, maybe anyone had similar issues before and was able to resolve them, any help is appreciated.

 

If you need any log files or something let me know and I'll do my best to upload them.

 

Greetings,

 

Fexzz

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are you using the stable or unstable client?

 

If you could grab your console log (found in wurms install directory, console.player.log) that would be great too

 

(post it in a spoiler please!!)

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Hello Retrograde,

 

thank you for your response.

 

I think I am on the unstable client (at least I assume I am. The Wiki says  on the unstable client you open the Client Statistics with F4, which it does on my client.)

But I could be wrong, if you let me know where I can find that info, I will deliver :P

 

Also here is the console log

 

Spoiler

Time is Mon Apr 03 14:40:57 BST 2017
Running client version 

=== System information ===
Executing from C:\TWW\steamapps\common\Wurm Unlimited\WurmLauncher\
Operating system: Windows 10 (arch: amd64, version: 10.0)
Java version: 1.8.0_60 (Oracle Corporation) <http://java.oracle.com/>
Jvm version: 25.60-b23 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM]
Available CPUs: 8

Apr 03, 2017 2:40:58 PM java.util.prefs.WindowsPreferences <init>
WARNUNG: Could not open/create prefs root node Software\JavaSoft\Prefs at root 0x80000002. Windows RegCreateKeyEx(...) returned error code 5.
Loading character Fexzz
Loading config default
Loading props file PlayerFiles\configs\default\gamesettings.txt
Executing PlayerFiles\configs\default\keybindings.txt
Keybinds UI: Secondary keybind for MOVE_BACK: DOWN
Keybinds UI: Secondary keybind for MOVE_FORWARD: UP
Keybinds UI: Secondary keybind for "toggle inventory": I
Keybinds UI: Secondary keybind for TOGGLE_CHARACTER: P
Keybinds UI: Secondary keybind for TURN_RIGHT: RIGHT
Keybinds UI: Secondary keybind for TURN_LEFT: LEFT
Keybinds UI: Secondary keybind for TOGGLE_CHAT: T
>>> Main thread exiting.
Loaded pack sound.jar (null)
Loaded pack pmk.jar (null)
Loaded pack graphics.jar (null)
Loading props file PlayerFiles\players\Fexzz\playerdata_test.txt
Loading props file PlayerFiles\players\Fexzz\stats.txt

Preparing to enable console logging.
Now logging to PlayerFiles\console.Fexzz.log

=== Wurm options ===
animation_playback_self = 0
auto_mipmaps_enabled = 2
auto_run_source = 0
cavedetail = 2
censor_chat = true
collada_animations = 3
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
connectByIpIp = 127.0.0.1
connectByIpport = 3724
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 = false
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 = 80
fps_limit = 100
fps_limit_background = 59
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 = 7
game_client_thread_priority = 2
glsl_debug_loading = false
glsl_enabled = 0
gpu_skinning = true
gui_opacity = 3
gui_skin = 1
has_read_eula = false
hide_inactive_friends = false
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 = 0
impColumn = true
inverse_mouse = false
irc_log_rotation = 2
irc_notif = 0
item_creature_render_distance = 3
key_bindings_source = 0
keyboard_layout = 0
loadInventoryStartup = true
local_list_in_event = false
lod = 1
log_extra_errors = false
log_gl_errors = false
mark_text_read = true
material_as_suffix = true
max_texture_size = 2
mega_texture_size = 6
model_loader_thread_priority = 2
model_loading_threads = 0
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 = 2
reflection_texture_size = 2
reflections = 0
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 = 0
shift_drag_default = 10
showKChat = true
show_body_in_inventory = false
show_old_quickbar = false
silent_friends_update = false
skillgain_minimum = 1
skillgain_no_alignment = true
skillgain_no_favor = true
skydetail = 2
sound_al_gain = 6
sound_buzzlevel = 2
sound_cache_enabled = true
sound_doppler_enabled = false
sound_engine = 2
sound_footstepslevel = 10
sound_music_level = 5
sound_play_PMAlert = false
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
start_dedicated_server = false
stipple_enabled = true
structure_render_distance = 3
submit_client_data = 0
terrain_bump = true
terrain_res = 2
test_attach_equipment = false
test_mode = 0
thirdPerson = false
tile_transitions = true
tiledecorations = 3
togglePushToTalk = true
treelist_outline = true
trees = 3
update_optional = true
use_alpha_particles = true
use_anisotropic_filtering = 3
use_antialiasing = 0
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 = 0
viewport_bob = true
water_detail = 2

Setting up Collada Model Loader
Setting up WurmModel Model Loader
Executing PlayerFiles\configs\default\keybindings.txt
Translating legacy key PAGE_UP to PRIOR
Translating legacy key PAGE_DOWN to NEXT
Translating legacy key ENTER to RETURN
Word filter loaded: 23
Starting job manager with 7 worker threads
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: aticfx64 (8.17.10.1513)
OpenGL vendor: ATI Technologies Inc.
OpenGL renderer: AMD Radeon (TM) R9 390 Series
OpenGL version: 4.5.13469 Compatibility Profile Context 21.19.525.258
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_1_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_clip_control
    GL_ARB_color_buffer_float
    GL_ARB_compatibility
    GL_ARB_compressed_texture_pixel_storage
    GL_ARB_compute_shader
    GL_ARB_conditional_render_inverted
    GL_ARB_conservative_depth
    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_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_get_texture_sub_image
    GL_ARB_gl_spirv
    GL_ARB_gpu_shader5
    GL_ARB_gpu_shader_fp64
    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_pipeline_statistics_query
    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_robust_buffer_access_behavior
    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_ballot
    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_image_samples
    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_buffer
    GL_ARB_sparse_texture
    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_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_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_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_polygon_offset_clamp
    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_context_flush_control
    GL_KHR_debug
    GL_KHR_robust_buffer_access_behavior
    GL_KHR_robustness
    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_OES_EGL_image
    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

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 PlayerFiles\players\Fexzz\windows_1920x1080.txt
Loading props file PlayerFiles\players\Fexzz\windows_1920x1080.txt
Gui initialized
Startup Phase - Preparing terrain
Startup Phase - Connecting ..
Disabling Nagles
Writing to PlayerFiles\players\Fexzz\test_logs\_Event.2017-04.txt
Writing to PlayerFiles\players\Fexzz\test_logs\_Friends.2017-04.txt
Writing to PlayerFiles\players\Fexzz\test_logs\CA_HELP.2017-04.txt
Writing to PlayerFiles\players\Fexzz\test_logs\GL-Freedom.2017-04.txt
Writing to PlayerFiles\players\Fexzz\test_logs\Freedom.2017-04.txt
Writing to PlayerFiles\players\Fexzz\test_logs\Trade.2017-04.txt
Writing to PlayerFiles\players\Fexzz\test_logs\Information.2017-04.txt
Login successful
Executing PlayerFiles\configs\default\autorun.txt
Initializing font texture for SansSerif (12). Texture Size: 128
Resized terrain FBOs to 1024
Writing to PlayerFiles\players\Fexzz\test_logs\_Local.2017-04.txt
Initializing font texture for Monospaced (11). Texture Size: 128
Initializing font texture for SansSerif (24, bold). Texture Size: 256
 

 

Edited by Fexzz

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Is your intel intergrated graphics running? or is it allowing your radeon to run? this is the problem most people never check when they have a intel cpu.

Make sure your video card is running the game and not the intel intergrated graphics. I don't know how to turn this on and off do a search on intel intergrated graphics.

 

I'm a AMD fan so don't use intel but I'm aware of this issue for many games and people who use intel  Intel has a issue of using intel intergrated graphics over there video card which is one of the things that causes the issues you have explained.

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That was one of the first things I checked, but it is indeed using my GPU, at least in the player console file it lists my GPU, not my onboard GPU.

 

Thanks for your help, though!

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Can you make a video and upload it so we can see whats going on by chance? you say you are getting 50 to 55 fps but you say stuttering. Are you trying to get a higher frame rate than 50 to 55 fps? Is the screen sticking when turning to look around.

At 50 to 55 fps trying to image in my head a stutter which shouldn't happen. Some times a video can go a long way.

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Oh I should've made it clearer: The stuttering issue was fixed by disabling VBO and GLSL. But the fact remains, that my FPS are way too low for my RIG. A friend of mine with a GTX 970 and weaker CPU is getting upwards of 90 Frames.

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I use nVidia, but two things that made a huge difference to me:

  • Disabling vsync in the Wurm options and enabling it in my graphics driver's settings instead. Wurm's built-in vsync, however it works, trashed my FPS.
  • Disabling transparency AA in my graphics driver settings. This also goofed up my FPS. I'm not referring to all AA, just transparent texture AA, which is separate, at least in nVidia's control panel.

 

This may or may not be relevant to your situation, at all, but if I have a broader point to make it's that you can get FPS increases, sometimes dramatic ones, from unexpected places.

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I may have solved a different AMD problem that I was wrestling with for 4 months this past weekend (fingers crossed). One of the side effects of the change I made was increased framerate, so you may want to give it a shot: in your global wattman settings, increase the 'power limit' slider.


Also make sure that frame rate limiting is disabled in your wurm settings. I think it defaults to enabled at 60 fps which I am now hitting.

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Thanks you two, I tried the suggestions but no improvement. At the moment I'm hitting 37 - 50 FPS on the little Island I settled with a friend. Powerslider setting also didn't change anything sadly.

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Are you running any mods? Is this a hosted server or using your computer as both the server and client? What size of map and creature counts?

Does it happen on both your own private server and on "public" run servers?

This is posted in Wurm Unlimited (and logs show it is running from /Steamapps/) so I do not think stable vs unstable client is an issue.

 

Are you willing to test a throwaway free character on the Wurm Online servers to see whether you get the same poor performance playing the MMO version? (Which uses same graphics etc). Test what you get in tutorial area, then again in one of the smaller servers (Deliverance, Exodus, Pristine, Celebration -- not Xanadu). That will narrow down whether it is a "Wurm issue" or a "Wurm Unlimited issue"

 

Maybe also try turning settings HIGHER -- paradoxically, some graphics cards only kick into gear once higher settings are used, otherwise they sometimes rely on cpu for some renderings and you never get the full power of the graphics card. (That might be 10 year old information that is no longer relevant, I have not followed a lot of newer hardware stuff.  But it used to work a lot in bethesda games like Oblivion, where turning certain settings HIGHER actually gave better performance on newer cards). I usually don't suggest shadows/antialiasing (which you say is already off anyways) but try larger texture sizes and render distances.

 

 

 

Edited by Brash_Endeavors

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Its on a hosted server, that's using some mods. Its a pretty huge map, but I did have this issue too back when I played on a way smaller map.

 

I tried upping the settings a bit, but so far I haven't had any success with it. Especially when I start upping the shadows (currently on lowest setting) my FPS tanks instantly.

 

I can try to make a Char in Wurm Online tomorrow and will report back what happens.

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Update: I tried Wurm Online (got the client from the homepage, so I guess it's the stable one?) and I have similar perfomance as in Wurm Unlimited. Could always try the experimental branch if anyone can point me in that direction.

 

Edit: I also set every setting to the lowest possible and turned off all the "On/Off "Optins and I'm getting 70-90 FPS. That is simply too low, and while its playable, something is acting up.

 

Anyone got any more tips/advice? Maybe driver issues? Something?

Edited by Fexzz

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I believe this is the new rendering engine being tested (someone correct me if "unstable" is not the same thing)

 

http://www.wurmonline.com/client/wurmclient_unstable.jnlp

 

Usually the "unstable" version as the newest upgrades and fixes, but not yet tested enough to be called the "stable" version (though it is often more stable since it includes bug fixes). 

 

 

Edited by Brash_Endeavors

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1 hour ago, Fexzz said:

 Edit: I also set every setting to the lowest possible and turned off all the "On/Off "Optins and I'm getting 70-90 FPS. That is simply too low, and while its playable, something is acting up. 

 

 

It's possible there are one or two settings in there that make all the difference, try also the settings budda has here for 

 

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

 

I have an older graphics card but i usually turn

  • off: bloom shadows reflections antialiasing particles
  • turn HIGH: textures, terrain stuff, 'pretty trees'

Something in there let you suddenly jump to 70-90fps and i do not think it was texture sizes and pretty trees as those are pretty benign. 

Edited by Brash_Endeavors

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The unstable Client runs way, way better. FPS are still relatively low (60 fps) but at least the fluctuations are gone and it's smooth even on higher settings.

 

Question is is there any way to use the WO unstable client to play on WU servers. I guess there isn't. But maybe staff can help?

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12 minutes ago, Fexzz said:

Question is is there any way to use the WO unstable client to play on WU servers. I guess there isn't. But maybe staff can help?

 

Currently -- no. But it is comoing to WU in some future update. my guess is that they will first run it as the "stable client" on WO, confirm all the bugs and issues are resolved, then include it in Steam/WU.

 

Retrograde would have a better idea of when,  but I would think ... "sometime this year" 

 

(of course he seems to think the new upcoming  UI is less than a year away from WU release too, bless his cheerful optimistic heart...)

 

 

Edited by Brash_Endeavors

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1 hour ago, Saroman said:

You could try rolling back to an old version of the AMD Catalyst driver assuming you have Crimson installed now to rule out any OpenGL performance regressions in the driver itself.

 

http://www.guru3d.com/files-details/amd-catalyst-15-11-1-beta-driver-download.html

 

Thanks for your answer. It definitely improves things. With the same settings as before, I get way more consistent frametimes, Framerate now stays between 60-90, though it does fluctuate a lot, depending on where I look at (lots of trees seem to tank FPS a bit) but I guess that's normal.

 

Guess I'll try to see what I can do with the settings to keep these frames. Though, in my opinion, the FPS are still too low for my system given that I'm not even close to maxing the game. And this isn't really a permanent solution since I assume it will probably have a huge effect on my FPS in other, more demanding games.

 

But definitely interesting.

 

Edit 1: Alright, somethings up with the shadows. Shadowdetail from "Disabled" to "Everything" drops me to less than 30 FPS constant (22-28). Somethings definitely not right there. I maxed AA and AF with no perfomance impact what so ever, but Shadows kill my FPS.

Edited by Fexzz
  • Like 1

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Okay so, perfomance is still unchanged, while initially it looked like things improved, FPS are still varying between 50-60 and no additionally I'm running into the issue that certain items are not being rendered. As in they are actually invisible to me. The only way to know they are there is by hovering over them with the mouse to see the outline. This happens mostly with Beehives and wild bee hives from what I could observe which is really unfortunate.

 

Any other ideas anyone? In regards to both perfomance and the rendering issue?

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