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Flaws on Oxide

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Turning off motion blur on my computer dropped batch count by a factor of 3 to 6 and increased the FPS by a lot. I tried turning it on and off with the demo paused. One time I was around 23k batches with motion blur off and 120k with motion blur on. this is while paused so the numbers didn't change as I flicked between motion blur on and off.

With high batch count my CPU usage for this demo was around 24%, and GPU usage around 20%. With low batch count my CPU usage was around 70%, and GPU usage 99%.

can you post that configuration?
 
Except "300% increase" comparison points have no meaning. You could get that on oxide with DX with optimization.

Just wondering why you stick to the arbitrary number "300", surely, had it been directx optimized it could easily be 700% right? Or are you just making up numbers.
 
Seems a lot of complaints could be fixed by more LOD distances, and better ship models and textures. That has nothing to do with the engine, just what the artists created for the demo.

LOD is breaking this engine and a pointless exercise.

geforce-gtx-680-tessmark-opengl-tessellation.jpg


About as relevant.
 
Just wondering why you stick to the arbitrary number "300", surely, had it been directx optimized it could easily be 700% right? Or are you just making up numbers.

I mentioned in the OP and other have as well that oxide is using only a couple threads (looks in some cases to be only 1). Oxide is disabling turbo on my laptop (which raises a huge number of questions as to why when prime runs just fine at max turbo). 300% sounds right given that.

LOD is broken and objects aren't properly occluded from the scene.
 
LOD is breaking this engine and a pointless exercise.

About as relevant.

So you don't want to just reduce the LOD you want to not render the objects if they are a certain distance away? Otherwise you still have a huge batch count and are massively CPU bound.
 
it's not the best looking demo, that's for sure
seriously I've seen Winamp Visualisations looking better than that

I suppose the only way to appreciate is to know the tech behind,
but that defeats the whole purpose of Demo as in, you know...Tech DEMONSTRATION,
as opposed to reading and appreciating a good (programming) book.
 
So you don't want to just reduce the LOD you want to not render the objects if they are a certain distance away? Otherwise you still have a huge batch count and are massively CPU bound.

Look at my OP. Far objects appear as identically indistinguishable dots yet it appears that the CPU needs to make a ton of draw calls which the gpu just mushes through and produces a dot (obviously not held back by the gpu).
 
Look at my OP. Far objects appear as identically indistinguishable dots yet it appears that the CPU needs to make a ton of draw calls which the gpu just mushes through and produces a dot (obviously not held back by the gpu).

I did look at your first post, it just looks like you don't know what you are talking about.
 
it's not the best looking demo, that's for sure
seriously I've seen Winamp Visualisations looking better than that

I suppose the only way to appreciate is to know the tech behind,
but that defeats the whole purpose of Demo as in, you know...Tech DEMONSTRATION,
as opposed to reading and appreciating a good (programming) book.

And i can assure you, when you go watch Gravity in the cinema, every unit on the screen dont have its own AI and is not customizable of you as a viewer - but you can try, and btw its not Sandra Bullock i mean 🙂
 
Look at my OP. Far objects appear as identically indistinguishable dots yet it appears that the CPU needs to make a ton of draw calls which the gpu just mushes through and produces a dot (obviously not held back by the gpu).

I would suggest you look at the batch count on a paused frame and turn Temporal AA(motion blur) on and off. You will see why frame rates drop so much, it's not the LOD
 
And i can assure you, when you go watch Gravity in the cinema, every unit on the screen dont have its own AI and is not customizable of you as a viewer - but you can try, and btw its not Sandra Bullock i mean 🙂

you really think there is 5k objects with its own AI on-screen?
man...there is no 5k unique dots there; even if we include little pew-pew lasers, debris and whatnot

I mean wth... are they calculating gravitational field effect on lasers?
Here let me do it for them real quick right now: It's > ZERO, but < 1 pixel, so it's ZERO lol
 
you really think there is 5k objects with its own AI on-screen?
man...there is no 5k unique dots there; even if we include little pew-pew lasers, debris and whatnot

I mean wth... are they calculating gravitational field effect on lasers?
Here let me do it for them real quick right now: It's > ZERO, but < 1 pixel, so it's ZERO lol

I don't know about gravity but for the rest they are, and they will be calculating AI for everything not just what is on screen.
 
I would suggest you look at the batch count on a paused frame and turn Temporal AA(motion blur) on and off. You will see why frame rates drop so much, it's not the LOD

I did look at your first post, it just looks like you don't know what you are talking about.

If they are doing motion blur on a bunch of dots as in the first two pictures then its an lod issue as well.
 
If they are doing motion blur on a bunch of dots as in the first two pictures then its an lod issue as well.

no it isn't, the LOD is fine it's the batch count that is causing the problem. It's rendering that LOD in a plenty short time, it's the large batch count causing the problem. Decreasing the LOD of the object won't change that.

Or I guess I should say LOD doesn't matter in a situation like that, you can't tell if LOD is going to be a problem because it is so CPU.
 
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Ok, so. I don;t know if it's cause I was running it at 8fps, but that motion blur doesn't look very good and and I can't see anything on screen.

===========================================================
Oxide Games
Star Swarm Benchmark - ©2013
C:\Users\John\Documents\Star Swarm\Benchmark_14_01_31_1904.txt
Version 0.95
01/31/2014 19:04
===========================================================

== Hardware Configuration =================================
GPU: NVIDIA GeForce GTX 660
CPU: GenuineIntel
Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz
Physical Cores: 4
Logical Cores: 8
Physical Memory: 17117757440
Allocatable Memory: 140737488224256
===========================================================


== Configuration ==========================================
API: DirectX
Scenario: ScenarioAttract.csv
User Input: Disabled
Resolution: 1920x1080
Fullscreen: True
GameCore Update: 16.6 ms
Bloom Quality: High
PointLight Quality: High
ToneCurve Quality: High
Glare Overdraw: 16
Shading Samples: 64
Shade Quality: Mid
Motion Blur Frame Time: 16
Motion Blur InterFrame Time: 2
Detailed Frame Info: Off
===========================================================


== Results ================================================
Test Duration: 120 Seconds
Total Frames: 2318

Average FPS: 19.32
Average Unit Count: 3704
Maximum Unit Count: 5424
Average Batches/MS: 864.42
Maximum Batches/MS: 2186.00
Average Batch Count: 49292
Maximum Batch Count: 193067
===========================================================
 
I like this "Temporal AA". I think it looks cool, even though it's overdone. The effect is like an afterimage, not like regular blurring which is just smudging. It looks like they're trying to simulate long exposure settings on cameras.

http://en.wikipedia.org/wiki/Long-exposure_photography

That performance hit is absolutely bananas though and def not worth it, they should really try to optimize it, if it's possible. I think it would look better at high frame rates.... which is ironic considering how bad a performance hit it causes, lmao.
 
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I don't know about gravity but for the rest they are, and they will be calculating AI for everything not just what is on screen.

To add to that every object has it's own independant "physics, AI, pathfinding, and threat assessment". That is down to the individual turrets on the capital ships.
 
no it isn't, the LOD is fine it's the batch count that is causing the problem. It's rendering that LOD in a plenty short time, it's the large batch count causing the problem. Decreasing the LOD of the object won't change that.

Or I guess I should say LOD doesn't matter in a situation like that, you can't tell if LOD is going to be a problem because it is so CPU.

Why do you need so many draw calls when all you see is a dot (in the case of RTS)?
 
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