BF4 CPU Usage Spikes

Turtvaiz

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So I am having huge lag spikes. The in-game overlay shows this:
1fl5Izn.jpg


Normally the "Max CPU:" is about 1000 when deployed :/
[strike]And don't you dare talk about the GPU, because my fps is 80-100.[/strike]
I'm using the latest beta GPU drivers.

AMD Athlon X4 760K
XFX Radeon HD 7770 Core Edition
 

jay2577

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Unfortunately many people are having the same problem. I've tried to help on this subject before.

Are you using Windows 7? Most of the problems are on Windows 7

Luckily enough your graphics card will support the AMD Mantle update and because there should be less work for the CPU when this is released (it's overdue) your performance should improve.

Even Electronic Arts shareholders are suing the company for releasing a buggy and unfinished game:lol:
http://www.guru3d.com/news_story/shareholders_sue_over_battlefield_4_glitches.html
 

Turtvaiz

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That mantle would not help too much because my CPU usage is about ~70% while playing. Though I only have 4GB RAM but I don't think that would affect too much because task manager shows that only 3,6 GB is used.
 

jay2577

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It should help your scenario. Please read this taken from a description of maNTLE.

Solving DirectX's Small Batch Problem

One of the issues plaguing DirectX development for years has been the fact that the API itself consumes a great deal of CPU overhead in certain scenarios. This is exacerbated if the developer launches a great many small batches of triangles for rendering. Every batch of draw calls consumes additional CPU power, so the goal is to group draw calls as efficiently as possible.

Solving DirectX's Small Batch Problem

One of the issues plaguing DirectX development for years has been the fact that the API itself consumes a great deal of CPU overhead in certain scenarios. This is exacerbated if the developer launches a great many small batches of triangles for rendering. Every batch of draw calls consumes additional CPU power, so the goal is to group draw calls as efficiently as possible.

What the image above shows is a series of application threads (left side) being queued for execution across the CPU and GPU. Workloads are being shifted to specific targets depending on where they'd be optimally executed. Mantle is designed to explicitly allow asynchronous compute scheduling so that the GPU can simultaneously run graphics and non-graphics workloads, or share data across the CPU-GPU link thanks to HSA.

One of the other ideas behind Mantle is that of expanding parallelism. Under DirectX and OpenGL, CPU0 might be handling game compute, CPU1 sets up rendering, and CPU2 handles the driver setup and data passing. Using Mantle, CPU0 handles the CPU-centric computation, but CPU1-CPUx (maximum multi-threading) are all dedicated to the render path with no need to tie up cores with driver interfaces.

According to Marc, CPUs are actually powerful enough to even occasionally serve as offload engines for GPU rendering on both consoles and PCs.



 

Turtvaiz

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But would it reduce the CPU Lag, because my only problem with RAM is having Battlelog and Firefox open. Firefox alone uses 200 MB of RAm :/

It should help your scenario. Please read this taken from a description of maNTLE.

Solving DirectX's Small Batch Problem

One of the issues plaguing DirectX development for years has been the fact that the API itself consumes a great deal of CPU overhead in certain scenarios. This is exacerbated if the developer launches a great many small batches of triangles for rendering. Every batch of draw calls consumes additional CPU power, so the goal is to group draw calls as efficiently as possible.

Solving DirectX's Small Batch Problem

One of the issues plaguing DirectX development for years has been the fact that the API itself consumes a great deal of CPU overhead in certain scenarios. This is exacerbated if the developer launches a great many small batches of triangles for rendering. Every batch of draw calls consumes additional CPU power, so the goal is to group draw calls as efficiently as possible.

What the image above shows is a series of application threads (left side) being queued for execution across the CPU and GPU. Workloads are being shifted to specific targets depending on where they'd be optimally executed. Mantle is designed to explicitly allow asynchronous compute scheduling so that the GPU can simultaneously run graphics and non-graphics workloads, or share data across the CPU-GPU link thanks to HSA.

One of the other ideas behind Mantle is that of expanding parallelism. Under DirectX and OpenGL, CPU0 might be handling game compute, CPU1 sets up rendering, and CPU2 handles the driver setup and data passing. Using Mantle, CPU0 handles the CPU-centric computation, but CPU1-CPUx (maximum multi-threading) are all dedicated to the render path with no need to tie up cores with driver interfaces.

According to Marc, CPUs are actually powerful enough to even occasionally serve as offload engines for GPU rendering on both consoles and PCs.

So it partially switches CPU and GPU jobs? And disables additional things that are not needed to gain performance?

Sorry, but Half-TL;DR :C
 

jay2577

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This is the most important part to read

One of the issues plaguing DirectX development for years has been the fact that the API itself consumes a great deal of CPU overhead in certain scenarios. This is exacerbated if the developer launches a great many small batches of triangles for rendering. Every batch of draw calls consumes additional CPU power, so the goal is to group draw calls as efficiently as possible.

Until Mantle is released we don't know for sure how much performance it will bring but it's your best hope to resolve your problems

Sorry, but Half-TL;DR :C ??
 

Turtvaiz

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I got 4 GB more RAM and did these:http://battlelog.battlefield.com/bf4/forum/threadview/2955065219324626233/1/ (Except I got still 500MB pagefile for dumps.)
 

Turtvaiz

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I got 4 GB more RAM and did these:http://battlelog.battlefield.com/bf4/forum/threadview/2955065219324626233/1/ (Except I got still 500MB pagefile for dumps.)