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Isee

Avenger
Oct 25, 2017
6,236
Yeah gamestar.de did that and it's not very helpful tbh.
1.) Shader has a lot of impact on GPU load.
2.) Some settings influence CPU load and also need to be decreased if you want a more fluent experience. Like Vegetation draw distance/quality, Object draw distance/quality and LOD distance. Gamestar.de only focuses on GPU load though and ignores how often the game runs into CPU limitations.


Performance Update from my side:
1440p - 60 fps target
7700k, GTX 1080, 850 Evo, 16 GB DDR4; overclocked

FOV = 75
Shaders = medium
Object Quality, Game effects, Shadows, Vegetation detail = high
Textures = Ultra
The rest is on very high
Sliders for LOD, Object and Vegetation distance are on 7/20

This gives me mostly 60 fps. Moving the sliders higher up or increasing object and vegetation quality will result in single threaded CPU bottlenecks. GPU is around 70-95% load, depending on the scenario, so there isn't much headroom left to improve shaders, shadows or whatever.
 
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Deleted member 25042

User requested account closure
Banned
Oct 29, 2017
2,077
Gamestar.de tested the impact the graphics settings have on the FPS. The % indicate the FPS gain you get when you lower the settings from Ultra High to Low.

1. Shadows - 36% (higher FPS when set to low instead of ultra high)
2. Object distance - 20%
3. Vegetation detail - 13%
4. Object quality - 12%
5. Vegetation draw distance - 4%
6. Physics - 3%
7. Shader quality - 3%
8. Game effects - 3%
9. LOD distance - 2%
10. Particles - 2%
11. Textures, Post-process quality, Water details, Volumetric effects detail - 0%

The table also has a comparision between Low and High (second column) and High and Ultra (third column). There are comparison images for each setting on the following pages as well.

Source: http://www.gamestar.de/artikel/king...guide-und-grafikvergleich,3326038,seite2.html
Google translate: https://translate.google.com/translate?hl=de&sl=de&tl=en&u=http://www.gamestar.de/artikel/kingdom-come-deliverance-tuning-guide-und-grafikvergleich,3326038,seite2.html

Only 3% for Shader Quality going from Ultra to low??
Somehow I doubt that...
 

Nooblet

Member
Oct 25, 2017
13,651
I wouldn't go so far as "not right", but I have seen games with better materials.

I think the geometry is probably as good as you could do for as much of it that is visible. Haven't seen better in an open world game.

The game excels on lighting model, geometric complexity of the scene, amazing environmental artistry, and decent materials / assets.
Just look at the hut in the picture above my previous post, or the entirety of picture in the post by Isee at the top of the page. That's not as best as it can be for an open world game, I've seen games that are open world games with considerably more complex AND dense geometry at the same time but they are also expensive AAA games. Which I guess is fair but I don't agree at all that this is the best it can get for an open world game.

But it's the materials that make this game look poor to me above all. I honestly do think they are really bad in this game. Saying I've seen better materials while true, can also mean it's just above average...but I personally think it's quite a bit below average.
 

unknownspectator

AVALANCHE
The Fallen
Oct 27, 2017
2,194
I want to play more of this but I can't, not until they fix some things performance wise. when I play for an hour to 90 minutes the textures would stop loading. When I quit the game, my ram usage will become less than 2 gb which isn't right (memory leak I suppose?). until a patch fixes this or a mod does, I'm not gonna touch it.

I have 8gb to clarify.
 

TheWordyGuy

Banned
Oct 27, 2017
1,623
My frame rate tanks when I go indoors. Basically the opposite of virtually every game I've ever played. I can't name even one game in which entering a small room caused my frames to drop, and then increase upon re-entering the open world.
 
Oct 25, 2017
14,741
My frame rate tanks when I go indoors. Basically the opposite of virtually every game I've ever played. I can't name even one game in which entering a small room caused my frames to drop, and then increase upon re-entering the open world.
That actually happened to me as well, but since I capped it to 30fps, it's just locked 30 everywhere now. Except for cutscenes, where I have to hit alt enter and deal with tearing because they run terribly on borderless mode.
 

low-G

Member
Oct 25, 2017
8,144
Just look at the hut in the picture above my previous post, or the entirety of picture in the post by Isee at the top of the page. That's not as best as it can be for an open world game, I've seen games that are open world games with considerably more complex AND dense geometry at the same time but they are also expensive AAA games. Which I guess is fair but I don't agree at all that this is the best it can get for an open world game.

But it's the materials that make this game look poor to me above all. I honestly do think they are really bad in this game. Saying I've seen better materials while true, can also mean it's just above average...but I personally think it's quite a bit below average.

By pic at the top do you mean that one with the covered stairs? I think that shot is fantastic, but largely because of the lighting. Weakest part of both shots are the roofs of structures. There's some color banding which makes me wonder if reshade or a weird gamma curve is being used or something. I've remarked to myself how little color banding I've seen in the game, which makes me think they have a dithering solution I haven't noticed.

You're gonna have to name names when it comes to onscreen geo detail. I don't believe I've seen an open world game with more geo detail. Tessellation in something like GTAV may boost poly counts, but there's a lot of boxes everywhere in that game (buildings). Not to mention natural occlusion. I mean it's not fair to compare games that can maintain 30fps on the original PS4 and X1 to a game that can't maintain 30fps on a CPU many many times more powerful and GPU 3-4 times more powerful.

I think at worst the materials are well below average if compared to recent AAA games.
 

flipswitch

Member
Oct 25, 2017
3,967
Yeah gamestar.de did that and it's not very helpful tbh.
1.) Shader has a lot of impact on GPU load.
2.) Some settings influence CPU load and also need to be decreased if you want a more fluent experience. Like Vegetation draw distance/quality, Object draw distance/quality and LOD distance. Gamestar.de only focuses on GPU load though and ignores how often the game runs into CPU limitations.


Performance Update from my side:
1440p - 60 fps target
7700k, GTX 1080, 850 Evo, 16 GB DDR4; overclocked

FOV = 75
Shaders = medium
Object Quality, Game effects, Shadows, Vegetation detail = high
Textures = Ultra
The rest is on very high
Sliders for LOD, Object and Vegetation distance are on 7/20

This gives me mostly 60 fps. Moving the sliders higher up or increasing object and vegetation quality will result in single threaded CPU bottlenecks. GPU is around 70-95% load, depending on the scenario, so there isn't much headroom left to improve shaders, shadows or whatever.


Normally lighting quality settings are a promising candidate for performance gains, not so in Kingdom Come: the light option is said to regulate the quality of global lighting, but we have not seen significant differences either day or night, and the fps are unimpressed.

From the article. I found the opposite. Lighting has a huge impact on FPS for me. I don't see what so impressive about geometry detail...well I thought it wasn't anything special., unless someone can give examples.

Playing this game maxed out at 1440p must very taxing on my hardware because my PC sounds like a jet engine after a few minutes..
 

Isee

Avenger
Oct 25, 2017
6,236
From the article. I found the opposite. Lighting has a huge impact on FPS for me. I don't see what so impressive about geometry detail...well I thought it wasn't anything special., unless someone can give examples.

Playing this game maxed out at 1440p must very taxing on my hardware because my PC sounds like a jet engine after a few minutes..

Never said it's impressive, adding extra details + lod stresses my CPU though (on one core). Maybe it's the extra draw calls and the way dx11 handles them. No idea, I'm not a developer. I can only report what I notice.
 

flipswitch

Member
Oct 25, 2017
3,967
Yeah, sorry probably shouldn't have quoted regarding the geometry. Somone in the previous page mentioned that he hadn't seen it better in an open world which I thought was odd.
 

Deleted member 8408

User requested account closure
Banned
Oct 26, 2017
6,648
If I cap it at 30fps using the user.cfg method I'm getting this really strange issue where the pre-rendered cutscenes have heavy audio stuttering.

Should I try capping it using an external program instead?
 

Dictator

Digital Foundry
Verified
Oct 26, 2017
4,937
Berlin, 'SCHLAND
Some other console recommendations from me.

The game by default Ultra settings has global Volumetric fog set to off.

Default off:
kingdomcome_2018_02_198ok2.png

kingdomcome_2018_02_1ydsfj.png

kingdomcome_2018_02_15ksve.png


On:

One thing though, is that not every scene could have had the TOD set with this in mind... so it might be generally set to being one uniform value at all times, rather than less foggy at certain hours. But since it is physicalised in CE and follows proper light transport, it should just look correct with the TOD settings. Never look wrong at least. It probably looks great at sun set, but I have yet to get there at all.
You do realize 4k doesnt change the geometry
It actually can in games that handle LODs via pixel ratio.
 
Oct 25, 2017
14,741
If I cap it at 30fps using the user.cfg method I'm getting this really strange issue where the pre-rendered cutscenes have heavy audio stuttering.

Should I try capping it using an external program instead?
I use RTSS, but then you have to play on Borderless to avoid tearing, which means shitty framerate during realtime cutscenes.

So you need to play on Borderless, use RTSS to cap the framerate at 30, and alt enter every time a realtime cutscene starts. The prerendered ones are flawless, though.
 

pink

The Fallen
Oct 27, 2017
6,104
1080ti, 16gb ram, 6700k cpu

on 1400 res

on dead low settings

I'm at roughly 80-100 FPS in combat in the tutorial zone. When I get attacked, my game locks up occasionally

THIS GAME IS ABSOLUTELY UNPLAYABLE TO ME

What the heck is going on?

this was on LOW settings.
 

Rad

Member
Oct 26, 2017
1,072
For my PC it seemed impossible to get solid 60fps at 1440p (unless I went all low) so I just capped the fps to 45 and I can achieve that with everything high except shadows, shaders and lighting medium. Distance settings all maxed. I have 7600k, 1070, 16gm ram. Capped 45fps seems much better than fluctuating 50-60fps.

I hope they can optimize this more so 4k won't be so unplayable. I get like 20fps using that, even at low.
 

Deleted member 8408

User requested account closure
Banned
Oct 26, 2017
6,648
I use RTSS, but then you have to play on Borderless to avoid tearing, which means shitty framerate during realtime cutscenes.

So you need to play on Borderless, use RTSS to cap the framerate at 30, and alt enter every time a realtime cutscene starts. The prerendered ones are flawless, though.

Thanks, I tried RTSS and locked it to 35fps (wierd number I know but it's been smoother than locking it to 30fps for me) and it's worked a treat.

Smooth 60 fps seems to be almost impossible in this game so ultra graphics and downsampling with a lower framecap is giving me the best experience possible right now.
 

Isee

Avenger
Oct 25, 2017
6,236
What are the chances of this doing 144 FPS with a 8700K, 1080TI and 32GB of 3000Mhz RAM at 1080P?

Though question: On the high preset (no further tuning) I'm getting between up to 90 fps on an 7700k (4.8GHz) and a 1080 non Ti (2050 MHz) at 1080p. The thing is, I'm more CPU then GPU limited at this resolution and settings.


Example 1: High-Preset FPS 85



The moment I turn everything CPU intensive down, I get up to 110 FPS

Example 2: High preset, but Object and Vegetaion Detail set to low. LOD Sliders and Details set to 3/20


As you can see, even with greatly reduced CPU intensive settings; I'm still reaching a CPU bottleneck and my 1080 non Ti is not running at full load (in cities and other CPU intensive areas).

My conclusion: Your 1080Ti is obviously able to handle the game just fine at 1080p, the very high preset should be doable (at worse you will have to lower shaders and or shadows to high). Your CPU? Even with four extra threads you'll probably run into single core bottlenecks, even at low CPU settings and reaching stable 144fps is rather unlickely (also depends on your overclock, if you are running at 5+ GHz you should have better results).

My guess: 1080p/80-110+ fps should be possible on your system with the following settings:

FOV = 75
Shaders, Shadows = high
Object Quality, Vegetation detail = low
Textures = Ultra
The rest is on very high
Sliders for LOD, Object and Vegetation distance are on 3/20


For 1080p/ 60

FOV = 75
Shaders, Shadows = high - v.high
Object Quality, Vegetation detail = high
Textures = Ultra
The rest is on very high - ultra
Sliders for LOD, Object and Vegetation distance are on 7-10 out of 20
 

masterkajo

Member
Feb 15, 2018
21
Is anyone else having weird low fps issues (<10fps) during certain cutscenes? The game runs fine otherwise (>60fps). I have a feeling that this has something to do with my g-sync display (something similar happens to me in Overwatch but alt+tabing solves this). In Kingdom Come Delivered I cannot seem to get rid of it. It totally desyncs the audio from the slow motion video and is not playable for me this way.
 

SnakeyHips

Member
Oct 31, 2017
2,700
Wales
Some other console recommendations from me.

The game by default Ultra settings has global Volumetric fog set to off.

Default off:



On:


One thing though, is that not every scene could have had the TOD set with this in mind... so it might be generally set to being one uniform value at all times, rather than less foggy at certain hours. But since it is physicalised in CE and follows proper light transport, it should just look correct with the TOD settings. Never look wrong at least. It probably looks great at sun set, but I have yet to get there at all.

It actually can in games that handle LODs via pixel ratio.
That probably explains why changing the volumetric setting has no effect on fps which is strange as volumetric fog is usually a fps killer. The game looks much better with it on imo.
 

PorcoLighto

Member
Oct 25, 2017
765
Is anyone else having weird low fps issues (<10fps) during certain cutscenes? The game runs fine otherwise (>60fps). I have a feeling that this has something to do with my g-sync display (something similar happens to me in Overwatch but alt+tabing solves this). In Kingdom Come Delivered I cannot seem to get rid of it. It totally desyncs the audio from the slow motion video and is not playable for me this way.
Do you have more than 1 monitors with different refresh rate? Is g-sync set to be fullscreen or fullscreen+windowed mode?
 

Deaf Spacker

Member
Oct 26, 2017
3,027
United Kingdom
Though question: On the high preset (no further tuning) I'm getting between up to 90 fps on an 7700k (4.8GHz) and a 1080 non Ti (2050 MHz) at 1080p. The thing is, I'm more CPU then GPU limited at this resolution and settings.


Example 1: High-Preset FPS 85



The moment I turn everything CPU intensive down, I get up to 110 FPS

Example 2: High preset, but Object and Vegetaion Detail set to low. LOD Sliders and Details set to 3/20


As you can see, even with greatly reduced CPU intensive settings; I'm still reaching a CPU bottleneck and my 1080 non Ti is not running at full load (in cities and other CPU intensive areas).

My conclusion: Your 1080Ti is obviously able to handle the game just fine at 1080p, the very high preset should be doable (at worse you will have to lower shaders and or shadows to high). Your CPU? Even with four extra threads you'll probably run into single core bottlenecks, even at low CPU settings and reaching stable 144fps is rather unlickely (also depends on your overclock, if you are running at 5+ GHz you should have better results).

My guess: 1080p/80-110+ fps should be possible on your system with the following settings:

FOV = 75
Shaders, Shadows = high
Object Quality, Vegetation detail = low
Textures = Ultra
The rest is on very high
Sliders for LOD, Object and Vegetation distance are on 3/20


For 1080p/ 60

FOV = 75
Shaders, Shadows = high - v.high
Object Quality, Vegetation detail = high
Textures = Ultra
The rest is on very high - ultra
Sliders for LOD, Object and Vegetation distance are on 7-10 out of 20

Thanks mate, very informative, I know what I'm playing this weekend then.
 

masterkajo

Member
Feb 15, 2018
21
Do you have more than 1 monitors with different refresh rate? Is g-sync set to be fullscreen or fullscreen+windowed mode?
I only have one monitor (Acer Predator 27'' 1440p 144Hz OC to 165Hz). I tried running the game both in Borderless Window and Fullscreen mode but both seem to have the problem. G-sync is set to work with Fullscreen + Windowed mode in the Nvidia control panel.
 

PorcoLighto

Member
Oct 25, 2017
765
I only have one monitor (Acer Predator 27'' 1440p 144Hz OC to 165Hz). I tried running the game both in Borderless Window and Fullscreen mode but both seem to have the problem. G-sync is set to work with Fullscreen + Windowed mode in the Nvidia control panel.
Try setting gsync to fullscreen only and make sure vsync is set to On in NVCP. I doubt it's related but doesn't hurt to try.
 

Moose

Prophet of Truth - Hero of Bowerstone
Member
Oct 25, 2017
10,193
I've been using the Ryse SLI bits(0x080040F5) in NvInspector to get SLI working, and while the scaling isn't perfect it's pretty damn good for an unofficial SLI profile.

With a 6700K @ 4.5ghz, sli 980 Ti's and Game Ready drivers(390.77),16 gb DDR4, SSD etc. @ 1080P(on a 1440p Acer G Sync monitor, still looks good) I'm getting mostly around 70-90fps+ with a mix of Ultra, Very High and Medium settings. It can vary from 60-100fps depending on what's happening on screen. It also seems like choosing custom settings fucks with the fps in a negative way somehow, while selecting the single presets like Very High or High gives higher fps for some reason?
You don't get a stutter when running SLI? When I tried I did. I've heard others have flickering shadows as well. Not great at this point.
 

GavinUK86

Member
Oct 25, 2017
2,746
I'm about 10 hours in and it's a pretty solid 30FPS on an i7 2600k, 16GB RAM and a GTX 970 at 1080p fullscreen. I'm using the user.cfg 30FPS lock trick with RTSS also set to 30FPS and the in-game settings on High with the 3 LOD sliders set half way. Installed on a mechanical drive and the load time at the beginning and into the game takes around 15-20 seconds. It sometimes take up to 10 seconds to start a chat with NPC's but it varies so I guess that's just an engine bug. I'm also using a bunch of texture streaming tweaks I found on nexus mods which seem to minimize any pop-in with characters. The only scene that dropped to 20FPS is that night time/torches scene Digital Foundry pointed out. Get a stutter every now and again when going in to new areas but apart from that it's pretty solid.
 

Deleted member 21996

User requested account closure
Banned
Oct 28, 2017
802
Getting really unpredictable performance in Rattay with GPU power and usage plummeting inexplicably, with no CPU bottleneck. It will then shoot back up again causing a really uneven experience. Settings are incredibly scene dependant too, hard to isolate what settings give the best gains when the demands are so variable.
 

Truant

Member
Oct 28, 2017
6,762
I'm using a mix of Medium (shaders + shadows), High, Very High and Ultra (textures) settings at 1080p - and I'm getting pretty much a locked 60 using vsync + RTSS. Even the night-time rain only dropped in one of the dialogue sequences - actual gameplay was fine.

6700K (Stock)
1070 (Stock)
16GB DDR4 (Stock)
SSD

So I have a question - the cutscenes are either 100% stable 60fps - like they're pre-rendered - or 30. Gameplay gives me tiny 59-60-61 fluctuations at times, not something you notice outside the FPS counter. What's going on here?
 
Oct 25, 2017
14,741
I'm about 10 hours in and it's a pretty solid 30FPS on an i7 2600k, 16GB RAM and a GTX 970 at 1080p fullscreen. I'm using the user.cfg 30FPS lock trick with RTSS also set to 30FPS and the in-game settings on High with the 3 LOD sliders set half way. Installed on a mechanical drive and the load time at the beginning and into the game takes around 15-20 seconds. It sometimes take up to 10 seconds to start a chat with NPC's but it varies so I guess that's just an engine bug. I'm also using a bunch of texture streaming tweaks I found on nexus mods which seem to minimize any pop-in with characters. The only scene that dropped to 20FPS is that night time/torches scene Digital Foundry pointed out. Get a stutter every now and again when going in to new areas but apart from that it's pretty solid.
You're not getting tearing playing at 30fps in fullscreen mode?
 

Deleted member 12317

Account closed at user request
Banned
Oct 27, 2017
2,134
Getting really unpredictable performance in Rattay with GPU power and usage plummeting inexplicably, with no CPU bottleneck. It will then shoot back up again causing a really uneven experience. Settings are incredibly scene dependant too, hard to isolate what settings give the best gains when the demands are so variable.
Not hitting 100% on all cores does not mean that the CPU is not the bottleneck.

In Rattay, when I'm in the market, if I look to the east (main street) I'm getting full GPU usage and 50-60 FPS, if I look the west (merchants and many interiors filled with objects, close to me so fully loaded) I'm getting 35 FPS with less GPU usage and some CPU threads at 100%, but not the full CPU at 100%.

I checked in ReShade's stats panel and the number of drawcalls goes from 6000 to 13000 when looking at this area, and 5000-6000 in the countryside.
So there's a thread bottleneck because of too much drawcalls, just like Fallout 4 with long distance shadows in areas with a high number of objects.

I don't know if the devs can optimize that as it looks like an engine limitation.
Maybe if they could go with the DX12 API city areas would run better as drawcalls are less CPU intensive.
Lowering object distance and details as well as shadows should help reduce CPU usage a bit.

EDIT : changed directions
 
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