Assassins Creed Unity True Multi Rendering game

desprado

Golden Member
Jul 16, 2013
1,645
0
0
Despite of all problem in this game but now this game is mostly smooth and i have to say i never seen this much better support for Multi Rendering.

I am using 3770K overclocked to 4.4GHz and GTX 980.I never seen my all cores used up like this ever in any game.For me Assassins Creed Unity was a true next gen game despite of all performance problems and e.t.c.



 
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n0x1ous

Platinum Member
Sep 9, 2010
2,572
248
106
Bf4 multiplayer has been using all my 3770k for over a year now
 

Vesku

Diamond Member
Aug 25, 2005
3,743
28
86
Some of that is bound to be the AI threads for all those NPCs. I really hope that all the negativity around this game doesn't prevent other developers from trying to create that "dense" city feeling. Would have loved if Skyrim had more people in the towns and fortresses.
 
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desprado

Golden Member
Jul 16, 2013
1,645
0
0
Some of that is bound to be the AI threads for all those NPCs. I really hope that all the negativity around this game doesn't prevent other developers from trying to create that "dense" city feeling. Would have loved if Skyrim had more people in the towns and fortresses.
Yes i hope too that this kind of Multi rendering support continues expect this all performance issue which was a big let down.
 

ocre

Golden Member
Dec 26, 2008
1,594
7
81
I just started playing it. For all the bashing it got, I must say I was impressed. It's the little things really, they add up. It is great looking in a lot of ways, a lot of technologies that sure add up. It has its moments were it can be very impressive. But it's not beautiful everywhere, it seems like an older engine that has been revamped. So for all the little nice things, there is that underlining.

I noticed AA is a problem in the game. MSAA leaves so many jaggies, I never seen anything like it. As taxing as it is and it still just seems to skip over so many things. You are better off with fxaa in my opinion. But i find TXAA to be the best as I tried so far. Don't have much to say about MFAA in this game, tried to apply it thru the driver but ended up going back to TXAA.. The results were so poor that it must be broke in that game or I did something wrong.

But, this game uses resources like nothing I ever seen. My GPU, pegged out 99%, my CPU utilization can go very high at times. it is is impressive and spread across the cores. VRAM is 3.6gb and up. This game is really using every bit of my hardware. And this is at 1680x1050, my crap backup monitor that I have been using since my 1080 screen went out.

Unity really is unique.
What I find great about it though is that it stays pretty consistent even when you pile on settings that bring your GPU to a crawl. I can tack on DSR and run my frame rate to the 30-40 range and its evenly paced. It's quite smooth at lower frame rates. Even still, I have something in me that makes me want a higher frame rate, even though its not really bad. Guess its classic conditioning, lol. Whatever it is, I have DSR off in that game just to maintain frame rates 55-60 with the occasional dip to ~50 here and there.

Unity is able to stay pretty smooth even at low frame rates. It balance the load across multiple cores to be able to keep my GPU pegged at out 98-99%. There is something to be said about that. It is impressive to me
 
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Erenhardt

Diamond Member
Dec 1, 2012
3,251
105
101
Yes but not like this.Look at it all cores are going beyond 90% usage.

and 50% of the usage is <wait>

It does look bad at places and good at places. The bad places stand out like a sore thumb, and makes the whole game look bad
 

Jovec

Senior member
Feb 24, 2008
579
2
81
Core usage is a useless metric. Efficient core usage as it pertains to performance and graphic fidelity is what matters.
 

RussianSensation

Elite Member
Sep 5, 2003
19,458
765
126
CPU or GPU usage in a game does not make it next generation. What makes a game next generation are next gen AI, gameplay and/or graphics. AC U is a current gen game in all of these aspects. Sure, it's nice that it scales well on 8 threads but the graphics to performance ratio is horrendous. The screenshots in the OP only highlight what many have been saying for a long time -- the game has primitive shadow/lighting model, poor LOD detail in draw distance, low quality textures and low polygon NPCs/in-game objects.

I hope AC Victory is a true next gen PC game for this franchise. However, pretty much everything Ubisoft makes now are console to PC ports, with GW thrown in at the last minute. I am not counting on Ubisoft to make a next gen PC game until they actually change their game engines to next generation ones. I mean FC4 looked 95% the same as FC3, 2 years later....

Core usage is a useless metric. Efficient core usage as it pertains to performance and graphic fidelity is what matters.

This! Even though Crysis 1 was poorly CPU threaded, it still has interactive physics effects that are more advanced than anything in Unity or FC4. Just because a game loads a CPU to 99%, doesn't make it next generation. Also, you can have a GPU limited next gen game where the CPU usage is only 50-70%.
 
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Pottuvoi

Senior member
Apr 16, 2012
416
2
81
I noticed AA is a problem in the game. MSAA leaves so many jaggies, I never seen anything like it. As taxing as it is and it still just seems to skip over so many things. You are better off with fxaa in my opinion. But i find TXAA to be the best as I tried so far. Don't have much to say about MFAA in this game, tried to apply it thru the driver but ended up going back to TXAA.. The results were so poor that it must be broke in that game or I did something wrong.
There are couple of reasons why this may happen, first is using non-custom MSAA resolve on HDR buffer, in worst case MSAA is invisible. (1)
Another is not so perfect edge detection if they use deferred renderer. (in which you detect polygon edges for MSAA and shade them at sample fequency. (2)


Yes i hope too that this kind of Multi rendering support continues expect this all performance issue which was a big let down.
It isn't necessary anything like multi-threaded rendering, just a proper multi job system which scales parts of game into as many worker threads / CPUs as it needs.

Many developers changed into this type of multithreading due to the Ps3 and it's SPUs.
This! Even though Crysis 1 was poorly CPU threaded, it still has interactive physics effects that are more advanced than anything in Unity or FC4. Just because a game loads a CPU to 99%, doesn't make it next generation. Also, you can have a GPU limited next gen game where the CPU usage is only 50-70%.
Indeed, CPU limited just means that CPU cannot get job done any faster and GPU could.
This can mean anything from CPU being 100% used to having part in program that other parts need to wait, which can cause being CPU limited with 1% of CPU used.
 
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2is

Diamond Member
Apr 8, 2012
4,281
131
106
"loading" the cores and "using" them effectively are two different things.
 

ocre

Golden Member
Dec 26, 2008
1,594
7
81
Yeah, i dont think i was clear in my post above.

Unity does a great job at keeping my GPU completely loaded. It is 100% the bottleneck. I have 6 cores with 12threads and not many games make use of all those threads. My CPU is not always pegged out but my GPU almost always is. Unity spreads the load across all 12 threads to achieve that. They all get used pretty evenly, utilization across all threads. I was looking at the graph and most of the time each thread is floating somewhere between 20-40%. But they all dynamically shift, in an interesting way. Sometimes one thread will start to carry more of a load but its quickly shifted and brings up the lower used threads. On average, its about 30-35% across all 12 threads with every single one going up and down as the engine balances the load in real time.

But you see, in the more demanding places the load goes up but it is still spread across all threads pretty evenly. The CPU will try to keep the GPU pegged out. There really isnt many games that i have seen balance the load across 12 threads like that. I will have to go back and check games like Bf4 and crysis 3.

Its not that the CPU is being bogged down by inefficiency usage. The "its how you use it" response, its not really like that. I dont think i was clear enough in my first post. The CPU usage will increase, spread evenly across all my threads, keeping the GPU fully loaded. The engine is special in how fast it distributes the load and how quickly and evenly it is split up.

For the most part, the CPU load is 30% on each thread. It climbs up when it has to and it is interesting watching the load balancing happening in action.
 

Erenhardt

Diamond Member
Dec 1, 2012
3,251
105
101
It does not necessarily mean game is threaded. You can run single threaded benchmark and what you see is core load spread between cores, not a single core at 100%.

It is the way Windows does things.
 
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NTMBK

Lifer
Nov 14, 2011
10,269
5,134
136
Glad to see they ironed out some of the bugs in this game. Might pick it up in a sale in a year or two, once I've upgraded my GPU to handle it
 

Paul98

Diamond Member
Jan 31, 2010
3,732
199
106
Yeah, i dont think i was clear in my post above.

Unity does a great job at keeping my GPU completely loaded. It is 100% the bottleneck. I have 6 cores with 12threads and not many games make use of all those threads. My CPU is not always pegged out but my GPU almost always is. Unity spreads the load across all 12 threads to achieve that. They all get used pretty evenly, utilization across all threads. I was looking at the graph and most of the time each thread is floating somewhere between 20-40%. But they all dynamically shift, in an interesting way. Sometimes one thread will start to carry more of a load but its quickly shifted and brings up the lower used threads. On average, its about 30-35% across all 12 threads with every single one going up and down as the engine balances the load in real time.

But you see, in the more demanding places the load goes up but it is still spread across all threads pretty evenly. The CPU will try to keep the GPU pegged out. There really isnt many games that i have seen balance the load across 12 threads like that. I will have to go back and check games like Bf4 and crysis 3.

Its not that the CPU is being bogged down by inefficiency usage. The "its how you use it" response, its not really like that. I dont think i was clear enough in my first post. The CPU usage will increase, spread evenly across all my threads, keeping the GPU fully loaded. The engine is special in how fast it distributes the load and how quickly and evenly it is split up.

For the most part, the CPU load is 30% on each thread. It climbs up when it has to and it is interesting watching the load balancing happening in action.

That's not how it works, even single threaded you will see load across all cores with changing use across those cores.
 

2is

Diamond Member
Apr 8, 2012
4,281
131
106
It does not necessarily mean game is threaded. You can run single threaded benchmark and what you see is core load spread between cores, not a single core at 100%.

It is the way Windows does things.

Yep, that's the windows scheduler at work. A single thread can show load across 4 cores on a quad core processor, but it will look like each core is loaded to about 25% Quad core with HT or 8 core CPU's, each core loads to about 12-15% and if a game uses more than 1 core but not all 4 or 8 or 12 the math changes yet again.

It becomes exceedingly difficult to tell how many cores a game is using by looking at task manager unless you really know what to look for, and even then, you can only give it your best guess.
 

bystander36

Diamond Member
Apr 1, 2013
5,154
132
106
It does not necessarily mean game is threaded. You can run single threaded benchmark and what you see is core load spread between cores, not a single core at 100%.

It is the way Windows does things.

A single thread game will only load 4 cores to 25% at full usage. His screen shots shows every core is near 100%. It clearly is using those threads. Of course that does not mean the main rendering thread is multithreaded, though it probably is.
 

mindbomb

Senior member
May 30, 2013
363
0
0
i didnt even know it was possible to have this type of cpu usage in a dx11 game. Mantle and dx12, sure. Is it because you are recording and using software video compression?
 

bystander36

Diamond Member
Apr 1, 2013
5,154
132
106
i didnt even know it was possible to have this type of cpu usage in a dx11 game. Mantle and dx12, sure. Is it because you are recording and using software video compression?

It has always been possible, it just was never easy to do, so it wasn't done.
 

Gikaseixas

Platinum Member
Jul 1, 2004
2,836
218
106
The game is clearly multi-threaded but it might be showing all cores loaded due to programs running in the background such as video recording, etc. Can you tell us what else are you running? I might give it a try, seems to be like a proper next gen game that needs polishing
 

Paul98

Diamond Member
Jan 31, 2010
3,732
199
106
It also doesn't show anything about it being rendering related, especially in a game like this very well could be purely due to the AI. If it is infact taking up all the CPU time.
 

el etro

Golden Member
Jul 21, 2013
1,581
14
81
Very good thing, many AAA games don't work well on this department.

But the graphics is not that beautiful...
 
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