CPU and Single Core Implications

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akortunov
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Re: CPU and Single Core Implications

Post by akortunov » 08 Jan 2018, 14:15

ajira2 wrote:
08 Jan 2018, 14:05
Please can you repost it?
Sure: https://www.nexusmods.com/morrowind/mods/45384/

TechNoirMK
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Re: CPU and Single Core Implications

Post by TechNoirMK » 11 Jan 2018, 15:30

Holy mother of Jesus H. Christ, now that's what I call noticeable: Album 1, Album 2

OpenMW-b86118f76f-win64, water shaders ON, no mods except for Lysol's textures

Separated to 2 albums because imgur is a beeeeatch.
Last edited by TechNoirMK on 12 Jan 2018, 07:46, edited 1 time in total.

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scrawl
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Re: CPU and Single Core Implications

Post by scrawl » 11 Jan 2018, 18:38

The pics for Solstheim, Ascadian Isles and Ascadian Isles 2: Electric Boogaloo don't seem to load for me.

Anyway nice result, how about we sticky this for whenever the next person asks why openmw will not use all of their 32 cpu cores? Or put in the FAQ? Or would it be bad for us to 'officially' endorse a mod?

TechNoirMK
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Re: CPU and Single Core Implications

Post by TechNoirMK » 12 Jan 2018, 07:47

Same here, it's definitely on imgur's part. Separated to 2 albums and edited the post. I'm assuming that you intend to sticky these screenshots - don't do that yet, because I'm currently making more screenshots.

Dolos
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Joined: 11 Jan 2018, 22:43

Re: CPU and Single Core Implications

Post by Dolos » 13 Jan 2018, 15:47

MajinCry wrote:
16 Dec 2017, 21:14

Are you using an AMD GPU? OpenGL's draw calls are slow as all hell on AMD's driver unfortunately.
That's the Windows drivers, right? Over on Linux, the open source AMD drivers seem fast enough, but there is still that water shader bug that happens with Mesa.

Xenuria
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Re: CPU and Single Core Implications

Post by Xenuria » 25 Nov 2018, 20:34

I got some fresh new demos that are very relevant to this topic.
Baseline Video
2560 x 1600
viewing distance = 6666
exterior cell load distance = 1
https://www.youtube.com/watch?v=bzszGVBLvrU

Bottleneck Demo
https://youtu.be/_7SqiArkyR0
2560 x 1600
viewing distance = 21903
exterior cell load distance = 4

Observations:

Even with the latest build the bottleneck seems to still be the CPU. The game engine is very strictly putting the heft of it's weight on a single core of my Quad Core i7 2600k. The Video card is barely utilized at all, same with the RAM and the SSD obviously has no difficulty moving data around. The weakest part of the game engine is that it rests on a single core at a time of the CPU.

System Specs:
SSD 500 MB/s R/R
Nvidia GTX 1080 FI
DDR3 RAM 16 GB
Quad Core i7 2600K

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wareya
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Re: CPU and Single Core Implications

Post by wareya » 27 Nov 2018, 14:48

Xenuria wrote:
25 Nov 2018, 20:34
Even with the latest build the bottleneck seems to still be the CPU. [...] The Video card is barely utilized at all,
Image

It's in OpenSceneGraph or your graphics driver. I have the same problem, but I don't load 4 cells around me, so the game only dips down to around 30fps at the worst, normally being around 100~150.
paying attention to #1751 #2473 #3609 #3862/#3929 #3807 #4297 #4623

i30817
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Re: CPU and Single Core Implications

Post by i30817 » 29 Nov 2018, 03:43

Beyond the Morrowind optimization patch this mod:

https://www.nexusmods.com/morrowind/mod ... ?tab=files

also helps more if you're GPU bound (because they redo the models to be able to use a texture atlas)

It means it needs to load nearly last, because other mesh replacers would ruin the mojo, and texture-only replacers do nothing (regardless of last or first). It has a bat utility to merge texture replacers into a atlas though.

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psi29a
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Re: CPU and Single Core Implications

Post by psi29a » 29 Nov 2018, 10:12

Would be nice if they added a #!/bin/sh script as well. :)

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AnyOldName3
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Re: CPU and Single Core Implications

Post by AnyOldName3 » 29 Nov 2018, 15:01

If they'd done it in PowerShell rather than batch, it would have worked everywhere since PowerShell is now open-source and can be installed on Linux.
AnyOldName3, Master of Shadows

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