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回報翻譯問題
You need to force the game to exclusive fullscreen, and either use Fast/Adaptive Vsync, or disable Vsync entirely and simply cap FPS. I've been able to easily peak a non-HT 4-core CPU at near 95% on all four cores, and I can very easily get the game to go up to 90% GPU utilization.
Not knowing how to do it and saying it isn't possible.. that's the mistake.
In order to "force" exclusive fullscreen you first need to force "vulkan"
Fast / Adaptative vsync? both our screens are gsync
Capping FPS? it only works if CPU / GPU are hitting 100% load which would indicate that something bottleneck one or the other.
In any case I've tryed right now all of the above and nothing makes a difference.
So? anything else?
And if you want a bit more
https://valheimbugs.featureupvote.com/suggestions/158519/fix-low-fps-on-high-end-hardware
I don't complain here... but game still need to be polished... it's in EA you know :)
And no, you don't use Vulkan to force exclusive fullscreen. The two have absolutely nothing whatsoever to do with each other. You put this into the Steam launch parameters for Valheim:
-screen-fullscreen -window-mode exclusive
Since I don't (and never have) used a Gsync monitor, I can't advise on the differences you might see there. Seems likely however that you can force the monitor/card to switch from Gsync to Vsync.
And lastly, when using the "Fullscreen" box in the game's options, know that it doesn't turn on REAL exclusive fullscreen by default - it uses borderless fullscreen. To make the game use exclusive fullscreen, hit Alt-Enter once (so you get the title bar in Windows above the game), then hit Alt-Enter again. It should take a few seconds to switch, at which point it will be running exclusively. It should retain that setting for subsequent launches, until you mess with resolution/vsync, and you have to use the Alt-Enter trick again.
As mentioned, I can consistently peg either CPU or GPU core(s) near 100% depending on what settings I use. Though mine are fairly well paired so I don't have bottlenecks from one or the other. Currently playing in 1440p (4k is quite doable as well), with a comfortable and maintainable 60 FPS everywhere. CPU cores sit around 45%, GPU around the same. If I switch to 4K the CPU climbs to around 60%, and the GPU around 70-80%, still maintaining 60 FPS except in situations of high instances. I prefer not to peg my GPU fans at near 100% however, and due to the game's texture/model resolution, 1440p is more than adequate.
NV does fine in Vulkan, and Vulkan does wonders for draw call limits once you highly customise a cell in game. Specially on legacy hardware. In a heavy scene NV cards like the 1050ti/960 4GB can gain a pretty solid 5fps+ boost from Vulkan. Yes AMD is better (in general terms) with Vulkan, but its not like NV is bad.
Any GPU wether its Nvidia or AMD can handle Vulkan OR directX those are just graphics API.
And Vulkan tends to be better than the latest version of DirectX (dx12)
Dx12 is backward comptible with any previous version of DirectX
DirectX 12 remove fullscreen exclusive mod. Windows 10+dx12 handles windows differently than previous windows version.
Hence adding those launch options don't change anything and the game is still in a "false fullscreen mode". If you alt tab and come back into the game without the screen to "flicker" for a second.... you are not in exclusive fullscreen.
Switching to vulkan allow windows 10 user to play in "fullscreen" without the need to change "windows settings" like "optimize fullscreen" or adding some launch options to the game and so on.
Gsync is dynamic refresh rate which make games "smoother" and IS coupled with Vsync. Gsync avoid getting micro stutter when the framerate is playing yoyo too much since I don't hit 144 fps (144hz is the native frequency of my screen Vsync is just.... useless).
Like said before the "fullscreen" tickbox work when switching to vulkan API. DirectX 12 get rid of "exclusive fullscreen" to make switching windows smoother. You can disable this by "uncheking fullscreen optimization" on the game ".exe".
The more GPU / CPU sits near to 100% without reaching it... the better performances are. It means ressources are fully used.
Here you say you can make the usage reach 100% and then you said your CPU usage is sitting at 60% and you gpu usage is sitting at 70 / 80%?
if you GPU usage is not reaching 90 / 98 well but sits at 70 / 80% its... bad and you CPU yeah... its sits at 60% because he is turning his finger waiting for the GPU to send something to handle.
Overall.... its bad.
Let's agree to disagree.
I've been an IT professional since the early 90's, and gaming since around '92. Been modding almost as long - started with the original Unreal in '99. I never bought into Gsync, and only had 3 different "SLI" type builds (the Voodoo 2 card, and a pair of ATIs teamed up, and then a pair from Nvidia), along with a plethora of other systems, all of which I build myself.
I'm offering advice with the type of setup I am running for people who are trying to improve their game's performance. You can argue the technical specifics of the different platforms or hardware all you like. The fact remains - the game behaves a certain way in certain configurations: the current Vulkan implementation is far less stable on Nvidia cards, and the game CAN take full advantage of CPU/GPU if you want it to (without needing to reach >90% utilization on either) and maintain stable rates. There is a direct correlation between resolution/features/performance and CPU/GPU utilization, at least in DX.
That's what the OP was looking for I think - how they can improve their experience. They can take that info (based on real world results testing the different settings) or not, just like everyone else.
Your statement from earlier of: "No settings can change the fact that the game is not using ressources as it should" is still grossly incorrect, and I've proven that on my end. I would suggest you attempt a few more tests, and throw assumptions out before doing so.
First, my normal resolution with a "Fast" Vsync setting and FPS cap of 65. You can see loads in the lower right on the overlay:
https://i.imgur.com/jMQfAwY.png
You can see that at my normal gameplay resolution, the game isn't using all system resources. Both the CPU and GPU are barely breathing hard, but that also means that when the scene changes from light to heavy (or vice-versa), it has plenty of "headroom" to absorb the sudden change without dropping frames.
Second, pushing the game a bit harder by disabling Hyperthreading, increasing resolution to true 4K, and turning off Vsync and the FPS cap:
https://i.imgur.com/C0yAoB8.jpg
When I switched to the most demanding scene and told it to run at unconstrained FPS, the GPU (in 4K res) is now nearly peaked, sitting around 96%. Turning off Hyperthreading allows the game's primary thread to run on a faster single physical core (as opposed to a logical core), and balances against the GPU better than with HT on. The game is still harder on the GPU than the CPU however, mostly because of the resolution chosen, or I could have achieved even higher FPS than 82. That's still quite good for a RTX 2080ti however, and very playable.
Lastly, I decided to back off on eye-candy and resolution, and push the CPU as hard as I could. 1920x1080 res, no in-game eye candy turned on, and again FPS cap and Vsync turned off:
https://i.imgur.com/TwD1fMW.png
The GPU is basically on vacation, and the game's primary thread is pushing a single (non-HT) core to 80%. And that's without any weather effects or ocean waves making the engine do additional calculations on game physics.
Note that for all tests I am using command line switches to force exclusive fullscreen mode, and I am using two config.boot file options to increase throughput on the 2080ti.
@Twosticks:
Keep working with your settings mate, there is a way for you to get there!
You can argue as much as you want.... settings won't matter "at some points".
The game is tanking over crowded areas
The game is tanking over any light effect / fog effect / any kind of effects
put 15 campfire near to each other... watch your frametime get rekt.
You want to get a bit more fps? build a small hut without campfire nor torch... 15 fps gain...
Yeah the game need to be polished and there is nothing wrong in that... I'm not complaining but since its already hitting hard on decent hardware... i don't imagine and old hardware.
My main camp (tanking a lot many structures crowded area)
Frametime getting crazy / 50 fps / GPU usage 50% / CPU usage 26%...
https://steamcommunity.com/sharedfiles/filedetails/?id=2423227836
Swamp (tanking a lot on effect / fog)
Frametime is ok / 92 fps / GPU usage tanking 70% / CPU usage 37%
https://steamcommunity.com/sharedfiles/filedetails/?id=2423228860
Black Forest (no fog at this time smooth / but crowded with tree and clutters)
Frametime is ok / 102 fps / GPU usage is OK / CPU usage is... bad 22%
https://steamcommunity.com/sharedfiles/filedetails/?id=2423218550
Plain (no fog / no lights effect)
Frametime is ok / 140 fps (less crowded than black forest) / GPU usage is OK / cpu usage is... 27%
and.... CPU usage value is the average usage of all cores. So don't read the "core usage" but "the real CPU usage". Cores are part of the CPU and each core handle threads. Reading core usage is not the thing to do.
overall.... it's bad... again
In 2021... game should use all cores available not only 1 or 2 that was at least 10 / 15 years ago (dual core era).
And again all your little tweaks not gonna give you 15 / 20 fps more it will at best smooth the game a bit.
Well - No, they simply are not true cores cause not even the ALUs could work independantly as they were the only duplicated in a module. Cache, queues, prefetch, fetch, decode, branch-prediction, dispatchcontroller, inter-module-connection - they are all shared. The only thing where a module performed like 2 cores where simple integer workloads with no interdependancies in very small loops with few/no branches and few instructions.
Btw - by your """logic""" (aka an ALU alone being a CPU) a single Ryzen/CoffeLake Core could be called quad-core already.............
Additionally, you're using a just-introduced graphics API in Valheim (Vulkan), which is going to be unpredictable at best. You insist on attempting to use Gsync with an ATI rendering API. You think "capping FPS" requires either the CPU or GPU to be pegged at/near 100%.
And you believe exclusive fullscreen can only run with Vulkan chosen, which is baffling.
Since you clearly don't understand what's going on here, I'm going to stop discussing it with you. Feel free to reply if you want, I won't see it.
Have you checked your Bios and made sure your onboard graphics is turned off?
If your CPU is trying to default you between your onboard and GPU, this could easily cause an FPS issue. Its always the first thing I personally check when I have any graphics issues, and 90% of the time, its because the onboard wasnt turned off.
If you dont have much experience with your Bios, I would recommend not doing anything. You can cause some serious damage to your PC if you make a mistake in there.
THATS IT !!! THX BRO
had same prob and now it is fine :)
This helped with my frame rate and I went up from 38-50 to 45-58 but i am still only using 70% of my CPU and 39% of my GPU now to be fair i know this game is not very GPU intensive but i'm still not fully utilizing my CPU.