# FPS on OP Underground

**URL:** <https://battlefieldforum.co/t/fps-on-op-underground/107892>\
**Category:** PC\
**Created:** [October 3, 2019, 4:10pm UTC](https://battlefieldforum.co/t/fps-on-op-underground/107892 "2019-10-03T16:10:00Z")\
**Posts on this page:** 20\
**Page:** 3

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**Author:** ![Rocketomizor](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/r/35a633/32.png) [@Rocketomizor](https://battlefieldforum.co/u/Rocketomizor)\
**Post date:** [October 6, 2019, 8:25pm UTC](https://battlefieldforum.co/t/fps-on-op-underground/107892/41 "2019-10-06T20:25:00Z")

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Low Fps - OP underground - even if put res to 1080p or 1440p - low or medium settings, LOW fps like [crazy] ! solution ? i bought 12 RTX 2080 TI and play in 480p…now i have 72 fps. even on Rotterdam i have 84 fps on 1440p medium…pffff calling my [removed - legal discussion]. the last solution i found is to play dead drunk …or [removed - discussing illegal drugs]…cant see the difference…LOL 🙂

- hardware  
gtx 1070 armor 8 gig  
i7 4770 3.9 gz  
chair (black ) with 4 wheels  
toaster 4 slices ( black and decker)

if anyone wants me, i am going back to grocery to bought 24 canes of beers…

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**Author:** ![Talon2018](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/t/8e7dd6/32.png) [@Talon2018](https://battlefieldforum.co/u/Talon2018)\
**Post date:** [October 6, 2019, 9:28pm UTC](https://battlefieldforum.co/t/fps-on-op-underground/107892/42 "2019-10-06T21:28:00Z")

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Running 9900K @5ghz Core with 4.6ghz Cache  
4x8gb DDR4 3900mhz CL16  
EVGA 2080 Ti FTW3 OC 2100mhz and 7800mhz memory  
1TB Samsung M.2 NVME 970+  
Win10 1903

I run 4K @144hz G-Sync  
Ultra Textures and Filtering  
HBAO and TAA High  
Medium Everything Else  
DX11

I run 110-144fps on the new Underground map with above config and settings.

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**Author:** ![LOLGotYerTags](https://battlefieldforum.co/user_avatar/battlefieldforum.co/lolgotyertags/32/101041_2.png) [@LOLGotYerTags](https://battlefieldforum.co/u/LOLGotYerTags)\
**Post date:** [October 6, 2019, 9:34pm UTC](https://battlefieldforum.co/t/fps-on-op-underground/107892/43 "2019-10-06T21:34:00Z")

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@Talon2018  
Run it in DX12 with the same settings and post your results

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**Author:** ![Talon2018](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/t/8e7dd6/32.png) [@Talon2018](https://battlefieldforum.co/u/Talon2018)\
**Post date:** [October 6, 2019, 10:18pm UTC](https://battlefieldforum.co/t/fps-on-op-underground/107892/44 "2019-10-06T22:18:00Z")

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> [@LOLGotYerTags](#):
>
> @Talon2018  
> Run it in DX12 with the same settings and post your results

DX12 runs same/similar FPS except leads to microstutters that aren’t present with DX11 and future frame rendering. DX11 and FFR is butter smooth gameplay with above FPS at 4K.

Since DX12 does not bring a performance bump in this game, I see no reason why anyone would use it for other than DXR features.

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**Author:** ![LOLGotYerTags](https://battlefieldforum.co/user_avatar/battlefieldforum.co/lolgotyertags/32/101041_2.png) [@LOLGotYerTags](https://battlefieldforum.co/u/LOLGotYerTags)\
**Post date:** [October 6, 2019, 11:01pm UTC](https://battlefieldforum.co/t/fps-on-op-underground/107892/45 "2019-10-06T23:01:00Z")

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> [@Talon2018](#):
>
> > [@LOLGotYerTags](#):
> >
> > @Talon2018  
> > Run it in DX12 with the same settings and post your results
> 
> DX12 runs same/similar FPS except leads to microstutters that aren’t present with DX11 and future frame rendering. DX11 and FFR is butter smooth gameplay with above FPS at 4K.
> 
> Since DX12 does not bring a performance bump in this game, I see no reason why anyone would use it for other than DXR features.

Just as I thought, I just needed clarification that DX12, Or rather it’s implementation, Is also causing issues.

Thanks man.

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**Author:** ![crelok](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/c/f05b48/32.png) [@crelok](https://battlefieldforum.co/u/crelok)\
**Post date:** [October 7, 2019, 2:07am UTC](https://battlefieldforum.co/t/fps-on-op-underground/107892/46 "2019-10-07T02:07:00Z")

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Same here,all other maps get smooth play and frames are great but this is laggy(maybe due to high pingers)-maybe…but wouldn`t you think a inside map with not much distance would be less intensive etc?as i said i tested it to see if my gear is off,but its fine.

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**Author:** ![OskooI\_007](https://battlefieldforum.co/user_avatar/battlefieldforum.co/oskooi_007/32/103046_2.png) [@OskooI\_007](https://battlefieldforum.co/u/OskooI_007)\
**Post date:** [October 7, 2019, 3:38am UTC](https://battlefieldforum.co/t/fps-on-op-underground/107892/47 "2019-10-07T03:38:00Z")

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> [@crelok](#):
>
> …but wouldn`t you think a inside map with not much distance would be less intensive etc?

A DICE developer once commented that soldier animations are very CPU intensive. Probably the most CPU intensive thing in the game.

So having a bunch of players running around in a small area maxes out the CPU due to all the soldier animations that need calculating.

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**Author:** ![RudyMentally](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/r/c4cdca/32.png) [@RudyMentally](https://battlefieldforum.co/u/RudyMentally)\
**Post date:** [October 7, 2019, 7:03am UTC](https://battlefieldforum.co/t/fps-on-op-underground/107892/48 "2019-10-07T07:03:00Z")

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First time I played the map, fps were dropping like crazy when running towards the C building over the open square. But ever since, it did run smooth at all times ?! I run dx12 with 120 fps cap (don’t want vsync and capping at 144 will put the tearing line mostly in the same spot which is annoying) at low/medium settings 1080p with a gtx1080 (non-ti) on a 9700kf with 16 GB DDR4-3333. Maybe there is some graphics setting which really hammers the fps when enabled which I have turned down or something ? Or perhaps like the 9900k owners said, it just needs a high end cpu to play smooth …

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**Author:** ![SneakyGunman](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/s/3be4f8/32.png) [@SneakyGunman](https://battlefieldforum.co/u/SneakyGunman)\
**Post date:** [October 8, 2019, 4:22pm UTC](https://battlefieldforum.co/t/fps-on-op-underground/107892/49 "2019-10-08T16:22:00Z")

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> [@OskooI\_007](#):
>
> > [@crelok](#):
> >
> > [»]  
> > …but wouldn`t you think a inside map with not much distance would be less intensive etc?
> 
> A DICE developer once commented that soldier animations are very CPU intensive. Probably the most CPU intensive thing in the game.
> 
> So having a bunch of players running around in a small area maxes out the CPU due to all the soldier animations that need calculating.

Out of all the FPS games I’ve played and interacted with developers for those games I’ve never, ever heard/read a developer say player animation was cpu costly.

Either you misunderstood the developer or something just aint right with this game.

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**Author:** ![OskooI\_007](https://battlefieldforum.co/user_avatar/battlefieldforum.co/oskooi_007/32/103046_2.png) [@OskooI\_007](https://battlefieldforum.co/u/OskooI_007)\
**Post date:** [October 8, 2019, 5:44pm UTC](https://battlefieldforum.co/t/fps-on-op-underground/107892/50 "2019-10-08T17:44:00Z")

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> [@SneakyGunman](#):
>
> (Quote)
> 
> Out of all the FPS games I’ve played and interacted with developers for those games I’ve never, ever heard/read a developer say player animation was cpu costly.
> 
> Either you misunderstood the developer or something just aint right with this game.

Nope, I understood the developer perfectly.

> [@mischkag](#):
>
> We never ran console versions at 60Hz for 64 players. As I stated in another thread, the reason is not to save operational server hosting money, the reason is that the consoles cannot keep up the required 60 fps for larger game modes, mostly due to animation CPU load. If we can however run 60fps for 64 players @ 30Hz, we should be able to run 24 players @ 60Hz at 60fps also. As mentioned before, we do plan to test it and see if it is feasible or not. But first the general issues regarding hit detection and low/high ping have to be fixed as otherwise it is close to pointless.

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**Author:** ![TFBisquit](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/t/f07891/32.png) [@TFBisquit](https://battlefieldforum.co/u/TFBisquit)\
**Post date:** [October 8, 2019, 5:58pm UTC](https://battlefieldforum.co/t/fps-on-op-underground/107892/51 "2019-10-08T17:58:00Z")

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That’s correct, for consoles.  
Pc is slightly different since the dedicated gpu is usually further evolved, thus up to the task.

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**Author:** ![OskooI\_007](https://battlefieldforum.co/user_avatar/battlefieldforum.co/oskooi_007/32/103046_2.png) [@OskooI\_007](https://battlefieldforum.co/u/OskooI_007)\
**Post date:** [October 8, 2019, 6:17pm UTC](https://battlefieldforum.co/t/fps-on-op-underground/107892/52 "2019-10-08T18:17:00Z")

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> [@TFBisquit](#):
>
> That’s correct, for consoles.Pc is slightly different since the dedicated gpu is usually further evolved, thus up to the task.

Nope, animations are calculated on the CPU for both console and PC. There is no GPU offloading.

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**Author:** ![SneakyGunman](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/s/3be4f8/32.png) [@SneakyGunman](https://battlefieldforum.co/u/SneakyGunman)\
**Post date:** [October 8, 2019, 6:22pm UTC](https://battlefieldforum.co/t/fps-on-op-underground/107892/53 "2019-10-08T18:22:00Z")

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> [@OskooI\_007](#):
>
> > [@SneakyGunman](#):
> >
> > [»]  
> > (Quote)
> > 
> > Out of all the FPS games I’ve played and interacted with developers for those games I’ve never, ever heard/read a developer say player animation was cpu costly.
> > 
> > Either you misunderstood the developer or something just aint right with this game.
> 
> Nope, I understood the developer perfectly.
> 
> > [@mischkag](#):
> >
> > [»]  
> > We never ran console versions at 60Hz for 64 players. As I stated in another thread, the reason is not to save operational server hosting money, the reason is that the consoles cannot keep up the required 60 fps for larger game modes, mostly due to animation CPU load. If we can however run 60fps for 64 players @ 30Hz, we should be able to run 24 players @ 60Hz at 60fps also. As mentioned before, we do plan to test it and see if it is feasible or not. But first the general issues regarding hit detection and low/high ping have to be fixed as otherwise it is close to pointless.

What was said is that, “…mostly due to animation CPU load…”

Not solider animation.

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**Author:** ![OskooI\_007](https://battlefieldforum.co/user_avatar/battlefieldforum.co/oskooi_007/32/103046_2.png) [@OskooI\_007](https://battlefieldforum.co/u/OskooI_007)\
**Post date:** [October 8, 2019, 6:39pm UTC](https://battlefieldforum.co/t/fps-on-op-underground/107892/54 "2019-10-08T18:39:00Z")

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> [@SneakyGunman](#):
>
> (Quote)  
> What was said is that, “…mostly due to animation CPU load…”  
> Not solider animation.

Nope, he said as the player count increases so does the animation load. So clearly he’s taking about soldier animations.

Here’s another quote to help clarify.

> [@mischkag](#):
>
> Well for higher pings this is something we are actively looking into. There are some reasons this is not feasible at the moment as the server would have to have the exact representation you have on the client as otherwise you once again run into small mismatches which lots of ppl will complain about. Animations are nowadays very complex and expensive and to run these on the server would see the server CPU costs explode. Most cheating happens thru aim bots which would not be any different with server side hit detection, only damage amount cheats would be prevented. To say Quake was better than the client side one is just a poor statement. I played Quake a lot back then and can very well remember how much i had to lead my shot with the railguns… Games have become so much more detailed and complex, comparing that to a game 20 years ago is not very helpful.

He’s replying to someone asking why server-side hit detection can’t be used. When he says, “exact representation” he’s referring to calculating soldier model animations on the server in order to run server-side hit detection.

So clearly, he’s talking about soldier model animations being CPU intensive.

I don’t know why you guys always try disagreeing with me. I’m just trying to share knowledge with you. 😄

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**Author:** ![Aditrex](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/a/e47c2d/32.png) [@Aditrex](https://battlefieldforum.co/u/Aditrex)\
**Post date:** [October 9, 2019, 8:21am UTC](https://battlefieldforum.co/t/fps-on-op-underground/107892/55 "2019-10-09T08:21:00Z")

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metro is really cpu heavy i got better results on grind mode even they have to do some more work for sure i have 3700x and 1070 ti getting around 110+

https://www.youtube.com/embed/kB9rXCprfzU?feature=oembed&wmode=opaque

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**Author:** ![Mr\_Pettsson](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/m/e68b1a/32.png) [@Mr\_Pettsson](https://battlefieldforum.co/u/Mr_Pettsson)\
**Post date:** [October 9, 2019, 8:29am UTC](https://battlefieldforum.co/t/fps-on-op-underground/107892/56 "2019-10-09T08:29:00Z")

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AMD Ryzen 3600x and 5700xt card , 16gb 3200hz ram, running 1440p and getting around 100fps in ultra present.

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**Author:** ![TFBisquit](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/t/f07891/32.png) [@TFBisquit](https://battlefieldforum.co/u/TFBisquit)\
**Post date:** [October 9, 2019, 9:54am UTC](https://battlefieldforum.co/t/fps-on-op-underground/107892/57 "2019-10-09T09:54:00Z")

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> [@OskooI\_007](#):
>
> > [@SneakyGunman](#):
> >
> > (Quote)  
> > What was said is that, “…mostly due to animation CPU load…”  
> > Not solider animation.
> 
> Nope, he said as the player count increases so does the animation load. So clearly he’s taking about soldier animations.
> 
> Here’s another quote to help clarify.
> 
> > [@mischkag](#):
> >
> > Well for higher pings this is something we are actively looking into. There are some reasons this is not feasible at the moment as the server would have to have the exact representation you have on the client as otherwise you once again run into small mismatches which lots of ppl will complain about. Animations are nowadays very complex and expensive and to run these on the server would see the server CPU costs explode. Most cheating happens thru aim bots which would not be any different with server side hit detection, only damage amount cheats would be prevented. To say Quake was better than the client side one is just a poor statement. I played Quake a lot back then and can very well remember how much i had to lead my shot with the railguns… Games have become so much more detailed and complex, comparing that to a game 20 years ago is not very helpful.
> 
> He’s replying to someone asking why server-side hit detection can’t be used. When he says, “exact representation” he’s referring to calculating soldier model animations on the server in order to run server-side hit detection.
> 
> So clearly, he’s talking about soldier model animations being CPU intensive.
> 
> I don’t know why you guys always try disagreeing with me. I’m just trying to share knowledge with you. 😄

He’s talking about server cpu load. I imagine they run multiple servers per cpu. We are talking about cliënt cpu. Which ofcourse on pc side isn’t strained as much. Consoles use more cpu due to the graphic chip quickly getting old, which isn’t upgraded during its life cycle. So modern games also use more cores on consoles to compensate.  
But sure, your input is appreciated.  
It boils down to them not being able in more cpu investments, but still they crank out more heavy graphics, thus straining the servers.

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**Author:** ![fightinirish73](https://battlefieldforum.co/user_avatar/battlefieldforum.co/fightinirish73/32/113043_2.png) [@fightinirish73](https://battlefieldforum.co/u/fightinirish73)\
**Post date:** [October 9, 2019, 11:13pm UTC](https://battlefieldforum.co/t/fps-on-op-underground/107892/58 "2019-10-09T23:13:00Z")

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ryzen 2700x 4.2 vega 64 sapphire oc 1742 getting max 80 fps massive drops to 45 t0 60 plus massive latence and instakills this map is broken plain and simple dice never seem to get it right lately

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**Author:** ![maraker](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/m/c77e96/32.png) [@maraker](https://battlefieldforum.co/u/maraker)\
**Post date:** [October 10, 2019, 4:41am UTC](https://battlefieldforum.co/t/fps-on-op-underground/107892/59 "2019-10-10T04:41:00Z")

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I have also bad fps drop in that map. below 50 fps sometimes. I try to fps cap by using max variable… but no lucky. Same unlucky when settings any graphics settings. THEN using DDU, installing new drivers. No help at all. THEN I reset nvidia control panel settings and installing MSI afterburner , capping fps to 73 (random select) with afterburner, starting game.  
Whaaaat now I get stable 73 fps in that map, I do not know what I do and why it fixed. Played 6 round and all it is fine.  
Now I scare to touch any settings.

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**Author:** ![DiscoPr0](https://battlefieldforum.co/user_avatar/battlefieldforum.co/discopr0/32/108035_2.png) [@DiscoPr0](https://battlefieldforum.co/u/DiscoPr0)\
**Post date:** [October 10, 2019, 9:13pm UTC](https://battlefieldforum.co/t/fps-on-op-underground/107892/60 "2019-10-10T21:13:00Z")

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Decided to finally visit the forums and see if anyone else was having this issue. Most maps I am above 70fps but Op Underground is always sluggish feeling.

[Previous page](https://battlefieldforum.co/t/fps-on-op-underground/107892.md?page=2)

[Next page](https://battlefieldforum.co/t/fps-on-op-underground/107892.md?page=4)
