![]() ![]() They also cause 80-100% CPU load whilst GPU load drops to around 40% both can be offset by SSAA which at 4x causes CPU load to drop to around 60% with GPU load being near perfect 100% (doesn't seem overloaded) however this is just juggling limtations as framerate stays in same 40-60 range no matter how hard you try to balance and optimize it.Ĭlick to expand.Yes it is fun, when it works at least. However above Low preset only DX11 is technically functional as both Vulkan and DX12 will start stuttering like crazy bazed on camera position/rotation, at first i though it was lazy shader initialization but it seems with both APIs the game does actual shader compiling during level load (and boy 80-90 second loading times off an SSD). Even the autodetected "optimal" settings at DX11 (which is supposedly the "intended" at the moment API according to the developers) game struggles to reach constant 60. Realistically there isn't much of a performance difference between low/medium and ultra, any of those will run between 40 to 60 FPS no matter what. Even by that point there areas which can (albeit very rarely) drop to ~55fps when enemies start spawning.ĬPU and GPU memory settings have mostly reasonable impact on performance and i can set them to ultra with ~10 FPS loss whilst in terms of "GPU Speed" settings anything above lowest will instantly kick me out of "guaranteed 60FPS" category. Tryharding it by using DX12 with Variable Rate Shading to get ABSOLUTE minimum yields GPU/CPU usage between 20 to 30% with the game/engine making no effort to take up more in order to increase the framerates. When i force the game to use absolute (customized below official lowest preset) lowest settings, it will fluctuate between 70 and 140 frames. For me the resource usage and CPU scaling in this game is atrocious.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |