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What is limiting my FPS?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Gerrymandered, Jan 22, 2019.

  1. Gerrymandered

    Gerrymandered
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    Jun 13, 2017
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    I've been trying to find out why my game runs slower than expected. I have an AMD Ryzen 5 1600X, GIGABYTE GTX 1060 6GB, SSD, and Patriot Viper 8GB DDR4-3200. Though my suspicion is on the RAM. When playing the game, nothing is over 50% usage in Task Manager-- except RAM at 80-95%. Could that be the culprit? I can attach more screenshots as needed.

    Most notably, I was just playing on a map with a constant 60fps and asses a car and played around with Script AI. performance dipped to around 30-60fps. I loaded the same script to the second car, and it fell to 14fps. Task Manager still looked fine with no bug issue. Any ideas?

    upload_2019-1-22_17-14-32.png
     
  2. Codeslamer

    Codeslamer
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    RAM could be the problem, though 8, while kinda low for 2019, shouldn't be so much of an issue. You can try running the physics benchmark under the help menu and see what that shows. It may not show the direct issue, but it will atleast start ruling things out
     
  3. fufsgfen

    fufsgfen
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    Task manager lies horribly.

    You might have something like 60% on single thread in task manager, but in reality you could be CPU limited by that single thread.

    But WOW, 14fps, that is super low for that hardware.

    Then again when you have script AI UI open, that is really heavy.

    Also some cars are rather heavy on CPU, like ETK K-series.

    CTRL+F shows you wait for GPU, if that is less than 1.0 it usually indicates limit being more of CPU if wait for GPU is high, then something to do with GPU.

    Maxed out dynamic reflections and SSAO on, are sure way to kill performance of even fastest of computers. Dynamic reflections has adjustment range that is for super computers of future I think, it is bit much, still it is bit odd that two cars drops fps from 60 to 14.

    I would suspect CPU mostly though, 1600X is not the strongest in single core performance and scripts, lua, graphics, it can get super heavy on that and does not necessarily show up in task manager, however it can be something else too.

    Would be interesting to test with several computers, so name of Map, cars used and full graphics settings would be interesting to have, also that script that causes the issue, it is somewhere in documents/beamng.drive/ I think, you can zip it up and drag zip to reply field here, maybe it is very specific to that script or location or car or combination to all of those.

    Also I would think that keeping SSAO and dynamic reflections off would be needed for that hardware.

    Oh and also, it is possible that your system runs out of ram as you add vehicles and then swaps like mad, reducing memory overhead of system might help in that case, however I would think that only in Italy such might happen.

    Script AI of course increases memory usage, so there is that too.

    Because of multiple possibilities systematic testing is needed to eliminate potential causes until responsible one is only one left.
     
  4. Codeslamer

    Codeslamer
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    Is the script ai thing different from the normal ai thing or are they the same?? I mean the ai app with the dropdown settings things, atleast that's the only one I know of
     
  5. Danny Werewolf

    Danny Werewolf
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    I'm pretty sure the ScriptAI so far follows the route like normal AI would, but it works pretty differently from the dropdown AI.
     
    • Informative Informative x 1
  6. fufsgfen

    fufsgfen
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    Script AI is one that you open by pressing F10, it opens new world editor and then you choose ai editor.

    That then can be bit slow when AI paths are shown etc. but pressing F10 again hides that and brings back the performance.

    AI UI App is then different.
     
    • Informative Informative x 1
  7. Nadeox1

    Nadeox1
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    BeamNG Team

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    Can you please take the same screenshot as you posted above, but with the mouse over the CPU and GPU graph? (so we can see the details).
    As well, press CTRL+F and check the value of 'WaitForGPU': If it's above 1, your GPU is holding back.
     
  8. Gerrymandered

    Gerrymandered
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    okay, so here are a few observations.
    1. The cars themselves are not an issue as two cars can still be run on the same map at 59FPS
    2. The Script AI UI is not an issue itself.
    3. As soon as I loaded the track for one car, frames dropped to 20FPS
    4. Starting AI and pressing F10 bring the frame rate back to 60FPS

    Cars Used.
    - ETK-K Trackday (Official)
    - Ibishu Pessima Track (old version) (Official)

    Map Used:
    Yellav Valley (Mod by ouerbacker)

    Script Used:
    Large ring that circulates the map. Loaded to the Pessima while I drive the ETK

    CPU/GPU Before Loading Script UI
    CPUbeforeAI.jpg GPUbeforeAI.jpg

    CPU/GPU with Loaded and Running AI Script:
    CPUafterAI.jpg GPUafterAI.jpg

    If I click F10 while the script continues to run:
    CPUafterAUnoUI.jpg GPUafterAInoUI.jpg

    Loading UI for a second and unloading it:
    LoadingUnloadingUI.jpg

    CTRL+F no UI and with UI:
    ctrlFnoUI.jpg ctrlF.jpg

    Physics Benchmark:
    physicsBenchmark.jpg

    Thanks
     
  9. Nadeox1

    Nadeox1
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    BeamNG Team

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    You mean as soon you load a Script AI recording?
    If so, then it's most likely the purple-lines indicating the route of the AI.
    Those are extremely heavy on performance, we are fully aware of this (especially if the route becomes very long)

    If you collapse the AI menu (little triangle on the top-left corner of its window), or press F10 to toggle that editor, the lines will disappear and performance return to normal (Script AI will keep working if you enabled it).
     
  10. Gerrymandered

    Gerrymandered
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    Jun 13, 2017
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    Alright, so it is that; thought so. I assume that is being worked on for an upcoming update?

    Thanks,
    Matt
     
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