is this normal?
You get the same fps at me but I have 8700k and a 2070s lol.
its a very demanding game. The gpu usage in the task manager is incorrect.
Whats going on here. I only play at 1080p on mostly medium settings and I still can't get above 50fps with these readings? I'm no expert but shouldn't they be doing more? I have a Ryzen 5 2600 and 1060. it's getting on a bit but even my gf with a 960 and an ancient i5 is getting better performance.
Are you also capping with RTSS? RTSS will break half refresh rate vsync and induce tearing. The best way to lock to 30 fps is just use half refresh rate vsync in the NV driver and absolutely nothing else on top of it. If you use NVinspector, you can turn on half rate non adaptive even so that it never tears. Otherwise the default half rate refresh in the normal NVCP panel is adaptive half refresh rate, so will tear below 30.I don't understand how I still get screen tearing with vsync on and a 30fps cap.
Are you also capping with RTSS? RTSS will break half refresh rate vsync and induce tearing. The best way to lock to 30 fps is just use half refresh rate vsync in the NV driver and absolutely nothing else on top of it.
Are you doing a settings guide for this?Are you also capping with RTSS? RTSS will break half refresh rate vsync and induce tearing. The best way to lock to 30 fps is just use half refresh rate vsync in the NV driver and absolutely nothing else on top of it. If you use NVinspector, you can turn on half rate non adaptive even so that it never tears. Otherwise the default half rate refresh in the normal NVCP panel is adaptive half refresh rate, so will tear below 30.
ATM I am working on other things. Maybe I will eventually. I recommend you watch my odyssey settings guide as those principles are probably the exact same in this game.Are you doing a settings guide for this?
Why is AA so demanding?
Make sure the ingame FPS limiter is off then too. And tryout NV inspector then to set half refresh rate without adaptive tearing. Tell me what happens.Yeah I'm already using NV half refresh rate with nothing else. I'm getting locked 30fps in gameplay with good frame times but the cutscenes still have tearing somehow.
You confirmed that the AA setting in this game impacts the internal rendering resolution, just like it did in Odyssey? So if you set the res to 4k, you're not really rendering at 4k unless you have AA set to High?ATM I am working on other things. Maybe I will eventually. I recommend you watch my odyssey settings guide as those principles are probably the exact same in this game.
The AA setting in this game makes the game native at its highest setting, and various subnative resolutions on lower settings. In the last game the highest setting was Native Resolution, the one below that was like .9 or so I think, and the lowest AA setting was .83 (so 900p at 1080p).
Make sure the ingame FPS limiter is off then too. And tryout NV inspector then to set half refresh rate without adaptive tearing. Tell me what happens.
You confirmed that the AA setting in this game impacts the internal rendering resolution, just like it did in Odyssey? So if you set the res to 4k, you're not really rendering at 4k unless you have AA set to High?
If you are looking at still images, you wont see the difference. Look at camera cuts in cutscenes or fast movement.I don't think that's true for Valhalla. I did some screencaps yesterday of high and low, and there seems to be no difference in resolution. I can upload them later.
Yes. But expect some dipsIs 4K/60 doable on an RTX 3080 with a Ryzen 5 3600?
Watch Dogs is pretty bad, is this any better?
If you are looking at still images, you wont see the difference. Look at camera cuts in cutscenes or fast movement.
this is impossible you should obviously have much more performance
is this normal?
You get the same fps at me but I have 8700k and a 2070s lol.
it is temporally reconstructing exactly like Osyssey most likely. They have done it in the last 2 AC games. I see no reason why they would change it now. It being named anti-aliasing probably makes more people use it as they are less adverse to turning it off due to prejudice.Are they doing something else other than an upscaled slightly lower res then? Because the difference between 2160p and 1800p should be immediately obvious in a zoomed in screenshot comparison.
For some frustrating reason, the half-rate v-sync option in the NVIDIA Control Panel is adaptive.Are you also capping with RTSS? RTSS will break half refresh rate vsync and induce tearing. The best way to lock to 30 fps is just use half refresh rate vsync in the NV driver and absolutely nothing else on top of it. If you use NVinspector, you can turn on half rate non adaptive even so that it never tears. Otherwise the default half rate refresh in the normal NVCP panel is adaptive half refresh rate, so will tear below 30.
I really have to disagree.Adaptive or not, frame rate limiters should never be combined with v-sync if the goal is smoothness, rather than low latency.
Frame rate limiters should really only be combined with VRR, except in rare cases.
ReShade, video capture software, various overlays, they all have the potential to do this when a game uses DXGI for HDR rather than NvAPI / AGS. Most third-party software has no reason to go around hooking the driver-level APIs and to be fair, I think that's the only good thing I can say about NvAPI or AGS -- DXGI-based HDR is more polished (when overlays aren't breaking it).
it is temporally reconstructing exactly like Osyssey most likely. They have done it in the last 2 AC games. I see no reason why they would change it now. It being named anti-aliasing probably makes more people use it as they are less adverse to turning it off due to prejudice.
it is temporally reconstructing exactly like Osyssey most likely. They have done it in the last 2 AC games. I see no reason why they would change it now. It being named anti-aliasing probably makes more people use it as they are less adverse to turning it off due to prejudice.
Adaptive Quality settings make me really nervous. I have yet to see a single game implement that in a sane way, often the only thing you get out of turning that on is stutter. When it's not causing stutter, it's usually chronically under evaluating your hardware and leaving you high and dry at the bottom of the quality scaling range after about 30 minutes.All credits to HardwareUnboxed, but I find it handy to have the optimized settings in an image in a thread like thism for reference<
Adaptive Quality settings make me really nervous. I have yet to see a single game implement that in a sane way, often the only thing you get out of turning that on is stutter. When it's not causing stutter, it's usually chronically under evaluating your hardware and leaving you high and dry at the bottom of the quality scaling range after about 30 minutes.
Even DOOM Eternal, a very impressive piece of engineering, has crap for dynamic scaling.
This is the first time those words have been written in that order in recorded history :)So I also think the best way to gain performance is to use super sampling
My experience has been that Special K's limiter works amazingly well when combined with a variable refresh rate display, but not a fixed-refresh display using v-sync.I really have to disagree.
Traditional framerate limiters, this is true of.
Special K's framerate limiter uses something known as a Latency Waitable SwapChain. I actually have the OS scheduler waking the limiter up at precisely the correct time to stage the next frame without any back-pressure from V-Sync. Input latency is god tier when you build your limiter this way, you basically submit a finished image, poll input, queue the commands for the next frame and then delay submission until scan-out. Done correctly, this nets 0.0 - 0.1 ms to-display latency, and it also automagically trims pre-rendered frames out of the render queue so you're not backlogged w/ 3 or 4 frames of latency.
I cannot draw my OSD in D3D12, but I have plenty of examples of my latency monitor running combined with the limiter in D3D11. Render latency cuts from 5 frames to 0-1, it's something I'm really proud of and eager to validate and start publishing a blog series on when my LDAT hardware arrives from NVIDIA.
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Limiter works in D3D12, I just cannot draw any of its statistics. But, you can figure those out yourself by using the in-game benchmark or CapFrameX :P
Typically SK's limiter is the one with the perfectly flat line, ~0.0 standard deviation :P Doesn't get any smoother than that, and it's always tested w/ V-SYNC.
(i.e.)
GPU-limited (but not VRAM-limited) scenarios typically do not result in bad stuttering.This is the first time those words have been written in that order in recorded history :)
But, yeah... I get the gist of what you were trying to say. If your CPU cannot feed the GPU more frames to draw, you can always have the GPU draw them at a higher resolution. Either way puts more load on the GPU and lackluster CPU performance stops being such a bummer.
Not sure if this is where to post this,
but has anyone else been having this cloud bug?
Thank you.All credits to HardwareUnboxed, but I find it handy to have the optimized settings in an image in a thread like thism for reference<
Interesting. Hope theres a fix thats found or they patch it. Really a bummer looking out over a beautiful landscape then seeing the clouds like this lolYep, I've had that exact bug on my 3070. Someone else has had it too ITT
Wait, so if you turn down AA to low at 1080p the game will effectively render at 900p? What's the freaking point to calling it AA then if it lowers render resolution?
Are there any news regarding a patch that will improve performance? So far it's been a solid experience for me until I get to the settlement. Was hitting 60fps but as soon as I get to the settlement I get 54-57fps. I turned clouds and shadows to high and feels a wee better.
Playing at 1080p
Specs: i9 9900k
RTX 2080 Super
32GB of ram
I did check and yeah it's running at full speed. When I built my PC that's the first thing I switched on hahaCheck your 32gb of ram are running at full speed eg 3200 not 2333. This was my and others issue.