Specs : nvidia 755M, i7 quad core 4700MQ, 12GB of RAM dual channel Usual FPS : 35-45 CW FPS : 15-17 I guess on the heavier mechs I'll have to use much more LRMs and streaks and I hate that. When and if this will be fixed for anyone with a decent PC to play on 40+ FPS, this game will be one of the best I've ever played. One thing I noticed is it gets worse, first thing I'd change is remove dead mechs models from the battlefield once they are destroyed, not realistic I know, but they add up fast and it's more things to calculate.
Mine was no different. The only slow down in FPS I get is when the mech is really hot and vents steam/heat. A lot of people have complained about fps slow down on the offical forums.
CryEngine does not care about your system specs CryEninge runs off your tears CryEngine slows down when you pay attention to it
Lol thats really good and has a horrible ring of truth. After a horrendous first match I deliberately dropped from 144 to 120 MHz and am relying on my GSync to keep FPS reasonable. Strangely when ghosting its worse for me but thats always been true.
Specs: Radeon R9 270x, Intel Core i7 4770k, 32GiB ram. No overclocking, though I have plenty of thermal headroom. Normal maps, I get about 140 FPS. CW I get about 50. So a big drop, but not terrible.
I guess best PCs now have a huge advantage in CW, playing with 50 FPS for example is something I can't even do on regular basis, but 40 is high enough, but 10FPS vs 50FPS for example, will matter, this is for sure. But since I'll stay away from home for a long period laptop is the only way for me at the moment.
Geez, the additional ram must help quite a bit or you're running on lower settings. I have GTX770 (4gb mem version) which is faster than a 270x, 4770k (oc'd to 4.0GHz), 16gig ram and I only get ~100 average (that's with everything on Very High though, no AA).
I run most settings on low. Effects medium, texturing high, environment medium, postAA, everything else low. Mainly, lowering settings hides quite a bit of non-collidable geometry, eg leaves and branches on the trees on crimson strait. So what I see is what I can't shoot through, and likewise what I see I can hide behind (in most cases, some exceptions like leaves on viridian bog or trees on forest colony.) Things like shadows pretty much never add information, and can cause silhouette confusion, so I leave them off. So I get slightly better discrimination between mechs and environment, and can thus get a slight competitive advantage, especially vs ECM. The extra framerate is nice, but not necessary.
My problem is I already run all on low and get 30-40 normally, but on CW all on low I get 15ish. It got a bit better when I used all the worse possible settings on usercfg.txt, also putting max fps = 30 to not notice the drops too much...if someone is interested : Spoiler gp_option_ShowCockpitGlass=0 r_DepthOfField = 0 r_HDRGrainAmount = 0.0 r_VSync = 0 sys_spec_Environment = 0 sys_spec_GameEffects = 0 sys_spec_ObjectDetail = 0 sys_spec_Particles = 0 sys_spec_PostProcessing = 0 sys_spec_Shading = 0 sys_spec_Shadows = 0 sys_spec_Texture = 0 sys_spec_Physics = 0 sys_MaxFPS = 30 r_ssao = 0 r_ssdo = 0 e_TerrainAo = 0 sys_PakPriority = 0 sys_PakPriority 0 sys_PakValidateFileHash = 0 sys_spec_Sound = 1 q_Quality = 0 q_Renderer = 0 q_ShaderFX = 0 q_ShaderGeneral = 0 q_ShaderGlass = 0 q_ShaderHDR = 0 q_ShaderIce = 0 q_ShaderMetal = 0 q_ShaderPostProcess = 0 q_ShaderShadow = 0 q_ShaderSky = 0 q_ShaderTerrain = 0 q_ShaderVegetation = 0 q_ShaderWater = 0 e_ViewDistMin = 10 e_ViewDistRatio = 100 e_ViewDistRatioCustom = 100 e_ViewDistRatioDetail = 75 e_ViewDistRatioLights = 50 e_ViewDistRatioVegetation = 25 r_DrawNearZRange = 0.08 e_ObjQuality = 0 e_Lods = 1 e_LodRatio = 20 e_LodMin = 0 e_decals=0 ca_useDecals = 0 e_DecalsAllowGameDecals = 1 e_DecalsLifeTimeScale = 5 e_DecalsOverlapping = 0 e_DecalsHitCache=0 e_DecalsForceDeferred = 0 e_VegetationBending = 0 e_VegetationMinSize = 0 e_VegetationSpritesDistanceCustomRatioMin = 1 e_VegetationSpritesDistanceRatio = 1 e_ProcVegetation = 1 e_TerrainDetailMaterialsViewDistXY = 1024 e_TerrainDetailMaterialsViewDistZ = 128 e_TerrainOcclusionCullingMaxDist = 200 e_Dissolve = 1 e_MaxViewDistSpecLerp = 1 e_OcclusionCullingViewDistRatio = 1 e_streamCgf = 0 ca_AttachmentCullingRation = 200 ca_DrawFaceAttachments = 1 es_DebrisLifetimeScale = 0 r_DetailTextures = 0 r_DetailNumLayers = 0 r_DetailDistance = 1 r_ColorGrading = 0 r_dofMinZScale = 0 r_dofMinZ = 1 r_DepthOfFieldBokeh = 0 r_DepthOfFieldBokehQuality = 0 r_EyeAdaptationBase = 0.1 r_EyeAdaptationFactor = 0.85 r_EyeAdaptationSpeed = 0.1 r_GlowAnamorphicFlares = 1 r_HDRBloomMul = 0.5 r_HDRBlueShift = 0.2 r_HDRBrightLevel = 0.50 r_HDRBrightOffset = 30 r_HDRBrightThreshold = 5 r_HDREyeAdaptionCache = 30 r_HDRGrainAmount = 0 r_HDRLevel = 0 r_HDROffset = 10 r_HDRRendering = 1 r_MotionBlurMaxViewDist = 0 r_PostProcessHUD3DCache = 0 r_RainMaxViewDist_Deferred = 0 r_sunshafts = 0 r_Coronashafts = 0 r_Coronas = 0 r_Flares = 0 r_MotionBlur = 0 r_MotionBlurShutterSpeed = 0.00001 ca_MotionBlurMovementThreshold = 0.00001 r_Reflections = 0 r_ReflectionsQuality = 0 e_DynamicLightsMaxEntityLights = 8 e_GI = 1 e_GIAmount = 0.5 e_GIMaxDistance = 80 e_GINumCascades = 1 e_SkyType = 1 e_SkyUpdateRate = 0 e_TerrainAo = 1 e_TerrainNormalMap = 1 e_VegetationUseTerrainColor = 1 e_GsmCache = 0 e_GsmCastFromTerrain = 0 e_GsmLodsNum = 0 e_GsmRange = 0 e_ParticlesShadows = 0 e_Shadows = 0 e_ShadowsCastViewDistRatio = 0 e_ShadowsMaxTexRes = 0 e_ShadowsOnAlphaBlend = 0 e_ShadowsResScale = 0 e_ShadowsTessellateCascades = 0 r_ShadowBlur = 0 r_ShadowJittering = 0 r_ShadowsMaskResolution = 0 r_ShadowsPCFiltering = 0 r_ShadowsUseClipVolume = 0 e_ShadowsSlopeBias=0 r_ssdo = 0 r_SSAO = 0 r_SSAOQuality = 0 r_SSAODownscale = 0 r_refraction = 0 r_ssreflections = 0 r_ssdoAmbientAmount = 0 r_ssdoAmount = 0 e_WaterOceanFFT = 0 e_WaterTesselationAmount = 10 e_WaterTesselationAmountX = 10 e_WaterTesselationAmountY = 10 e_WaterTesselationSwathWidth = 10 r_WaterCaustics = 0 r_WaterReflections = 0 r_WaterReflectionsQuality = 0 r_WaterReflectionsMinVisiblePixelsUpdate = 0 r_WaterUpdateDistance = 0 r_WaterUpdateFactor = 0 r_TexturesStreaming= In brawls my FPS can still drop under 10, which is quite tragic, so is sniping with adv. zoom.
It goes from fairly OK at the beginning to absolutely unplayable at the end - it seams all the dead smoking mechs are hitting tthe performance pretty hard. The worst in all this is I dropped in Jenner last (good skirmisher, non ammo dependant, good on solo play, it makes sense for a last mech) and playing light at such low and inconsistent FPS was horrible. Plus my cockpit was periodically disappearing, and my lasers firing from random locations... what the f...?
Yeah, that's a problem when you have ammo dependent weapons and are shooting from a corner. When your shot would otherwise hit the target, it is instead hitting the wall or ground because it shot from a different hard point.
So I've had some crashes... because MWO is a 32-bit application, so it runs out of memory at the 4GiB limit. x86-64 is over 10 years old. You might think that would mean developers would at least cross-compile to have both 32 and 64-bit applications, but no, apparently not. I wonder if I should run DrMemory on the client... Probably no debugging symbols so no point.
Do you think average fps is the only problem with this latest patch? hahahahaha. Do you think waiting time for CW Drops is the only other problem with this latest patch????? hahahahahahahahahaha NO! Play some PUG Games, THEN you'll know what the best problem now is after CW Beta Release: I think i avoid MWO this WE before i ragekill my PC.
In solo queue last night, hit reg was awful, the never-connects & end of round screen not showing mech names (like your image above) was awful, the conquest cap markers half the time would not show the whole vertical box filled (like a black line at the bottom of the box like it wasn't fully filled)... I should probably go out and buy a second monitor so I don't have to stare at my phone screen while I wait for a match.
They recently implemented a hotfix removing dead mechs from the battlefield- many people say it's made significant changes! I'll be on vacation 'til just after Christmas, so I won't be able to play much CW myself... Guess I'll have to live vicariously through forums, n' bide my time! http://www.reddit.com/r/OutreachHPG/comments/2p4gqv/so_pgi_put_out_a_hot_fix_no_restart_needed/
Epikt's Jenner is the new IS NOVA, 6mlas per arm. The bad thing is that this also affects the non-CW queue so you can't even escape from the bug mayhem.. poor PGI staff, I imagine them being half-dead zombies by now from all that work and no play. btw LTSatisfactory, more RAM does exactly nothing except preventing the system from swapping / paging if the memory usage exceeds 100%. As MWO is a 32-bit application, 4gig is the maximum it will ever be able to allocate and even that is unrealistic. this actually helps, you might wanna try it out:
I would LOVE to be able to tell you but EVERY fucking lobby I enter is empty... even if I know one of the guys from TS3 is in that lobby I don't see him or anyone. I've sat in lobby for 10 minutes and nothing has filled up; both as a UMAD member and as a independent.
Same here, but I think it's "normal" (well, not really, you could at least see your group), I only see the team once complete. At least that's how went the only time I succeeded on finding a game (3 more attempts aborted after ~20 minutes).