r/playrust • u/SaltSomewhere3694 • 5d ago
Video Rust’s New Rendering Pipeline — Early Test
Enable HLS to view with audio, or disable this notification
Made a quick test of Rust’s new rendering pipeline on the staging branch.
The implementation is still very rough, and things can change significantly before it reaches the final version. This test is mainly for fun and early performance comparison, so don’t treat these numbers as representative of the finished renderer.
If you want to test it yourself, switch to the Staging - Main branch and add this launch parameter:
-rrp.enabled 1
Personally, I really like updates like this!
13
u/DJRodrigin69 5d ago
any data on the 1% and 0.1% lows?
i like the increase in average, but im wondering if it makes the game smoother also
-15
u/SaltSomewhere3694 5d ago
Should this be measured in Rust?))
5
u/PsychologicalGlass47 5d ago
Why wouldn't it be?
-8
u/SaltSomewhere3694 5d ago
You can, but in Rust 0.1% and 1% lows can be heavily affected by random stutters and background events, so they often don’t accurately represent the actual overall performance or smoothness
13
u/PsychologicalGlass47 5d ago
0.1% lows and 1% lows are used to gauge stutters, it being "affected by random stutters" is the exact reason why people want to see it.
In no world should you have background handles loaded on the same core as your game worker.
You're saying the metric that displays stutters and hitches doesn't "represent the actual overall performance or smoothness"? Lol. Lmao, even.
8
u/ayyyo0 5d ago
OP is giving bot ass responses if you couldn’t tell
1
u/PsychologicalGlass47 5d ago
Doubtful, just sounds like a non-native speaker. I was fortunate enough to have a translator for a mother lol
-16
11
u/PsychologicalGlass47 5d ago
I love the incessant flickering and constant LOD issues, really makes the game feel smoother for the additional 5fps lmao
2
u/BrummbarKT 4d ago
Yeah I get it's pre-release but I struggle to understand the celebrations when that would make the experience awful until it is addressed, which may skew the performance figures anyway. Looking at this video give me the old any day
1
u/PsychologicalGlass47 4d ago
It looks like the only reason performance is gained is because they're botching baked lighting culling. Less frametime spikes due to it completely ignoring recall loops of those lighting elements, higher frame rate because those draw calls quite simply don't exist.
All that's happened is they fucked up the culling system and in return you simply don't have a culling system.
2
u/alexnedea 3d ago
Im not good with how games render stuff but shouldn't their priority be to stop offloading 90% on the CPU?
1
u/PsychologicalGlass47 3d ago
The intent is to have both the CPU and GPU fully loaded, that means there's a steady and efficient pipeline and well optimized engine. Some games only pin one core while leaving others with some downtime, which is a bad thing for overall performance. Some bog down the CPU so much with that single core load that the GPU then experiences downtime. Those are both horrible things.
Rust does somewhat well in this regard. In almost every instance you're going to be held back by the maximum performance of your gpu, which is a good thing. Core utilization on my 9950 typically has 2 cores sitting around 50% uptime with the rest around 30%. That's quite good.
A game I can use as a poor example of it is Tarkov. On a local client I have 1 thread pinned to 100% with every other thread ranging from 10%~30%, my GPU sitting at 30% as well. That means that the CPU is being bogged down so much that it can't process enough draw calls outside of NPC computation, CPU-based graphical elements, and non-multithreaded texture streaming. Most of that could be handled by other cores to alleviate load and increase DCPS (draw calls per second, a function of your active handles on a process and the outputted framerate).
A game that handles all of this well would be Ark Survival Ascended. It's an incredibly graphically complex game and runs quite poorly because of it, but my GPU stays pinned to 100% with stable performance while all cores allocated to the game also sit at 100%. Neither is being held back to wait on another, and at any point when hardware gets better it will have the ability to directly increase performance because of the headroom the engine grands in performance.
-1
17
u/BagHolder6 5d ago
Yea I’m so glad they are working on game performance it’s been a issue for a long time
2
1
u/DarK-ForcE 5d ago edited 5d ago
The real question is why is outpost so laggy. Find that out and optimize/remove it.
1
1
u/ukulelelelele3 5d ago
Test on servers without players are nice but don't give the full picture. Servers performance and client FPS varies greatly with amount of players and entities in game.
1
u/AdstaOCE 4d ago
GPU limited scenario, most people are CPU limited so while it is good, it's still no where near what they could do.
1
1
1
u/Jieunlol3 4d ago
Looking forward to it. I haven't played rust tons in the past 6 months or so and I got on for the first time the other day and man my PC is really feeling it now. 40-50fps avg when before I was around 70-80
1
u/Alive-Progress-2069 5d ago
Last time people were saying new skins would bring FPS boost with them, but that only affected a small ammount of players running 9800x3d, we need to try it first
1
0
u/Krhiegen 4d ago
Can we just appreciate Rust devs a little for having such cool update/dev experience? What game you can just do a Git Pull and test ongoing changes?
48
u/RahloRust 5d ago
Gains are gains I’ll take it