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Shaper Beam Totems: https://www.pathofexile.com/forum/view-thread/3797903
Poor Man's Ward Loop: https://www.pathofexile.com/forum/view-thread/3480922
Lazy Susie Warcry Tank: https://www.pathofexile.com/forum/view-thread/3709173
The Unplayable Build: https://www.youtube.com/watch?v=WlyVf34_TiI
Last edited by BaumisMagicalWorld#0673 on Sep 9, 2024, 7:24:34 AM
Last bumped on Jan 30, 2024, 1:00:04 PM
This matter more in competitive games but mostly for POE at the moment there is a lot of load going on the CPU which when you try to enable low latency will put more pressure on the CPU specially if your CPU can't keep up or is old, and when there is a lot of projectile happening/mob density in the game the engine really lags out like crazy because it put so much load on the CPU with calculations and sending all that over to the server plus the frame preparation, that why you always have bad FPS most of the time when there is so much going on the screen until the mobs die or the effects particle ends, Also if you are playing on Lockstep network mode, but if you play on predictive network mode the lag is lesser as also the accuracy of the information to the server becomes less like your character position and clicks (you will notice desyncs).

That's what i noticed but would be nice if a developer would give us more insights on how the current engine is performing with all these new tech and driver updates.

Here is a good video from Nvidia to understand everything relate to this watch at 3:20 for the breakdown and scenario of GPU and CPU limited situation https://youtu.be/h69JR51pZbU
Last edited by Ramymn#7254 on Jan 30, 2024, 11:52:44 AM
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BaumisMagicalWorld wrote:
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Ramymn wrote:
This matter more in competitive games but mostly for POE at the moment there is a lot of load going on the CPU which when you try to enable low latency will put more pressure on the CPU specially if your CPU can't keep up or is old, and when there is a lot of projectile happening/mob density in the game the engine really lags out like crazy because it put so much load on the CPU with calculations and sending all that over to the server plus the frame preparation, that why you always have bad FPS most of the time when there is so much going on the screen until the mobs die or the effects particle ends, Also if you are playing on Lockstep network mode, but if you play on predictive network mode the lag is lesser as also the accuracy of the information to the server becomes less like your character position and clicks (you will notice desyncs).


But that's exactly the opposite of what Nvidia is saying. They even talk about it in the video you linked. In CPU-bound games, eliminating the render queue will also improve latency because the GPU reduces render time. And spiking latency is my main issue.

The reason why I believe this might help is because, when I rewatch the footage I made with the 4070 Ti, I can see that my CPU is sitting comfortably at 22-23% usage most of the time when the effects keep going off. Typically, when the load increases to where it starts to get pegged, i.e. in Cinebench, I can hear my AIO fans ramping up, but this rarely ever happens in PoE, basically only when I load back into a map or when I encounter huge Harbinger packs (for a few seconds).

On the flipside, the GPU's utilization is going crazy from like 62% up to 99%, when it should be sitting at 99% the whole time.

Yes, I can see that my CPU's frametimes are spiking, which typically means a CPU limit, but that doesn't make sense with such low utilization. That makes me question if there's a problem with the render queue, causing the GPU to artificially bottleneck the CPU, which in turn artificially bottlenecks itself or vice versa. If you can follow what I'm saying, if that even makes sense. I'm just spitballing here.

If it actually were a complete CPU bottleneck, the utilization would be sitting much higher, afaik. An i7-13700K should be able to handle PoE's particle vomit, given that the CPU at stock settings can handle crazy Factorio and Cities: Skylines, and mine is overclocked and can run stable 5.3Ghz (I'm not a crazy overclocker, I just use a BIOS setting).

Unless this is an issue with E-Cores, but I doubt it. It's been proven several times over that E-Cores mostly show overall improvement. I can order a 4080 Super by tomorrow, so I can give this a go soon and see for myself. If it doesn't do anything, I'll give it a go with E-Cores disabled.

(Sidenote: I had a self-proclaimed tech-Jesus in the Elden Ring forum insist my frametime spikes was an issue with my E-Cores, then I disabled them and performance got slightly worse (as shown in TPU's testing), but the frametimes were smooth with EAC disabled and FPS unlocked. So, I doubt disabling E-Cores will do much of anything, if at all, except add to my power bill and fan noise. It could also simply be a scheduling issue with PoE where it's not fully using my P-Cores and this could potentially be manually fixed with software. We'll see.)

Edit: Actually, I can try with E-Cores right now. Will give this a go later this evening. If that really is the issue, it should solve all of this, but I very much doubt it since that'd only make sense if I was definitively CPU limited, which in turn doesn't make sense when my GTX 1080 is going nuts with crazy frametime spikes. My money is on render queue.


Yea in your case your will never be CPU limited but the problem we are having now is poor optimization of the engine itself (the engine is lagging and causing the latency problems) that's why even with the latest hardware the game is not running at the optimal level, you can get it to a decent level but not as any other game you can test your machine with, so you will notice the low utilization of resources even when you are not maxing the usage specially when a lot of things are happening on the screen everything dips and start to increase in latency and hence reduce the FPS.

So yea we can't really do much about it you can just make it a bit better with few tweaks here and there but ultimately the developers need to address the problem and adjust the engine/coding, that's why most of the time in these scenarios the "fixes" is per user hardware and testing to see what works best with their setup.

Note: One of the things you can test to see how the engine is lagging if you find a divine shrine that makes the mobs immune with dense pack of mobs and try to use projectile attack with multiple arrows with return projectile and see how the performance graph will go crazy.
Last edited by Ramymn#7254 on Jan 30, 2024, 1:23:18 PM

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