FPS and CPU
Simply put, the GW2 engine doesnt multithread well (bogged down by its main thread) and the amount of processing power needed to display characters and their gear increase exponentially.
You can easily check this by lowering the character models and numbers. On a high end rig, its pretty much the only settings that impact performance. Toss the effect caused by all these characters into the mix and well…
Note that this is an entirely different issue from skill lag when the serverside skill queue chokes (when 50v50v50 zergs clash in pvp). Pve groups rarely encounter this though, tthey usually spread out more and use way less boon/condi application to slog down the server.
I think the particle system is CPU bound, and there’s really no excuse for not doing them on the GPU using shaders!
Also, the physics is run on the CPU too, so the cloth simulation is probably a big factor in big crowds (Have my char model quality set to medium because of this).
We’re long overdue for a graphics and user interface overhaul!
sadly the game was wrote in old out dated DX9A . despite the very fact that DX11 came out in October 27, 2009 and the game did not come out till August 28, 2012 . here is the proof of when DX11 came out https://en.wikipedia.org/wiki/DirectX
not only that but even before this game came out or was even talked about at the time .other games was using DX11 . games like Aliens vs. Predator 2010-02-16 and here is proof of that https://en.wikipedia.org/wiki/List_of_games_with_DirectX_11_support
another fact the game can not use or handle SLI and no support for it . as well as cross fire support as well as the game can not handle some NVidia 1080 ti or other 1080 video cards as well FX support was removed after the game came out . and if you have a amd FX 8350 cpu the game does not use all the cores . same goes for intel too . as well as when you try to play the game in 4K it does not even look good and the ui is very kitten
ome one also has pointed out in this topic we are more than long over due for a
graphics and user interface overhaul should been done from the git go but sadly we
know this will never happen . as well as we know their will be no new graphics and user interface overhaul at all when the new pack comes out,
thus why the game is not even on the radar any more at all compared to games like
far cry 5
Did you actually check cpu/gpu usage before posting?
Because in my case my CPU never does anything while playing Guild Wars 2, while the GPU is over-worked.
CPU is i7-6700k that barely gets any use out of Guild Wars 2, nearly idle
GPU is a R9-390 that is almost always at 100% usage in big events and with loads of people around
I also play with everything on max, including player models. It very rarely goes below 60fps and that only happens in rare cases (like the Frozen Maw)
I think the particle system is CPU bound, and there’s really no excuse for not doing them on the GPU using shaders!
Also, the physics is run on the CPU too, so the cloth simulation is probably a big factor in big crowds (Have my char model quality set to medium because of this).We’re long overdue for a graphics and user interface overhaul!
There are several reasons…. most of which are related to backward compatibility, DX9 legacy, and which APIs/Shaders they are using. Its painfully sub-optimal, but its guaranteed to work, and can be budgeted around.
A graphics overhaul of this era (circa 2006) engine is a pretty huge task. Its not just moving things to dedicated GPU shaders, but also restructuring the entire back end to support more non-serialized tasks. If they can’t break that bottleneck open, then it can still get majorly bogged down by excessive draw calls, data dependencies, and even the network flow in the case of MMOs.
Theres no doubt they’ve been doing upgrades over time. But given the Dev’s admission that the engine is a mess of spaghetti code (bespoke in some cases), and that untangling it wasn’t possible, didn’t inspire much confidence in an overhaul. Now the updates made for HOT fixed how they build and assign mechanics, overhauled physics handling, and updated how world space is mapped and tracked. But graphics has always remained a problem because of how deeply root some of the engine’s behaviors are.
This new team is pretty capable; but theres no good understanding of how bad of a state it is under the hood. Once you get down to the Renderer, with all the connected logic, its like rebuilding half the engine from almost the ground up. One can hope….. but thats 6-12 months (if they’re lucky) of engineering work just to “start” seeing results of any kind.
sadly the game was wrote in old out dated DX9A . despite the very fact that DX11 came out in October 27, 2009 and the game did not come out till August 28, 2012 . here is the proof of when DX11 came out https://en.wikipedia.org/wiki/DirectX
not only that but even before this game came out or was even talked about at the time .other games was using DX11 . games like Aliens vs. Predator 2010-02-16 and here is proof of that https://en.wikipedia.org/wiki/List_of_games_with_DirectX_11_support
Lol I just knew someone would drag directx into the argument. Keep on dreaming that a directx update would do anything dude. Keep on dreaming.
Best case scenario is maybe 5 fps. Lower I mean, not higher.
(edited by Dawdler.8521)