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Wander is a collaborative, non-combat, non-competitive game focused on exploration and joy. Life begins as a tree. Storms that affect the known planets transform you, and continue to influence your path. A rare flower has many powers that can alter your course. As you explore, you begin to discover others in the the sprawling rainforest. Working together, you unlock new experiences, piece together the plot and enjoy the varied beauty that Wander has to offer. Wander features a gorgeous landscape, large scale non-competitive play and immersive sound design to create a world like no other.

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Overlook @ general Preformance w/ Alpha 27 (Games : Wander : Forum : Wander discussion : Overlook @ general Preformance w/ Alpha 27) Locked
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Apr 22 2013 Anchor

For Refrence

General wrote: I7-960 OC 3.8 (20% OC)
12GB Triple Channel DDR3 @ 1600MHz
Raid 0 HDD setup
SLI GTX 550ti
Sabertooth X58 MB
Windows 8 Pro W/ Media Center x64

Detailed wrote: RAID 0 HDD (2 Green 2TB drives)
200MB/s + Reading & write speeds ~15.02ms average read access
12GB 1600MHz Ram (OC from CPU controler @ 1333MHz) (Triple Channel) 9-9-9-24
Read {15958 MB/s} / Write {14195 MB/s} / Copy {19637 MB/s} / 53.8 ns Latency

Detailed wrote: SLI GTX 550ti (1GB Vram, each card) PCIe 2.0 16x/PCIe 2.0 16x
314.07 Nvidia Drivers, DX11.0, NVidia Control pannel settings in use
Resolution 1080p - 1920x1080

NVidia wrote: SLI enabled, Advanced 3D image settings, PhysX set to Secondary GTX 550ti (Not dedicated)
---Ambient Occlusion - Off
Anisotropic filtering - Application-controlled
Antialiasing FXAA - Off
Antialiasing Gamma Correction - On
Antialiasing Mode - Application-controlled
Antialiasing Setting - Application-controlled
Antialiasing Transparency - Off
CUDA GPUs - All
Maximum Pre-rendered frames - Use the 3D application setting
Multi-Display/Mixed-GPU acceleration - Single display preformance
SLI Rendering mode - NVIDIA recommended
Texture filtering- Anisotropic sample optimization - On
Texture filtering- Negative LOD bias - Allow
Texture filtering- Quality - High Preformance
Texture filtering- Trilinear optimization - On
Threaded Optimization - Auto
Tripple Buffering - Off
Vertical sync - Use the 3D application setting


-Install process was fairly simple, Unzip into folder XD
-Seemingly properly functions w/o impact while using Fraps & Steam overlay hooks.
-Launching the program into the 'settings' window & hitting play! while viewing the input tab launches wander into 1680~x1050, despite 1920x1080 being selected.
-Fullscreen Is toggle by hitting, Alt+Enter after Wander launched.
~Fullscreen needs to be toggled twice if 'Alt-tab' out of the Wander.
~~Would Like to see a 'Borderless Window' mode, as that gives the benefits of window & fullscreen in one.
-Strange delay in how long it takes to get to the name screen. ~30 seconds
-FPS results to be posted later in the thread after more viables are tested with external settings in NVida & combonations with Quality choices in the launcher for Wander.
-Difference between NVidia Control pannel (Texture filtering Quality) settings of High Quality & High Preformance is nominal @ best. Will be sure to mark the differences with more details & photos.

Photos to show later (after uploaded to G+)
Quick overview (Fantastic quality settings)
SLI-Alternate Frame 1 Rendering = HORRIBLE preformance @ less then 50% of Single GPU @ 8-10fps in the forst area.
Single GPU rendering = ok, 18~ fps in the forest area *dense trees, or waterfall effect(as in in the waterfalls XD)*, & upto 40fps in less populated areas of the map. Quick turning cuts FPS down 50% for short bursts.
SLI-NVidia Recommended = ok, 18-28~ fps in the forest/dense areas, & upto 40-45 in less populated area, Very similar to Sing GPU. Quick turning cuts FPS down 50% for short bursts.
SLI-Alternative Frame 2 Rendering = 25-35 fps in dense forest areas while moving, 16-20 fps range while quicker turning, capping @60fps while under the water & while in unpopulated areas.
----
-Holy Camera Clipping issues batman XD, can make it fun XD.
-There is a group of rock textures missing in the middle of the map in the water.
-Larger rock textures are blurry up close
-Water line seems to be effected by the camera clipping.
-Under water effect overlay of the blueish tint doesn't seem to apply correctly as it should. it's either full screen or nothing, & would be better if it were to partially cover the screen as the camera would clip through the waterline.
-haven't been able to find purple flower yet.
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Screen shots w/ fraps to be added so to show certain aspects, though link to the Photo Albums will also be included.

Edited by: Phoegon

May 8 2013 Anchor

Thanks for all this great detail. It's fantastic to have fps information for different SLI settings. We're doing a lot to optimize Wander over the next few weeks and I'm excited to see how your stats look.

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