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  1. #91
    Player
    Astrolia's Avatar
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    Aug 2013
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    85
    Character
    Astrolia Sonne
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Juusuhako View Post
    Does anyone else have sound stuttering/skipping? Im talking sound effects not playing when using spells, running/footsteps (especially), the background muttering (people talking) in the cities is more or less nonexistant for me, and sometimes the music even stops for a few seconds.

    This is on top of a not very stable FPS, making me not want to play it.
    Yes, same issues but i am running an old system. Now I know the graphical requirements of this game are more than WoW, but I ran WoW with this system (i had an 8800 GTX card, which is recently replaced by a 650ti) on max settings across the board. Now, I have every setting turned off, minimal settings and still getting npc, player, etc pop in, as well as audio lag.

    Interestingly enough there was one day that it ran very well. CPU usage was down and it ran pretty flawlessly. Then back to the before mentioned symptoms.
    (0)

  2. #92
    Player
    C-croft's Avatar
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    Sep 2012
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    Character
    Cloudcroft Ieyasu
    World
    Goblin
    Main Class
    Marauder Lv 52
    DX9 doesn't explain why some do not have issues, and some do. Also, it ran fine in the beta phases, even with the test bloat. Why would it run slower now?
    (0)

  3. #93
    Player
    Astrolia's Avatar
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    Aug 2013
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    85
    Character
    Astrolia Sonne
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by C-croft View Post
    DX9 doesn't explain why some do not have issues, and some do. Also, it ran fine in the beta phases, even with the test bloat. Why would it run slower now?
    This exactly
    (0)

  4. #94
    Player
    animapain's Avatar
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    Aug 2013
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    134
    Character
    Yunaa Lesca
    World
    Coeurl
    Main Class
    Arcanist Lv 30
    Quote Originally Posted by Astrolia View Post
    This exactly
    Also didn't the benchmark run in DX 9 ? and I scored 12k on that with 103 FPS average. Granted it's not a great platform considering all the players,but as I and many have mentioned the FPS nose dives when there is simply no reason to. For instance, I was outside quarrymill this morning, FPS was 30 while facing 2 walls and the open gate. I walk slightly into the gate and the fps is back to normal when probably 100+ people there ( FATE grinding probably ). Thinking it was because of the pre-rendering the game does, I walked out and sure enough 30 fps again. I'm not walking far,maybe 3-4 steps out.

    I can live with it for now but hugely annoying to have stuttering all the time.
    (0)

  5. #95
    Player
    Syx's Avatar
    Join Date
    Aug 2013
    Location
    何これ
    Posts
    186
    Character
    Tarnished One
    World
    Hyperion
    Main Class
    Archer Lv 9
    Is occlusion culling enabled? Were you facing the people? What did the loads look like on your cpu and gpu? Is there HDD activity during this player loading phase? Textures might not be cached in the GPU's RAM at the time. It ran fine in beta phases because there was a fraction of the people playing compared to now. It is not a driver issue, it is a programming issue. It is FFXIV's use of DirectX 9 as a rendering pipeline. Some people say they do not have issues, what they are saying is their FPS loss is not as great as yours. Whether they've customized FFXIV's graphical settings or not, EVERYONE experiences a drop in FPS when entering an area with a large number of players. Even PS3 players do.

    I dare someone to post a video of their system settings window visible while they transition from an area with few players to a crowded area. I guarantee their framerates drop. Even AMD's 13.8 beta drivers, which explicitly mention improved support for FFXIV have not prevented this drastic framerate loss for some people. This is caused by DirectX 9. It's an issue between DX9 and your CPU and the only thing you can do about it is lower the fidelity of shadows and pray the transition to the DX11 rendering API alleviates the issues. Read the links I've posted and stop stating it isn't the problem because phase 3 beta and the benchmark were fine. Both instances are COMPLETELY IRRELEVANT to the current state of the game. There isn't 60 -100 people in various sets of armor running around on your screen at the same time in either scenario.

    Here's some more information regarding DX11 and it's multiple features directly integrated into the API. Realize that SE has basically tried to take features inherent in DX11 and push them through a DX9 graphical API, which is very inefficient and can impact performance on all systems across the board:

    http://www.maximumpc.com/article/fea..._deconstructed
    http://msdn.microsoft.com/en-us/libr...=vs.85%29.aspx

    Nvidia has supported DX11 multithreaded rendering since their 270 series drivers. AMD will apparently not support it. There are very few games that support multithreaded rendering in the first place, but they also don't have the same rendering obstacles that MMOs have to deal with, so they run just fine on a single thread. If FFXIV was never written with this type of rendering in mind then performance gains from the DX11 API will be minimal. The only improvement seen will be a smaller impact in performance when shadow, lighting, and tessellated geometry are set to higher qualities.
    (1)
    Last edited by Syx; 09-12-2013 at 02:06 AM.

  6. #96
    Player
    Nin-Lil-izi's Avatar
    Join Date
    Mar 2011
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    30
    Character
    Ninki Lil'izi
    World
    Mateus
    Main Class
    Dancer Lv 90
    One thing worth trying.
    Is back when DX9 SMP/TSC Skew first became a thing years ago. An super effective workaround was to bind the game process to a single core.
    If your playing under Windows on your PC.. Then you just fire it up.... Open your task manager.... right click on the process name and fudge with the 'Set Affinity' menu. Should be self-explanatory from there.

    It's worth a quick try... Just encase it is the same errata. ^_^

    Oh, and have a play with the triple buffer setting in your GPUs control panel on and off while testing the above.
    It's way to technical to be explaining the details in a tiny text box.... But the optimum setting is often not predictable and system specific.
    That tiny extra frame latency introduced as a result won't hurt you over the client/server network latencies your already dealing with.

    I had problems and CTD's using the GF 326.80 Beta, it was horrid made all the problems worse.... But found performance slightly smoother with 326.41 Beta over latest STABLE. Only noteworthy changes between those releases are PhysX and 3DVision libraries.
    (1)
    Last edited by Nin-Lil-izi; 09-12-2013 at 01:49 AM.

  7. #97
    Player
    Ranebow's Avatar
    Join Date
    Feb 2013
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    104
    Character
    Justice Knight
    World
    Odin
    Main Class
    Gladiator Lv 32
    Quote Originally Posted by animapain View Post
    True I over exaggerated a little, but the stuttering is driving me crazy lmao damn near makes me dizzy xD I've just done another fresh install of windows, just installing FF and using nvidia drivers a few steps down from what I was using ( as they were beta drivers after all ) So I'll post back if I see any change.
    I don't think you exaggerated, because it is THAT bad. It's a situation that shouldn't exist and so far can't be pinpointed, meanwhile causes half performance loss ANYTIME you pan the camera. I can't think of any other 3d program with this symptom.


    Quote Originally Posted by C-croft View Post
    Not if s/he is running dual monitors on a single 680 2gb in borderless windows even with native 1680x1050.
    Monitor count is irrelevant. The program is only displayed on a single output i.e. 1680x1050.

    Quote Originally Posted by JamieLee View Post
    Thats the point i don't see why you would take 2 of my quotes then try to become a troll out of it.
    Your declaration of computer prowess doesn't help anyone get closer to the solution since your situation is unique, thus making it irrelevant and subsequently your point is also irrelevant.
    Either make your case or don't, but don't throw words like "troll" around because someone challenged you.

    Quote Originally Posted by Syx View Post
    Hey everyone, I did some digging around the Nvidia forums and stumbled upon this thread:

    https://forums.geforce.com/default/t...37951/#3937951 (read post 14 and 15)

    Looks like the reason those of us with monster systems are having issues is because DirectX 9 is a terribly outdated API (it came out in 2005) and is completely unoptimized for our multi-core, multi-thread, and/or multi-gpu systems. Funny how I remember having the same issues with Guild Wars 2 and DirectX 9 last year, despite having hardware that far exceeded the recommendations put forth by ArenaNet. There is nothing you can do at this point other than hold your breath for the DX11 graphical code to be implemented by SE sometime next year. That being said, it's not guaranteed that performance degredation will be alleviated with a switch to the DX11 API unless FFXIV was coded to support multithreaded rendering in the first place.

    Here's some more information regarding multithreading in DX9:

    http://msdn.microsoft.com/en-us/libr...=vs.85%29.aspx
    http://www.codermind.com/answers/How...Direct3D9.html
    http://gamedev.stackexchange.com/que...g-new-textures

    Quote Originally Posted by C-croft View Post
    DX9 doesn't explain why some do not have issues, and some do. Also, it ran fine in the beta phases, even with the test bloat. Why would it run slower now?
    Quote Originally Posted by Astrolia View Post
    This exactly
    Quote Originally Posted by animapain View Post
    Also didn't the benchmark run in DX 9 ? and I scored 12k on that with 103 FPS average. Granted it's not a great platform considering all the players,but as I and many have mentioned the FPS nose dives when there is simply no reason to. For instance, I was outside quarrymill this morning, FPS was 30 while facing 2 walls and the open gate. I walk slightly into the gate and the fps is back to normal when probably 100+ people there ( FATE grinding probably ). Thinking it was because of the pre-rendering the game does, I walked out and sure enough 30 fps again. I'm not walking far,maybe 3-4 steps out.

    I can live with it for now but hugely annoying to have stuttering all the time.

    Quote Originally Posted by Syx View Post
    Is occlusion culling enabled? Were you facing the people? What did the loads look like on your cpu and gpu? Is there HDD activity during this player loading phase? Textures might not be cached in the GPU's RAM at the time. It ran fine in beta phases because there was a fraction of the people playing compared to now. It is not a driver issue, it is a programming issue. It is FFXIV's use of DirectX 9 as a rendering pipeline. Some people say they do not have issues, what they are saying is their FPS loss is not as great as yours. Whether they've customized FFXIV's graphical settings or not, EVERYONE experiences a drop in FPS when entering an area with a large number of players. Even PS3 players do.

    I dare someone to post a video of their system settings window visible while they transition from an area with few players to a crowded area. I guarantee their framerates drop. Even AMD's 13.8 beta drivers, which explicitly mention improved support for FFXIV have not prevented this drastic framerate loss for some people. This is caused by DirectX 9. It's an issue between DX9 and your CPU and the only thing you can do about it is lower the fidelity of shadows and pray the transition to the DX11 rendering API alleviates the issues. Read the links I've posted and stop stating it isn't the problem because phase 3 beta and the benchmark were fine. Both instances are COMPLETELY IRRELEVANT to the current state of the game. There isn't 60 -100 people in various sets of armor running around on your screen at the same time in either scenario.

    Here's some more information regarding DX11 and it's multiple features directly integrated into the API. Realize that SE has basically tried to take features inherent in DX11 and push them through a DX9 graphical API, which is very inefficient and can impact performance on all systems across the board:

    http://www.maximumpc.com/article/fea..._deconstructed
    http://msdn.microsoft.com/en-us/libr...=vs.85%29.aspx

    Nvidia has supported DX11 multithreaded rendering since their 270 series drivers. AMD will apparently not support it. There are very few games that support multithreaded rendering in the first place, but they also don't have the same rendering obstacles that MMOs have to deal with, so they run just fine on a single thread. If FFXIV was never written with this type of rendering in mind then performance gains from the DX11 API will be minimal. The only improvement seen will be a smaller impact in performance when shadow, lighting, and tessellated geometry are set to higher qualities.

    If you really want to help, re read the thread and note the other posters whom clearly state answers to questions you shouldn't be asking. Nothing you or those links discuss, has any direct bearing on why there's intermittent performance loss from panning the camera - a situation that manifests itself on some machines, which are identical to one another specification wise. This would clearly suggest that it's a problem with the software itself and the Direct X9 API is perfectly fine.

    We're getting entirely off track here when we should be listing clean information about the systems we use and under what environments. Maybe a new thread is needed and then will get noticed by mod/devs whom can feed it back.
    (1)
    Last edited by Ranebow; 09-12-2013 at 03:43 AM.

  8. #98
    Player
    C-croft's Avatar
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    Sep 2012
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    907
    Character
    Cloudcroft Ieyasu
    World
    Goblin
    Main Class
    Marauder Lv 52
    Quote Originally Posted by Ranebow View Post
    Monitor count is irrelevant. The program is only displayed on a single output i.e. 1680x1050.
    So, wait, are you saying in borderless windows, the GPU stops rendering anything other than the game including the second monitor?
    (2)

  9. #99
    Player
    avaughnimous's Avatar
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    Aug 2013
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    34
    Character
    Ryah Moonstride
    World
    Goblin
    Main Class
    Gladiator Lv 50
    Cities are always heavily populated. Your graphics card is good, but even my GTX 770 Superclocked has terrible fps drops in cities. Rendering that many players with crazy amounts of shadowing will always stress processing on a second-by-second basis. That's just the nature of the beast.
    (0)

  10. #100
    Player
    Syx's Avatar
    Join Date
    Aug 2013
    Location
    何これ
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    186
    Character
    Tarnished One
    World
    Hyperion
    Main Class
    Archer Lv 9
    Quote Originally Posted by Ranebow View Post
    If you really want to help, re read the thread and note the other posters whom clearly state answers to questions you shouldn't be asking. Nothing you or those links discuss, has any direct bearing on why there's intermittent performance loss from panning the camera - a situation that manifests itself on some machines, which are identical to one another specification wise. This would clearly suggest that it's a problem with the software itself and the Direct X9 API is perfectly fine.

    We're getting entirely off track here when we should be listing clean information about the systems we use and under what environments. Maybe a new thread is needed and then will get noticed by mod/devs whom can feed it back.
    I can't even fathom your idiocy. Panning the camera sends a draw command to DX9 which calls the graphical information from the game engine which pulls and renders shadow and lighting data in the CPU to send back to the GPU to render on to the screen. It does this linearly through a single thread for every single model that needs to be loaded. The game was written this way. There is no fix at this time other than lowering your settings, waiting for DX11 feature support, or Yoshi-P deciding to perform a full rewrite of the game engine in a completely different graphics API that has built-in support for all of the graphical bells and whistles used including multithreaded rendering. Go away you useless FUD-spreading know-nothing. You've contributed nothing to this thread except speculation.

    I would LOVE to see you create a new thread full of simple, three-line system specifications and overall whining and nagging. The developers will not respond or acknowledge it. I've posted irrefutable facts regarding the graphical limitations of DX9, cited websites from the creators of the API, and stated that FFXIV is not the only MMO to suffer from the very same issues. I don't know what you expect to happen here, but a developer coming in here and saying "There's something wrong with our graphics engine and we will completely fix it by rewriting it right away" is not going to happen. You can either be smart and accept that or continue complaining while disregarding facts and common sense regarding how PC video games actually work.

    I think the general problem here is that 90% of the users on this forum have no idea what they're talking about and think just dropping some specs here and saying "me too" is going to drive Square Enix to believe everyone else knows what's wrong with their game except THEM. This thread can reach a thousand pages and that will never happen. Suck it up and wait for possible framerate improvements with their DX11 implementation.
    (4)
    Last edited by Syx; 09-12-2013 at 09:25 AM. Reason: Good fucking luck.

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