Originally Posted by
Kagthul
oh look, this week's clueless ignoramus is here to grace us all with his lack of knowledge.
It wouldn't matter if he had that 10900K at 7ghz under LN2.
Draw Distance above 7 cripples performance, period.
There is no amount of money that can be thrown at it that will fix it.
Despite recent multicore enhancements, WoW is still primarily limited by single core performance.
Its a secure client server game, meaning that it will ALWAYS be this way. It has to wait on the network thread before it can begin to work on draw calls.
The recent multi-core enhancements offloaded some of this stress by allowing single objects to be the base point for AOE particles, etc, which lets the GPU do some more heavy lifting.
However, draw calls in WoW are still primarily limited by this - while we are no longer in the age of each individual particle of an AoE has to be told by the server where it needs to be, the game IS forced to wait for literally every object on the screen to be updated by the server, including possible phase states. Phased states are loaded even when they aren't visible (this has been improved and now wont load anything you cant phase into due to quest/progress status) - and draw calls are issued for them. Every light source - every blade of grass - is a draw call (lights can actually be dozens of draw calls, if you use the advanced shadows - thats why the framerate would tank as you flew over the Nightborne city in Legion).
Draw distance scales draw calls geometrically. Even for shit you cant see. If you go from Draw 7 to Draw 10, the number of Draw Calls the CPU has to issue goes up by about 800%. And you cant even see most of it because from your characters' perspective the object would be too small to see. But the game makes draw calls for it anyway.
WoW is not a GPU intensive game. You can max it out at 4K on pretty middling hardware, because you're ALWAYS going to be bound by the CPU and the settings im discussing (Draw Distance, Environmental Detail, Ground Clutter) are all CPU bound settings and the GPU you have really wont matter much as long as its a midrange GPU. So are shadows and light sources above a certain point (when you go to complex light sources and shadows, each light source can cast dozens of shadows which are all more draw calls that have to be done).
However, as i missed and Temp pointed out, we're talking about CoD Warzone.
It is still going to be a CPU bound issue, as it is also a secure client-server game, but given that the actual polygons being pushed being a lot more high-detail/etc, (and FFS Chrome can you stop "correcting" Actual to 'Actually'), it is a lot more taxing on GPUs than WoW, so the 2080Ti is actually doing real work here.
But like WoW, it will still be limited in a lot of ways by both Draw Distance and the waiting on network parity checks. Since its parity checks are quite a bit longer than WoW (or other BR's like PUBG and Fortnite) itll be less of a bottleneck.. but its the same basic problem, just not as severe. With the Draw Distance turned way up, its likely issuing draw calls for shit you cant even see simply because you "might" be able to see it.
Its not a bug, its not bad programming. Different games are different, different engines are different, and being a secure client/server game adds its own layer of issues on top of that.
Just because you can get 300fps in Single Player CoD does not mean you will get the same FPS in a game with a huge open map like Warzone.
Fuck, in PUBG if you turn the Draw Distance up past about 55% or so, itll crush the best systems below 60fps no matter how high end your CPU is.
You can go now.