Feedback: Guild Wars 2 Mac 64-Bit Client - Page 12 — Guild Wars 2 Forums

Feedback: Guild Wars 2 Mac 64-Bit Client

11012141516

Comments

  • Giluil.2534Giluil.2534 Member ✭✭

    I've recently noticed that Vertical Sync, with High Sierra, under certain conditions, drops the frame rate significantly, from ~25 to less than 20. The area where I find it more noticeable is in Verdant Brink. Not only it drops the frame rate, it seems to do so by wasting CPU cycles: fans spin up, and there's a general slugginess and unresponsiveness. Pretty sure this was not happening with Sierra.

    So, if you are running on High Sierra and have mid- to low-end hardware, my advice is to turn Vertical Sync off.
    Hope this may be of help.

  • DrMORO.4627DrMORO.4627 Member ✭✭

    Hmmm... awfully, or peacefully, quite here lately...
    Is everyone having a 'ball' playing the Mac 64-bit GW2 app?
    All much better now?
    Just curious...

  • Menadena.7482Menadena.7482 Member ✭✭✭✭

    Waiting to see what new machines apple will grace us with. Does an eGPU give any sort of a performance boost with gw2 or would it not be worth the cost?

    New to the game? Feel free to give a yell if you need PVE help.

  • I used to occasionally have the game bumped to the background by other things (iCloud login request, Divex update notices.) That stopped happening. I don't know when, but I just realized it's been quite a while. So, whatever got fixed there, thanks!

  • DrMORO.4627DrMORO.4627 Member ✭✭

    "Mac Client
    Added functionality to clean client cache files that were generated between builds."

    Yeah, Progress!
    Please keep up the great work, for the Mac players!

  • sunrun.4521sunrun.4521 Member ✭✭

    Has the hitching/jerkiness improved for anyone? It's still just as bad as ever for me. Starting to move anywhere or rotating the camera results in hitches that sometimes last two seconds, so an FPS of less than 1.

  • @sunrun.4521 said:
    Has the hitching/jerkiness improved for anyone? It's still just as bad as ever for me. Starting to move anywhere or rotating the camera results in hitches that sometimes last two seconds, so an FPS of less than 1.

    I still have a jerkiness. My FPS are normally good, averaging in the 40's with medium/high settings, but for some reason it jerks slightly when running forward.

  • Just to throw my experience into the mix with my iMac i5 3.3Ghz with R9 M395 Graphics running on both OS (MacOS and Windows 10).
    So using the same config (1080p, medium setting, VSync on) and the difference in FPS is very wide.
    MacOS: Around 30 - 40 fps (with some tweaking, like lowering shadows boots this to 60 FPS)
    Windows: Around 60 - 70 fps
    Regardless, the improvements of the 64Bit client for MacOS are very noticeable and very welcomed! :heart:

  • Hesione.9412Hesione.9412 Member ✭✭

    The game is getting close to unplayable for me on the iMac. I am getting jerking when moving, in pve and wvw. My fps in wow drops below 10. Pve is somewhat better but not the 50 fps I used to experience on my older Windows 10 machine. Turning down the settings to best performance has no effect. I have also turned down my screen resolution to 3200x1800 (on the 5K screen) and that doesn't seem to have helped at all.

    Specs:
    High Sierra 10.13.4
    4GHz Intel core i7
    16Gb 1867 MHz DDR3
    AMD Radeon R9 M390 2048 MB

  • sunrun.4521sunrun.4521 Member ✭✭

    The jerkiness/hitching is the main problem for me as well. If you don't move, it settles down and fps goes back up to normal/decent levels, but start moving/rotating the view and it seems that any time it has to load an object or texture it pauses while it does it (even with an SSD). If you're in a high player environment it's especially bad as, I assume, that means more objects for it to need to be loading.

    Specs:
    High Sierra 10.13.4
    2.6GHz Intel Core i7
    16GB 2133 MHz LPDDR3
    AMD Radeon Pro 460

  • GaryREM.4025GaryREM.4025 Member ✭✭

    @Hesione.9412 said:
    The game is getting close to unplayable for me on the iMac. I am getting jerking when moving, in pve and wvw. My fps in wow drops below 10. Pve is somewhat better but not the 50 fps I used to experience on my older Windows 10 machine. Turning down the settings to best performance has no effect. I have also turned down my screen resolution to 3200x1800 (on the 5K screen) and that doesn't seem to have helped at all.

    Specs:
    High Sierra 10.13.4
    4GHz Intel core i7
    16Gb 1867 MHz DDR3
    AMD Radeon R9 M390 2048 MB

    I've got a similar system:
    High Sierra 10.13.4
    4GHz Intel core i7
    24GB 1867 MHz DDR3
    AMD Radeon R9 M395X 4096 MB

    Running at 2560 x 1440 full screen with most settings on low; Textures, Model Limit, Model Quality on medium and High-Res Character Textures. AlsoRender Sampling is Native.

    Inside and around Fort Trinity am getting 60+ fps.

    On Sandswept Isles seeing drop to 30 - 40fps.

  • Menadena.7482Menadena.7482 Member ✭✭✭✭

    Maybe they have not fixed the High Sierra issue yet?

    Jon- Those of us holding off upgrading would like to be able to do so soon. We will probably HAVE to do so soon if they announce something we want to upgrade our systems to next week.

    New to the game? Feel free to give a yell if you need PVE help.

  • I'm trying to play the game on a 2017 13" MBP with eGPU attached but it's really not delivering the performance that I was expecting. I get the feeling that GW2 hasn't been optimised for eGPU support, especially because many other games I've played run silky smooth on high settings. Anyone had a more positive experience playing GW2 with an eGPU attached?

    Tech specs:
    High Sierra 10.13.4
    Macbook Pro (13-in, 2017, 4x TB3 ports, Touchbar version)
    3.3 GHz Intel Core i5
    16Gb 2133 MHz DDR3
    eGPU: Razer Core V2 + AMD Radeon RX 580 8GB

    With a n AMD RX 580 I was hoping I'd be able to get some solid 60fps but even with all graphics set to "Medium" my fps floats between 20-32fps, dropping to <10 the first few seconds I load into a new area...it's pretty awful.

  • Menadena.7482Menadena.7482 Member ✭✭✭✭

    Jon- What about Mojave? Is it better or worse for performance when compared to upgrading to High Sierra?

    Or has anyone else here tried it yet?

    New to the game? Feel free to give a yell if you need PVE help.

  • Menadena.7482Menadena.7482 Member ✭✭✭✭

    Oh, Mojave is coming this fall so I guess no performance measures yet.

    New to the game? Feel free to give a yell if you need PVE help.

  • The MacOs version after Mojave won't have OpenGL and OpenCL anymore (see at the bottom of https://developer.apple.com/macos/whats-new/). is GW2 on the mac using OpenGL or Metal?

  • @dengar.1057 said:
    The MacOs version after Mojave won't have OpenGL and OpenCL anymore (see at the bottom of https://developer.apple.com/macos/whats-new/). is GW2 on the mac using OpenGL or Metal?

    you beat me to it.

    At this point, the only rational investment is moltenvk

    https://github.com/KhronosGroup/MoltenVK

  • DrMORO.4627DrMORO.4627 Member ✭✭

    @dengar.1057 said:
    The MacOs version after Mojave won't have OpenGL and OpenCL anymore (see at the bottom of https://developer.apple.com/macos/whats-new/). is GW2 on the mac using OpenGL or Metal?

    Have heard somewhere here in this tread that GW2 is NOT Metal with no intention at Anet to move to Metal ATM, meaning GW2 is OpenGL and will be stuck to it fro a while, maybe.

  • sunrun.4521sunrun.4521 Member ✭✭

    The GW2 Mac team better get cracking. While OpenGL will work in Mojave, and may also work in next year's version as well (they haven't actually specified when OpenGL will be changed from "deprecated" to "removed"), the path is now clear: move to Metal or your game stops working.

  • MaxOS.7531MaxOS.7531 Member ✭✭

    Could any Mac client developer answer what their plans are to adress this issue? Or what they’re working on at the moment?

  • Menadena.7482Menadena.7482 Member ✭✭✭✭

    @dengar.1057 said:
    The MacOs version after Mojave won't have OpenGL and OpenCL anymore (see at the bottom of https://developer.apple.com/macos/whats-new/). is GW2 on the mac using OpenGL or Metal?

    Good catch.

    New to the game? Feel free to give a yell if you need PVE help.

  • For what it's worth:


    That doesn't sound good. Hopefully OpenGL will continue to at least function until GW2 can be moved to Metal...assuming that Anet chooses to perform the work to do that.

  • Menadena.7482Menadena.7482 Member ✭✭✭✭

    Well, the good news is we are probably not the only game in this boat. The bad news is now we have to convince anet to rewrite something they just wrote after it was long past time for them to have done so.

    New to the game? Feel free to give a yell if you need PVE help.

  • Menadena.7482Menadena.7482 Member ✭✭✭✭

    Thanks Jon, that gives us some information to work with. Good luck on the opengl front, I know all too well the 'fun' of a program I maintain relying on something that goes into deprecated or removed status.

    Even worse is when something fundamental will change and having no idea what it will break so no idea of the time to fix it. But that is dev griping so would probably bore most people here.

    Interesting that you are unable to replicate the high sierra issues but so many other people are. Would logs of some sort be helpful maybe?

    New to the game? Feel free to give a yell if you need PVE help.

  • I do genuinely feel bad for Jon Olson, since even though there are probably very few Mac players relative to PC players, the OpenGL Mac Client was so obviously a labor of love for him. Hopefully there's no hard feelings between him, us Mac users and Apple.

    I guess moving forward there are three options Arenanet can make:

    Regardless of what Arenanet chooses, I wish Jon Olson and his team the best of luck with the Mac client. I may be a programmer, but I couldn't write OpenGL, Vulkan or Metal to save my kitten, so it's definitely a massive decision either way. While I can't code Mac-compatible graphics, if you ever need a Tyrian who is willing to test a Vulkan, MoltenVK or Metal Alpha/Beta (regardless of OS), you can sign me up!

  • SlippyCheeze.5483SlippyCheeze.5483 Member ✭✭✭✭

    @iPlayForFree.1524 said:
    I do genuinely feel bad for Jon Olson, since even though there are probably very few Mac players relative to PC players, the OpenGL Mac Client was so obviously a labor of love for him. Hopefully there's no hard feelings between him, us Mac users and Apple.

    I guess moving forward there are three options Arenanet can make:

    • Get started on the Vulkan renderer, and convert this codebase to Mac using MoltenVK

    I'm personally betting on either this, or a DX9 => OpenGL => Metal stack of translation layers, because who doesn't love an extra layer sneaking into the whole thing. Seriously, though, I really don't think this is gonna sell people on building to Metal, rather than building to one of the more broadly available API. The only reason the Windows-specific DirectX layer did so well was the combo of Windows as the only platform with the 3D capabilities and userbase, alongside the utter terribleness of the OpenGL support in the Windows drivers.

  • Hello
    I know it is a bit soon, but is there a is plan with OpenGL being discontinued in the future?
    Right now the Mac client works REALLY good for me and it would be sad to not be able to play in the future or don't do system upgrades. I don't know the technical limitations or if it's even possible to change it to Metal, would be great to hear.

    I hope you all are having a nice day.

  • Apple has been jumping ship with OpenGL for some time now, it performs poorly when compared to Windows and Linux and it looks like they're hell bent on putting the final nail in the coffin.

    Should ArenaNet decide to keep supporting Mac with a new renderer, I suggest Vulkan over Metal as it's not limited just to Mac and would probably benefit more in the long run.

  • SlippyCheeze.5483SlippyCheeze.5483 Member ✭✭✭✭
    edited June 7, 2018

    @Noschiii.6819 said:
    I know it is a bit soon, but is there a is plan with OpenGL being discontinued in the future?

    Literally four posts above you, ANet posted saying that, no, they are as surprised as you are, so ... their plan is "thank goodness it is only deprecated, because this will keep working until at a minimum 10.15 next year, so we have time to figure something out"

    @ArmoredVehicle.2849 said:
    Apple has been jumping ship with OpenGL for some time now, it performs poorly when compared to Windows and Linux and it looks like they're hell bent on putting the final nail in the coffin.

    Yeah, too bad for open standards. They were way behind the curve on it for a long time, so this isn't a great shock.

    Should ArenaNet decide to keep supporting Mac with a new renderer, I suggest Vulkan over Metal as it's not limited just to Mac and would probably benefit more in the long run.

    I understand they have a DX9 => OpenGL translation layer in play, so that'd be looking at a DX9 => Vulkan translation. The great news is that there is an existing Vulkan => Metal layer, as mentioned above, so that part would be fine, even if no DX9 => Metal thing happens.

  • Jon Olson.8439Jon Olson.8439 Member ✭✭✭

    @SlippyCheeze.5483: there is no DirectX translation layer in the 64-bit client, which is the only client we support on macOS. The 32-bit client used a translation layer, but it has been unavailable for some time now.

    Jon Olson | Programmer
    Beta, Character Select/Create, Enhanced Squad UI, Play for Free, Raids, Streaming Client, & Native Mac

  • SlippyCheeze.5483SlippyCheeze.5483 Member ✭✭✭✭

    @Jon Olson.8439 said:
    @SlippyCheeze.5483: there is no DirectX translation layer in the 64-bit client, which is the only client we support on macOS. The 32-bit client used a translation layer, but it has been unavailable for some time now.

    Oh! That is actually super-cool to learn. I thought there was, based on other comments. Thank you for correcting me, and I'll be certain not no misinform people again.

    Oh, and thank you for the client. <3

  • Burden.9724Burden.9724 Member ✭✭

    Well, I'm grateful for the efforts of the Mac dev's who are trying to improve the client. and I'd be willing to test anything they throw at me. Unfortunately, due to the low performance of the External GPU(Which I had to run a script to use with an older Mac and TB2 now, thanks Apple), and the RX580 attached to my 2012 MacBook Pro, I'm thinking about returning the GPU and just building a tiny Desktop with a Full Sized 1080 in it.

    I just won't want to buy a whole computer just for Gw2...but I will.

  • Geiir.7603Geiir.7603 Member ✭✭

    I'm currently running the 64bit client on a MacBook Pro Retina from mid 2012. It is running way better than on my windows partition on the same computer.

    Couldn't be happier tbh :smile:

  • SlippyCheeze.5483SlippyCheeze.5483 Member ✭✭✭✭

    @Burden.9724 said:
    Well, I'm grateful for the efforts of the Mac dev's who are trying to improve the client. and I'd be willing to test anything they throw at me. Unfortunately, due to the low performance of the External GPU(Which I had to run a script to use with an older Mac and TB2 now, thanks Apple), and the RX580 attached to my 2012 MacBook Pro, I'm thinking about returning the GPU and just building a tiny Desktop with a Full Sized 1080 in it.

    It looks very much like the Thunderbolt 3 external GPU from Razer might be good for this, but yeah, it's ... macOS hardware is not in a happy state right now. I accepted that and ended up with a Windows machine for the game, and a couple of others. I don't exactly regret it, but the fact that I'm using the "Linux subsystem for Windows" and Debian as basically my primary way to interact with the system... let's say that Windows hasn't exactly gotten better in the last ten years.

  • MagnusGrim.1594MagnusGrim.1594 Member
    edited June 16, 2018

    Not sure if this is the place for it. Recently got the game noticed when launching from the terminal it spits out a lot of errors. Particularly it says Umbra Occlusion Booster is expired not sure if that is something the game still uses or not but was alarming when I saw it. High Sierra 10.13.5. The game does run all be it with the occasional random crash it seems sometimes without even catching it to provide a dialog.

    @Jon Olson.8439 Any thoughts on migrating to MoltenVK/MoltenVKShaderConverter (Vulkan->Metal) w/the OpenGL annoucement?

    /BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.60.1/Common/ChunkCompression.cpp:49: Error: unsupported compressor 8
    /BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.60.1/Libraries/CompressData/CompressData.c:353: Error: Unknown compression scheme encountered for file '/System/Library/CoreServices/CoreTypes.bundle/Contents/Resources/Exceptions.plist'
    /BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.60.1/Common/ChunkCompression.cpp:49: Error: unsupported compressor 8
    /BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.60.1/Libraries/CompressData/CompressData.c:353: Error: Unknown compression scheme encountered for file '/System/Library/CoreServices/CoreTypes.bundle/Contents/Library/AppExceptions.bundle/Exceptions.plist'
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
    Renderer Log: [21365:771:WARNING:resource_bundle.cc(303)] locale_file_path.empty()
    /BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.60.1/Common/ChunkCompression.cpp:49: Error: unsupported compressor 8
    /BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.60.1/Libraries/CompressData/CompressData.c:353: Error: Unknown compression scheme encountered for file '/System/Library/CoreServices/CoreTypes.bundle/Contents/Resources/Exceptions.plist'
    /BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.60.1/Common/ChunkCompression.cpp:49: Error: unsupported compressor 8
    /BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.60.1/Libraries/CompressData/CompressData.c:353: Error: Unknown compression scheme encountered for file '/System/Library/CoreServices/CoreTypes.bundle/Contents/Library/AppExceptions.bundle/Exceptions.plist'
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
    [21382:771:WARNING:resource_bundle.cc(303)] locale_file_path.empty()
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
    [21383:771:WARNING:resource_bundle.cc(303)] locale_file_path.empty()
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
    [21384:771:WARNING:resource_bundle.cc(303)] locale_file_path.empty()
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
    [21385:771:WARNING:resource_bundle.cc(303)] locale_file_path.empty()
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
    [21386:771:WARNING:resource_bundle.cc(303)] locale_file_path.empty()
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
    **Your Umbra Occlusion Booster evaluation license has expired. Please
    contact [email protected] to obtain a valid license or to
    extend your evaluation period. In case of techical problems please
    contact [email protected]

    Applications using an expired evaluation version of Umbra Occlusion
    Booster will execute but view frustum and occlusion culling will be
    disabled.

    If you have a valid evaluation key, supply it as a parameter to
    Umbra31::Library::setEvaluationKey().**
    /BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.60.1/Common/ChunkCompression.cpp:49: Error: unsupported compressor 8
    /BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.60.1/Libraries/CompressData/CompressData.c:353: Error: Unknown compression scheme encountered for file '/System/Library/CoreServices/CoreTypes.bundle/Contents/Resources/Exceptions.plist'
    /BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.60.1/Common/ChunkCompression.cpp:49: Error: unsupported compressor 8
    /BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.60.1/Libraries/CompressData/CompressData.c:353: Error: Unknown compression scheme encountered for file '/System/Library/CoreServices/CoreTypes.bundle/Contents/Library/AppExceptions.bundle/Exceptions.plist'
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
    Renderer Log: [21536:771:WARNING:resource_bundle.cc(303)] locale_file_path.empty()
    /BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.60.1/Common/ChunkCompression.cpp:49: Error: unsupported compressor 8
    /BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.60.1/Libraries/CompressData/CompressData.c:353: Error: Unknown compression scheme encountered for file '/System/Library/CoreServices/CoreTypes.bundle/Contents/Resources/Exceptions.plist'
    /BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.60.1/Common/ChunkCompression.cpp:49: Error: unsupported compressor 8
    /BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.60.1/Libraries/CompressData/CompressData.c:353: Error: Unknown compression scheme encountered for file '/System/Library/CoreServices/CoreTypes.bundle/Contents/Library/AppExceptions.bundle/Exceptions.plist'
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0

  • Menadena.7482Menadena.7482 Member ✭✭✭✭

    @Burden.9724 said:
    Well, I'm grateful for the efforts of the Mac dev's who are trying to improve the client. and I'd be willing to test anything they throw at me. Unfortunately, due to the low performance of the External GPU(Which I had to run a script to use with an older Mac and TB2 now, thanks Apple), and the RX580 attached to my 2012 MacBook Pro, I'm thinking about returning the GPU and just building a tiny Desktop with a Full Sized 1080 in it.

    I just won't want to buy a whole computer just for Gw2...but I will.

    Unfortunately the eGpu is probably just a waste of money. :(

    I was debating what configuration I would do for my next machine. Since apple tends to use laptop gpus in even their desktop models I was debating the idea of a laptop and an egpu. Then I looked at my existing iMac .... GW2 was not even touching the GPU card that was in there.

    New to the game? Feel free to give a yell if you need PVE help.

  • SlippyCheeze.5483SlippyCheeze.5483 Member ✭✭✭✭

    @Menadena.7482 said:

    @Burden.9724 said:
    Well, I'm grateful for the efforts of the Mac dev's who are trying to improve the client. and I'd be willing to test anything they throw at me. Unfortunately, due to the low performance of the External GPU(Which I had to run a script to use with an older Mac and TB2 now, thanks Apple), and the RX580 attached to my 2012 MacBook Pro, I'm thinking about returning the GPU and just building a tiny Desktop with a Full Sized 1080 in it.

    I just won't want to buy a whole computer just for Gw2...but I will.

    Unfortunately the eGpu is probably just a waste of money. :(

    I was debating what configuration I would do for my next machine. Since apple tends to use laptop gpus in even their desktop models I was debating the idea of a laptop and an egpu. Then I looked at my existing iMac .... GW2 was not even touching the GPU card that was in there.

    I can't comment on modern ones, but the top end CPU and the NVIDIA 685MX was able to bottleneck on the video card -- specifically, video memory bandwidth -- for me a while back. I kind of assume with the whole 5K thing, you would be pushing toward a similar sort of bottleneck these days, but I guess video cards really did move that much faster.

  • Menadena.7482Menadena.7482 Member ✭✭✭✭

    @SlippyCheeze.5483 said:

    @Menadena.7482 said:

    @Burden.9724 said:
    Well, I'm grateful for the efforts of the Mac dev's who are trying to improve the client. and I'd be willing to test anything they throw at me. Unfortunately, due to the low performance of the External GPU(Which I had to run a script to use with an older Mac and TB2 now, thanks Apple), and the RX580 attached to my 2012 MacBook Pro, I'm thinking about returning the GPU and just building a tiny Desktop with a Full Sized 1080 in it.

    I just won't want to buy a whole computer just for Gw2...but I will.

    Unfortunately the eGpu is probably just a waste of money. :(

    I was debating what configuration I would do for my next machine. Since apple tends to use laptop gpus in even their desktop models I was debating the idea of a laptop and an egpu. Then I looked at my existing iMac .... GW2 was not even touching the GPU card that was in there.

    I can't comment on modern ones, but the top end CPU and the NVIDIA 685MX was able to bottleneck on the video card -- specifically, video memory bandwidth -- for me a while back. I kind of assume with the whole 5K thing, you would be pushing toward a similar sort of bottleneck these days, but I guess video cards really did move that much faster.

    Interesting! With my iMac I was seeing practically all my graphics load going to the on-board intel rather than hitting the discrete gpu. It could be because it was a pre-5k model. So maybe an eGPU would not be a total waste given my next monitor is probably 5K or higher?

    New to the game? Feel free to give a yell if you need PVE help.

  • @MagnusGrim.1594 said:
    Not sure if this is the place for it. Recently got the game noticed when launching from the terminal it spits out a lot of errors. Particularly it says Umbra Occlusion Booster is expired not sure if that is something the game still uses or not but was alarming when I saw it.

    I got that same message when trying to run the repair app after a series of crashes (esp when leaving a scout's cinematic or map view.) Usually repairing makes the crashes go away, but this time they are persisting. At least it is not so common it interferes with play a lot...maybe once every few days.

  • SlippyCheeze.5483SlippyCheeze.5483 Member ✭✭✭✭

    @Menadena.7482 said:

    @SlippyCheeze.5483 said:

    @Menadena.7482 said:

    @Burden.9724 said:
    Well, I'm grateful for the efforts of the Mac dev's who are trying to improve the client. and I'd be willing to test anything they throw at me. Unfortunately, due to the low performance of the External GPU(Which I had to run a script to use with an older Mac and TB2 now, thanks Apple), and the RX580 attached to my 2012 MacBook Pro, I'm thinking about returning the GPU and just building a tiny Desktop with a Full Sized 1080 in it.

    I just won't want to buy a whole computer just for Gw2...but I will.

    Unfortunately the eGpu is probably just a waste of money. :(

    I was debating what configuration I would do for my next machine. Since apple tends to use laptop gpus in even their desktop models I was debating the idea of a laptop and an egpu. Then I looked at my existing iMac .... GW2 was not even touching the GPU card that was in there.

    I can't comment on modern ones, but the top end CPU and the NVIDIA 685MX was able to bottleneck on the video card -- specifically, video memory bandwidth -- for me a while back. I kind of assume with the whole 5K thing, you would be pushing toward a similar sort of bottleneck these days, but I guess video cards really did move that much faster.

    Interesting! With my iMac I was seeing practically all my graphics load going to the on-board intel rather than hitting the discrete gpu. It could be because it was a pre-5k model. So maybe an eGPU would not be a total waste given my next monitor is probably 5K or higher?

    I don't know, but I know that full quality 4K rendering can keep a desktop NVIDIA 1080Ti busy, on Windows, so I'd expect that you at least could push that 5K monitor with an eGPU faster than the internal one. YMMV, I have not tested this, etc, but ... if the discrete GPU becomes the bottleneck, which I'd anticipate it could over time, then an external one may be worth testing.

    Like everything about "moar FPS", it comes down to this: find out where the bottleneck is, address that. If it isn't GPU performance, then the eGPU probably won't help. If it is raw performance, or heat management, on the GPU, then it might. YMMV.

    Though you can probably just set render mode to "subsampling" and render at, uh, 2.5K, with a full rez UI, and have fine and dandy results too, so shrug

  • Menadena.7482Menadena.7482 Member ✭✭✭✭

    @SlippyCheeze.5483 said:

    @Menadena.7482 said:

    @SlippyCheeze.5483 said:

    @Menadena.7482 said:

    @Burden.9724 said:
    Well, I'm grateful for the efforts of the Mac dev's who are trying to improve the client. and I'd be willing to test anything they throw at me. Unfortunately, due to the low performance of the External GPU(Which I had to run a script to use with an older Mac and TB2 now, thanks Apple), and the RX580 attached to my 2012 MacBook Pro, I'm thinking about returning the GPU and just building a tiny Desktop with a Full Sized 1080 in it.

    I just won't want to buy a whole computer just for Gw2...but I will.

    Unfortunately the eGpu is probably just a waste of money. :(

    I was debating what configuration I would do for my next machine. Since apple tends to use laptop gpus in even their desktop models I was debating the idea of a laptop and an egpu. Then I looked at my existing iMac .... GW2 was not even touching the GPU card that was in there.

    I can't comment on modern ones, but the top end CPU and the NVIDIA 685MX was able to bottleneck on the video card -- specifically, video memory bandwidth -- for me a while back. I kind of assume with the whole 5K thing, you would be pushing toward a similar sort of bottleneck these days, but I guess video cards really did move that much faster.

    Interesting! With my iMac I was seeing practically all my graphics load going to the on-board intel rather than hitting the discrete gpu. It could be because it was a pre-5k model. So maybe an eGPU would not be a total waste given my next monitor is probably 5K or higher?

    I don't know, but I know that full quality 4K rendering can keep a desktop NVIDIA 1080Ti busy, on Windows, so I'd expect that you at least could push that 5K monitor with an eGPU faster than the internal one. YMMV, I have not tested this, etc, but ... if the discrete GPU becomes the bottleneck, which I'd anticipate it could over time, then an external one may be worth testing.

    Like everything about "moar FPS", it comes down to this: find out where the bottleneck is, address that. If it isn't GPU performance, then the eGPU probably won't help. If it is raw performance, or heat management, on the GPU, then it might. YMMV.

    Though you can probably just set render mode to "subsampling" and render at, uh, 2.5K, with a full rez UI, and have fine and dandy results too, so shrug

    True, by the time I am making the decision to pull the trigger on an egpu I suspect there will be plenty of articles on the web to say what difference it made for various people. If I go with a laptop (a macbook pro) I plan to have all sorts of stuff to flush it out to a full desktop when it is home and an egpu may be part of that.

    New to the game? Feel free to give a yell if you need PVE help.

  • MaxOS.7531MaxOS.7531 Member ✭✭

    Has anyone installed the macOS Mojave Developer Beta yet and can tell if there are any performance improvements?

  • There is no performance improvement relevant to MacOS Mojave beta which I have started to use since a several weeks. Actually, after I switched to 64-bit client from 32-bit client, the game has become unplayable for me sişnce fps decreased dramatically and I had to delete the game :(

  • @ykamilak.3610 said:
    There is no performance improvement relevant to MacOS Mojave beta which I have started to use since a several weeks. Actually, after I switched to 64-bit client from 32-bit client, the game has become unplayable for me sişnce fps decreased dramatically and I had to delete the game :(

    Have you tried running it from the terminal with -forwardrenderer ? Maybe I'm just imagining things but it appears in my case at least to be more stable and run smoother.
    /Applications/Guild\ Wars\ 2\ 64-bit.app/Contents/MacOS/GuildWars2 -forwardrenderer

  • GaryREM.4025GaryREM.4025 Member ✭✭

    @MagnusGrim.1594 said:

    @ykamilak.3610 said:
    There is no performance improvement relevant to MacOS Mojave beta which I have started to use since a several weeks. Actually, after I switched to 64-bit client from 32-bit client, the game has become unplayable for me sişnce fps decreased dramatically and I had to delete the game :(

    Have you tried running it from the terminal with -forwardrenderer ? Maybe I'm just imagining things but it appears in my case at least to be more stable and run smoother.
    /Applications/Guild\ Wars\ 2\ 64-bit.app/Contents/MacOS/GuildWars2 -forwardrenderer

    Hmmm. There may be a slight improvement for me on my iMac. But really hard to tell.

  • GaryREM.4025GaryREM.4025 Member ✭✭

    Why are we seeing this error?

    Your Umbra Occlusion Booster evaluation license has expired. Please
    contact [email protected].com to obtain a valid license or to
    extend your evaluation period. In case of techical problems please
    contact [email protected]
    
    Applications using an expired evaluation version of Umbra Occlusion
    Booster will execute but view frustum and occlusion culling will be
    disabled.
    
    If you have a valid evaluation key, supply it as a parameter to
    Umbra31::Library::setEvaluationKey().
    
  • Dengar.1785Dengar.1785 Member ✭✭✭
    edited June 26, 2018

    So today I tried logging in again since last... march I believe. I specifically logged out while in water (the lake in LA) to see what would happen. It didn't take long for the water to show up (under a minute, thankfully), and I could see some NPCs in the distance as well as wildlife in the water. As I moved further into town, there was a mix of NPCs that have and hadn't loaded. Oh and sometimes the game gets choppy when I move. I have not started the PoF story at all. And I didn't do it today either. I'm still kind of fearful that I would, say, load a story instance, and find myself having to fight a bunch of invisible enemies. That being said, I've been seeing a lot less complaints lately. Can I get some witness report from how the game's been? Preferrably from people who have had problems before?

    Just to reiterate what I had back in the day.

    2012 iMac, El Capitan 10.11.6 (I'm still hesitant to upgrade, last time I upgraded (to El Capitan, right when it was new) it broke some of my experiences. I really should bite the bullet by now, but I'm still hesitant)
    2,7 GHz Intel Core i5
    8 GB 1600 MHz DDR3
    NVIDIA GeForce GT 640M 512 MB

    While this is obviously an older system, it still meets the system requirements listed on the product page. And I plan to use this old system for at least 4 more years, but preferably much more than that.

    Oh and I'm playing on the lowest possible settings.

  • I cannot download the Jun 25 latest patch, it is stuck at 2 or 3% with few hundred files missing. It will ask to Repair , and after repairing, the launcher is still stuck at 2/3% at 0kbs/ sec. I have deleted Bin & Cache repeatedly. I added the client to firewall permissions. What else will fix this? Used to patch and log in/play correctly.

  • I played last night with no problems, started patching this evening and the jnitial patcher just closed without finishing. Now it just opens the patch window briefly without downloading anything and closes.
    I am on a late 2009 iMac, Sierra 10.12.6

©2010–2018 ArenaNet, LLC. All rights reserved. Guild Wars, Guild Wars 2, Heart of Thorns, Guild Wars 2: Path of Fire, ArenaNet, NCSOFT, the Interlocking NC Logo, and all associated logos and designs are trademarks or registered trademarks of NCSOFT Corporation. All other trademarks are the property of their respective owners.