AT has dx12 drivers?

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Paul98

Diamond Member
Jan 31, 2010
3,732
199
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Its certain not all MMOs. But it is quite common with MMOs that if the client wait for the server. Be it network or simply server processing. The FPS on the client drops because its linked. The very wast majority of MMOs I played the last 13+ years have been doing so. Including newer.

I don't believe that, do you have an example?
 

bystander36

Diamond Member
Apr 1, 2013
5,154
132
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GW2, DAoC and EvE for example.

I know for a fact DAoC did not wait for server info. My FPS would be in the 40-50's while losing connection. In RvR, players would just pop in and out of existence, and run off for days on my side, then all of a sudden show up in front of me, all the while my system continues to create new frames.
 

ShintaiDK

Lifer
Apr 22, 2012
20,378
146
106
I know for a fact DAoC did not wait for server info. My FPS would be in the 40-50's while losing connection. In RvR, players would just pop in and out of existence, and run off for days on my side, then all of a sudden show up in front of me, all the while my system continues to create new frames.

Then we sure didnt play the same DAoC.

Big RvR battles and FPS dropped to 0 for everyone.
 

Enigmoid

Platinum Member
Sep 27, 2012
2,907
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What happens is your FPS continue to be rendered with the info they know. The server side stuff will tell your client where players and npc's are, and if it is slow to update, you are either rendering outdated information, or there is prediction used. This causes rubberbanding issues and things like players looking as if they are running through the world, but in most games, the FPS never changes.

Depends on the engine again.

Either way, DX12 solves little.

More frames + pop-in/prediction

or

More frames + nothing happening

Neither really fixes the issue.

Under non-network limited scenarios however, DX will enable higher fps.

For me and my crappy internet, the biggest problem by far is the network. It really will depend on the person.
 

Paul98

Diamond Member
Jan 31, 2010
3,732
199
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There are lots of things in network games that the client doesn't wait for, you will still things animated, maybe moving, you will still be able to access things on your side. Things look smooth in network games because they don't have to wait for the network to render a frame.
 

bystander36

Diamond Member
Apr 1, 2013
5,154
132
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Then we sure didnt play the same DAoC.

Big RvR battles and FPS dropped to 0 for everyone.

The only times the game would freeze is if the realm crashed, but I'm not sure FPS actually dropped to 0, just all movement. There is a difference between no FPS, and no action.
 

bystander36

Diamond Member
Apr 1, 2013
5,154
132
106
Depends on the engine again.

Either way, DX12 solves little.

More frames + pop-in/prediction

or

More frames + nothing happening

Neither really fixes the issue.

Under non-network limited scenarios however, DX will enable higher fps.

For me and my crappy internet, the biggest problem by far is the network. It really will depend on the person.

Believe me, the 2nd option is far more appealing. Even if the info is not accurate, having FPS at least makes it appear smooth.
 

ShintaiDK

Lifer
Apr 22, 2012
20,378
146
106
No

These games don't wait for the server to render a frame, that would be a terrible way to render a game.

So when server side lag more or less freezes the client for 200+ people with different setups from low end to high its explained by what?
 

metalliax

Member
Jan 20, 2014
119
2
81
So when server side lag more or less freezes the client for 200+ people with different setups from low end to high its explained by what?

I believe the problem can be from server-side challenges, however for users with lower-end hardware, they always experience slowdowns, regardless of the server-side. Users with better hardware only experience these issues when a server is overloaded.

Eve as an example is definitely one on the server-side issues - it can run terribly because their network / server stack wasn't originally designed for 1000 people to be on a single server node, let alone in a single place fighting each-other. Do note that over the past few years, their server-side problems have decreased, leaving those with better hardware experiencing less slowdowns / game problems.
 

bystander36

Diamond Member
Apr 1, 2013
5,154
132
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So when server side lag more or less freezes the client for 200+ people with different setups from low end to high its explained by what?

The server may have some influence, but client side does not have to interact with the server for every frame. Perhaps the whole server is lagging, which in turn tells the clients that everything is moving at a much slower rate than normal. I don't know all the details, but there is no way in hell that every frame requires info from the server. And the dev's have many times explained that the client uses prediction to figure out where everyone is. This can be interesting if you have high latency, as everything may actually be half a second ahead of what you see.
 

MisterLilBig

Senior member
Apr 15, 2014
291
0
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I was most wondering how the Iris Pro does with batch submissions, driver overhead and frames in comparison to AMD and NV, with and without the L4 cache, so, none Pro also.

The test has a low quality mode and a "custom" mode too, so I think an iGPU will suffice.
 
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