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…
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.
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.
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 …
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, 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.
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.
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
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.
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.