Fyi You can just launch the executable in the program directory with dx11 or dx12 in the filename to skip the splash screen
Yeah this was my sense as well- game would be solid smooth but after 1 hour or so hitching started no matter what settings... might just have to restart the game ever once in a while...How long did you play? I went back to stock too, but after 1,5 hours i guess the stuttering slowly came back again. I think this game has some kind of memory leak?
How long did you play? I went back to stock too, but after 1,5 hours i guess the stuttering slowly came back again. I think this game has some kind of memory leak?
Everything on max settings? Try lowering only Volumetric Lighting and see if that helps.I don't know what to do about performance in this game. I'm playing with a 1080 Ti in 768p and with Vsync on, I still get pushed to 30fps for large portions of gameplay (the whole area near and in the first boss fight was terrible). I'll turn off Vsync and monitor the framerate and it'll be sitting at 80fps or whatever, then I look to the left and catch too many grainy, shiny chairs and boom it's 40fps.
Maybe a lot of it is the stuttering mixed with the motion blur making even relatively stable framerates seem like a mess. Still need to tweak more.
the two things that got rid of the stutters for me on my 2080ti are turning on low latency mode in Nvidia control panel set it to"on' not ultra and secondly lowering my overclock on your video card so if you have an overclock reduce it and hopefully those will get rid of thisI'm running a 3900x/2080/16GB RAM and getting those quick freezes/stutters in DX12 like The Division 2 as well, but was anyone able to solve that with more RAM or something? It almost feels like it's something I/O related.
I'm running a 3900x/2080/16GB RAM and getting those quick freezes/stutters in DX12 like The Division 2 as well, but was anyone able to solve that with more RAM or something? It almost feels like it's something I/O related.
I played for about an hour, so not a long test. I do believe it has a memory leak as well. It's the only other explanation I can think of for the continuous stutter issues.
Shader caching stutter wouldn't ever be confused with memory leak related stutter, the former would manifest early on and then go away after a while, whereas the latter wold be fine early on and then start happening after awhileCould be shader compilation stutter. If the game is trying to load shaders that are already cached by your driver, you're fine. If not: stutter. Just a guess.
Yeah this is the exact thing I have experienced- annoying but not a deal breaker. Wondering if this happens in dx11?Yeah I am pretty sure there are engine issues, even with the fixes I have done to get rid of stutters, (lower GPU OC, and low latency mode) even though they are gone right away like before they would happen as soon as I started. After 1.5-2 hours it starts to have hitches again, not near as office but they happen. Restarting the game gets rid of them. Something is happening, I don't think it's necessarily a memory leak per say as I pay attention to MEM and RAM usage via RTSS onscreen at all times and they don't increase much but it has to be some kind of engine maybe recycling or a stuck thread.
Has anyone seen any word from Remedy about potential patches or any acknowledgement they are aware of issues?
Everything on max settings? Try lowering only Volumetric Lighting and see if that helps.
Probably still a good idea to play on Borderless instead of Fullscreen. That way you get tripple buffering instead of double buffering even if you keep vsync on, so you'll still have it working as a framerate limiter. A drop from 60 to ~55 for one second will most likely go unnoticed, but not when it goes all the way down to 30 for that one second, which is what it does at fullscreen.
You're welcome, I hope it helps!Wait, FOR REAL?
I had no idea it behaved like that! (I don't traditionally play AAA games on PC so I'm not usually chasing better performance like this.) That could totally transform my experience. I'll try it right now -- thank you!!
So I finally solved the issue where the game would freeze for a second or so after I unpaused all the time.
Looks like if you turn on vsync on full-screen or run it in borderless mode, it fixes the pause issue for me. I wonder if it's related to my monitor using Gsync...
This stuttering was only during combat it was like almost timed to the exact time I hit a mob and they did the poof.
Try downclocking further to the spec stock speed. Sometimes, even factory OC aren't 100% stable.So I gave this a shot and reset to factory OC w/ Afterburner (and factory settings on the CPU as well) and it seems to happen less often at least? Still, an improvement.
It is, but you have not mentioned the resolution you want to play at.Is it at all reasonable to expect 60-90fps at any settings on a GTX 1070? Usually, I prefer 90fps+ for fluidity, but it seems like it might be impossible to achieve.
It is, but you have not mentioned the resolution you want to play at.
Does borderless window still gives you less performance than fullscreen in this day and age?
Try downclocking further to the spec stock speed. Sometimes, even factory OC aren't 100% stable.
Hmmmm, the low latency modes weren't fixing my stuttering/hitching in combat but not capping the framerate with RTSS has. The game runs between the mid 30-40s range but isn't stuttering or unstable like any other game. Weird.
Does this game use a simple form of ray tracing by default even when not activated? Feels like all the reflections have a sort of grain to them even with film grain off that looks like the sort of effect ray tracing tends to have
Dictator any thoughts on the stuttering issue that occurs after about an hour of play in dx12? Potential that it could be covered in your analysis? Seems to be some kind of memory leak or engine issue.
Either way I'm very much looking forward to your deep dive. Rtx and dlss really stand out in this game, such a shame about the issues with consistency after a long period of play...
What is the difference between screen space reflections and global reflections when not using raytracing?
Along with Screen Space Reflections, Ray-Traced Reflections, and Ray-Traced Transparent Reflections, Global Reflections affects the quality and visibility of Control's many reflections.
In the case of Global Reflections, the reflective specular shine seen on metals and other surface types is affected or entirely disabled, though for it to work Screen Space Reflections must also be on.
Screen Space Reflections Quality (SSR)
Screen Space Reflection techniques attempt to mirror what's currently on-screen on reflective surfaces. In Control, High and Medium detail levels are on offer, along with a toggle that will disable the setting (as already discussed, switching-off SSR also turns off Global Reflections, which requires SSR to function).
So, what's the difference between High and Medium? Quite simply, the fidelity of the reflection. On High, SSR is pushed to the limit, rendering its reflections with excellent clarity and temporal stability (their quality when the player or camera is moving). On Medium, quality is severely reduced, decreasing reflection visibility, accuracy and temporal stability, as demonstrated below.
the two things that got rid of the stutters for me on my 2080ti are turning on low latency mode in Nvidia control panel set it to"on' not ultra and secondly lowering my overclock on your video card so if you have an overclock reduce it and hopefully those will get rid of thisany tips to fix the stutters? 2060s,ssd,16gb and ryzen 2600x i'm playing with RTX on high, 1080p with DLSS
Can some people test loading times differences between DX11 and DX12?
For some reason DX12 (12 sec) loads more than three times faster than DX11 (44 sec). Can anyone reproduce that? Dying and fast traveling is really annoying, but with DX12 I get some occasional ultra-short but annoying freezes in combat while I maintain perfectly fine 60fps with enough GPU (90% workload) and more than enough CPU (50% workload) overhead.
i5 4690k and GTX 1070 (OC)
I don't get freezes in combat with DX12 but I do get texture loading issues instead. They never loading fully. My CPU is the same as yours and I have a GTX980.Can some people test loading times differences between DX11 and DX12?
For some reason DX12 (12 sec) loads more than three times faster than DX11 (44 sec). Can anyone reproduce that? Dying and fast traveling is really annoying, but with DX12 I get some occasional ultra-short but annoying freezes in combat while I maintain perfectly fine 60fps with enough GPU (90% workload) and more than enough CPU (50% workload) overhead.
i5 4690k and GTX 1070 (OC)
I think I solved these!!
Looks like with the last 2 nvidia drivers when they added the low latency mode setting something got broke with DX12 and the game setting the number of prerendered frames, they rolled the old "max prerendered frames" setting into the Low latency setting in nvidia control panel. now there are no option to directly set this number. But there are three settings for low latency, off (default) app sets number of frames but this appears to be broken and it's not happening with control (and other DX12 games I have seen) if you turn this setting to on, it sets max prerendered frames to 1 and this fixed the hitches for me, just played 45 mins and running around and in heavy combat no stutters/hitches. Give it a try and let me know if it helps you both!
Don't use ultra low latency (third option) as this doesn't queue at all and pushes frame out just in time and will negatively impact smoothness for the sake of latency.,