Frame Rate Issues

CPU->GPU communication for PCI-E 3.0 16x is 99.9999% goes through only CPU located PCI-E bus, you don’t need to ‘wait for motherboard’ you need to wait for PCI-E interrupt and you’d better to not touch it’s frequency, ever. There’s no performance impact from different GPU,GDDR-CPU,RAM frequencies cause they don’t work synchronously, talk over PCI-E which interrupts aren’t bounded to peripheries or CPU bus frequency and CPU handles hell a lot of other stuff so you can’t rely on synchronous interrupts(what the hell reason to rely on them if you’ll loose it during data transfer?) and no-one does.

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I don’t mind a dialogue…but you seem a bit hostile. Everything goes through the ‘Motherboard’ and it’s
buses <= Plural. Here the definition of Bus Speed (directly from Intel):

"A bus is a subsystem that transfers data between computer components or between computers. Types include front-side bus (FSB), which carries data between the CPU and memory controller hub; direct media interface (DMI), which is a point-to-point interconnection between an Intel integrated memory controller and an Intel I/O controller hub on the computer’s motherboard; and Quick Path Interconnect (QPI), which is a point-to-point interconnect between the CPU and the integrated memory controller.

And yes it does matter. Enough said.

So let’s stay on topic…and try to help solve this issue. This time we go step by step to solve this.
First thing is see if there is a computer issue.

@Folk
So once again I looked up processor specs.
Here => https://ark.intel.com/products/88195/Intel-Core-i7-6700K-Processor-8M-Cache-up-to-4_20-GHz

So a quick test from The Bottlenecker


Comes up with only a 7% Bottleneck from the specs provided above and only defaults (ie no over clocking).
Try the check it is interesting. So far so good.

So back to my original synopsis…there is either a ‘Flaky’ computer component or this computer may be Out Of Harmony OR it could be UE4 Game Engine and CE. So let’s get the computer out of the way.

RAM (An older method to calculate memory matching but still applies well):
So a Quick Ram Memory Speed Calc (roughly) is (CPU Mhz * 0.5) * 1.33 => (4.0 * 0.5) * 1.33 = 2.66 or 2660 Mhz which is pretty close to DDR4 2666 (OC). So the memory should be this. Something to check.

SPEED/FREQ So now you need to reset the CPU over clocking to Default (4.0Mhz).

PASSMARK So now that you have the CPU at ‘normalized’ defaults. Time to check where you Should be then compare these after your test. Passmark is a very reliable source for CPU/GPU/MB/Memory benchmarks. They also show really current market prices as well.

https://www.cpubenchmark.net/high_end_cpus.html
Your CPU comes in at 11,113 (my Ryzen 5 1600 comes in at 12,298) you can look at detailed specs.
and
https://www.videocardbenchmark.net/high_end_gpus.html
Your GPU comes in at 12,278 (my GTX 1060 6gb comes in at 8,964) also has detailed specs.

So now you know where you Should be.
Now download their Passmark BurnInTest Standard (30 Day Full Trial) which will load test your computer. You can also use their PerformanceTest legacy download to also test and give you results.
https://www.passmark.com/products/bit.htm

So now you know where you actually are and if there are any issues. You can do the same tests if you want to go back to your overclocking settings to see what happens.

If you find you have no issues…then it is how you are set up to use CE. There are many that say not to run higher than HD1080p because of the way pixel fill rates happen (explained earlier) and all the extra stuff UE4 does. I could go higher but since I am fluid at 1080p and it looks great…I am staying put. :smiley:

Last step…is UE4. CE is using UE4.15.3 which has a lot of memory leak issues. Also Funcom is using A LOT of replication (implied/implicit programming) which UE4 does allow but with UE4’s UObject being Single-Threaded is it a serious bottleneck. Likely Funcom has not gone in a tinkered with the source to mess with the memory stuff (They could have! :smiley: since Epic gives out the engine source). Epic continues to add shiny features but to this date UE4.10 is by far the most stable version. My theory (many others as well) is that the CE toolset gives a clue as to why the game is buggy. Going to leave it at that.
**ARK also has a lot of framing issues because of design as well. Maybe related.

There is no doubt you have the specs to run anything UE4 can put out.

Really trying to help. Outside of the step by step above…I have nothing more to add. Good luck in finding your answer and solution.

It goes through contacts on already synchronised bus, that’s all, there’s no reason to “wait” for mb cause it does not participate in most cases.

I looks hostile because I hate when people starting to overcomplicate stuff and propose myths as solution.
Power of two, or even making cpu frequence be divisioned without residue by gpu one will not give any performance boost, it does not work like that for eternity, pci-e bus is a universal data path made only because periferials needs reliable connection whatever they do on whatever frequencies

They are related, because of placement stuff implementation, engine can and does draw basic map perfectly, without any interactive objects, but add some torches on long distance between each other and you’ll see that performance is going down, add some objects between them to make job more complicated, and you’ll have even bigger performance drop

Thanks for taking the time to write all this. I will mess with all this after work tomorrow.