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Quantum Break PC performance thread

Braag

Member
For some reason the game feels really sluggish at anything except 60FPS. The 30fps lock feels more like 20 fps. Maybe I'm just imagining it cause I played so much of it at 60FPS all ready.
 

Lonely1

Unconfirmed Member
The game seems to suffer from poor VRAM management.

Monitoring the VRAM usage, It started at something like 3GB and the game ran smooth, even during cutscenes/scripted events and a particular intensive scene (
during the collapse at the docks
) . After a while, it was close to 5.5GB and stayed there (980ti), even during the Tv show, and at this level it was when stutters started to happen, dropping to 4GB after a particular hard one.

How is garbage collection for GPU code?
 

dogen

Member
The game seems to suffer from poor VRAM management.

Monitoring the VRAM usage, It started at something like 3GB and the game ran smooth, even during cutscenes/scripted events and a particular intensive scene (
during the collapse at the docks
) . After a while, it was close to 5.5GB and stayed there (980ti), even during the Tv show, and at this level it was when stutters started to happen, dropping to 4GB after a particular hard one.

How is garbage collection for GPU code?

I believe that's mostly handled by drivers for DX11 and earlier games.
 

mxgt

Banned
This game is just a muddy, stuttery mess for me, no matter the settings. 60FPS simply isn't an option at 1440p with upscaling off, and with upscaling on it's just ugly. There's a smeary motion blur effect that can't be turned off, and every time it tries to do one of those 'seamless' cutscene to gameplay transitions it stutters hard for like five seconds. It's unplayable during that stuttering, but it still accepts input from my controller so when it starts working again I end up with my camera pointing in a totally different direction. Last night it hard-locked my PC during one of those cutscene -> gameplay stutters.

I also have to confirm that I want to keep watching the TV show cutscenes like five or six times per episode because I keep getting the 'UNABLE TO STREAM' warning. I actually don't even want to watch them because they're so dull and all the characters are humourless drones, but as a Remedy fan from way back I at least want to give the game the benefit of the doubt.

I found that when I turned Global Illumination down I was able to run at a pretty consistent 60fps with upscaling off + everything else near max.

That setting on max is a framerate killer.
 
Here's a hilariously dumb question: I'm assuming you need to pop in the first disc to activate the Steam copy? CE came in today and I realized that I, like, don't have a disc drive plugged into my desktop anymore :lol

Edit: ...I had lifted up a couple of the discs without seeing the code printed beneath the first one. I'll see myself out.
 

SimplexPL

Member
Here's a hilariously dumb question: I'm assuming you need to pop in the first disc to activate the Steam copy? CE came in today and I realized that I, like, don't have a disc drive plugged into my desktop anymore :lol

Edit: ...I had lifted up a couple of the discs without seeing the code printed beneath the first one. I'll see myself out.

This is not such a dumb questions - some copies of Deus Ex Mankind Divided in eastern europe actually require to have the disc in the drive in order to generate steam key - I had to use my S/O's laptop for that, as my PC does not have a DVD drive.

http://cenega.pl/redeemkey
 

SimplexPL

Member
I finished the game, had zero issues with streaming, no hitching, freezing, stuttering, and the video quality was great (no macroblocking, compression artifacts, etc). But I have 250mbit connection.
 

Dalibor68

Banned
Windows 7
GTX 980 4GB
i5 3570k
16GB Ram

Would I at least be able to get stable 60fps on 1080p/medium settings on the Steam version?
 

SimplexPL

Member
PS4 pro reconstructs 4K frame from half the pixels (4 million) of 4K res (8 million). In 1080p with upscaling enabled QB reconstructs 1080p image (over 2 million pixels) from 720p image (0.9 million pixels).
 

Dalibor68

Banned
It's an option in the game that trades a bit of visual quality for a large boost in performance. Not really the same as normal upscaling, but that's what the option is called.

Well, that is weird. Why don't they just offer normal native resolution?
 

dr_rus

Member
Well, that is weird. Why don't they just offer normal native resolution?

Because:

W9cc.png
X9cc.png

And they do offer normal native resolution, it's what you get with upscaling off.

A different but similar method to the way a lot of PS4 Pro games will do 4K. It takes a few lower res frames and reconstructs them into one larger frame. QB's version isn't as good as what the PS4 Pro does.

Actually, PS4Pro doesn't "take a few low res images and reconstructs them into a larger one". Checkerboard rendering is happening in the actual 4K resolution but with empty quads which are filled later during the reconstruction pass. With PS4K there's no low resolution image from which it "upscales". It's also rather unlikely that they are using MSAA for edge details. It's a totally different solution basically.
 
Actually, PS4Pro doesn't "take a few low res images and reconstructs them into a larger one". Checkerboard rendering is happening in the actual 4K resolution but with empty quads which are filled later during the reconstruction pass. With PS4K there's no low resolution image from which it "upscales". It's also rather unlikely that they are using MSAA for edge details. It's a totally different solution basically.

It's a different technique to do the same thing.
"4K" frames consisting of lower resolution frames blown up by adding blank pixels around each actual pixel and then filling them in is still taking low resolution frames and reconstructing them into larger ones. It's exactly what the PS4 Pro is doing. It's just doing it in a different (apparently better) way than QB... Which is exactly what I said.

It is literally a lower resolution image being upscaled through a reconstruction process.

Yes, but you have twice the number of pixels to work with, so the effect will be much better by default.
Also, what dr_rus said.
He's incorrect as he is claiming that the PS4 Pro isn't creating higher resolution frames from lower resolution ones.

It is. It just adds a bunch of blank pixels around each one and the fills them in to create an approximate larger frame.

It's a different technique that has the same result. Which is what I said.

Also... You have the same ratio. You start with fewer frames, but you end with the same ratio of resulting frames.

As such... Setting QB to 4K with upscaling on results in the same ratio and pixel count.


The PS4 just uses an apparently better technique. (checkerboard)
 

dr_rus

Member
It's a different technique to do the same thing.
"4K" frames consisting of lower resolution frames blown up by adding blank pixels around each actual pixel and then filling them in is still taking low resolution frames and reconstructing them into larger ones. It's exactly what the PS4 Pro is doing. It's just doing it in a different (apparently better) way than QB... Which is exactly what I said.

It is literally a lower resolution image being upscaled through a reconstruction process.

There are no "lower resolution frames", with blank quads omitted you don't have a lower resolution image, you have a pixel soup which cannot be shown as is at all. The image's resolution is still 4K even with blank quads in it. And it doesn't reconstruct into a higher resolution image, from what we know so far it just combines two images temporarily with each next image omitting different quad grid from rendering. So it's temporal "upscaling" if you like, with some motion vectors taken into play most likely.

This is completely different to what QB is doing as QB is in fact rendering in lower resolution with MSAA 4x and using that final image with additional MSAA edge color information to upscale to a higher resolution image on the final rendering stage. I'm not sure that there even is a temporal component in that upscaling process, and QB's way of handling this is considerably more performance intensive - but it's likely to produce less artifacts in camera moving sequences.
 

Soltype

Member
Finally got this in the mail from Amazon, it was on backorder for a few weeks. Just fired up the game to test it out, is it me or is this game still fuzzy with up scaling off.I have that and film grain off and it still looks blurry.
 

dogen

Member
Well, that is weird. Why don't they just offer normal native resolution?

They do... I said it's an option.

Finally got this in the mail from Amazon, it was on backorder for a few weeks. Just fired up the game to test it out, is it me or is this game still fuzzy with up scaling off.I have that and film grain off and it still looks blurry.

Turn off anti-aliasing as well. If that doesn't completely do it, use some sharpening as ^ that guy said.

The game might be using some kind of wide MSAA resolve(like the order), which would have this effect.
 
I don't know how exactly QB's upscaling works, but here's how checkerboard rendering works in general:

2.png

Source: http://www.eurogamer.net/articles/digitalfoundry-2016-we-built-a-pc-with-playstation-neo-gpu-tech

From your source, even Eurogamer says its extrapolating a larger frame from a lower res render...
In essence, the GPU uses post-processing techniques to extrapolate a 4x4 pixel block from native 2x2 rendering. In theory, this should produce a decent 4K image while requiring just a 2x 1080p pixel count (around a 2688x1512 native framebuffer, if you like). We've not seen the technique in action before, but Sony mentions it several times in its documentation so we should assume that its R&D masterminds believe it can produce pleasing results on a 4K screen.


There are no "lower resolution frames", with blank quads omitted you don't have a lower resolution image, you have a pixel soup which cannot be shown as is at all. The image's resolution is still 4K even with blank quads in it. And it doesn't reconstruct into a higher resolution image, from what we know so far it just combines two images temporarily with each next image omitting different quad grid from rendering. So it's temporal "upscaling" if you like, with some motion vectors taken into play most likely.

This is completely different to what QB is doing as QB is in fact rendering in lower resolution with MSAA 4x and using that final image with additional MSAA edge color information to upscale to a higher resolution image on the final rendering stage. I'm not sure that there even is a temporal component in that upscaling process, and QB's way of handling this is considerably more performance intensive - but it's likely to produce less artifacts in camera moving sequences.
Please see above. Even Eurogamer agrees with me.

Or well, here's the part. I don't actually expect you to look at it.
the GPU uses post-processing techniques to extrapolate a 4x4 pixel block from native 2x2 rendering.

You are ignoring reality. The PS4 Pro doesn't render native 4K when this technique is used any more than QB is rendering natively with upscaling on. They are both using techniques to extrapolate higher resolution images from lower resolution rendering. That's reality, I really don't know what else to say.
 

dr_rus

Member
From your source, even Eurogamer says its extrapolating a larger frame from a lower res render...




Please see above. Even Eurogamer agrees with me.

Or well, here's the part. I don't actually expect you to look at it.
That EG blurb is wrong, 2x2 into 4x4 is not checkerboarding and it doesn't make any sense pixel numbers wise considering specs.
 
If it's the same, then why do Eurogamer writes: "We've not seen the technique in action before"?
Please show me where I said it was the same technique.

I said it was a different technique meant to do the same thing; make larger resolution frames from lower resolution renders.

That EG blurb is wrong, 2x2 into 4x4 is not checkerboarding and it doesn't make any sense pixel numbers wise considering specs.
Whatever dude.
 

SimplexPL

Member
Please show me where I said it was the same technique.
I said it was a different technique meant to do the same thing; make larger resolution frames from lower resolution renders.
It achieves more or less the same thing but does it using a different method - so it's different.

Plane and train are meant to "do the same thing" - transport you from place to place, but they do it in a completely different way.
 
It achieves more or less the same thing but does it using a different method - so it's different.

Plane and train are meant to "do the same thing" - transport you from place to place, but they do it in a completely different way.
That's what I've been saying this whole time. You just paraphrased me.

That's exactly what my original comment was about.
 

dr_rus

Member
Please show me where I said it was the same technique.

I said it was a different technique meant to do the same thing; make larger resolution frames from lower resolution renders.


Whatever dude.
Lol. 2x2 into 4x4 is 4 into 16, a 4x times expansion, basically a 1080p into 4K, something you'd do on OG PS4 to get 4K output, with abysmal quality most likely.
 
Lol. 2x2 into 4x4 is 4 into 16, a 4x times expansion, basically a 1080p into 4K, something you'd do on OG PS4 to get 4K output, with abysmal quality most likely.
LOL, that's not why I said that. Now you are arguing a technicality that has no bearing on anything we've been discussing. What does it matter if it's 2x2 to 4x4, or 1x2 to 2x2, or any other arbitrary numbers? That doesn't change the technique, just the sizes. It is a different topic.

The reality is that the PS4 Pro turns a lower res render into a higher resolution render. It uses a different technique than Quantum Break, but they are meant to serve the same purpose.
 

dr_rus

Member
LOL, that's not why I said that. Now you are arguing a technicality that has no bearing on anything we've been discussing. What does it matter if it's 2x2 to 4x4, or 1x2 to 2x2, or any other arbitrary numbers? That doesn't change the technique, just the sizes. It is a different topic.

The reality is that the PS4 Pro turns a lower res render into a higher resolution render. It uses a different technique than Quantum Break, but they are meant to serve the same purpose.
I'm arguing the quote from EG as something confirming your words, not technicalities. They are wrong as what they're describing is pretty much just regular upscaling you get when outputting from say PS4 to a 4K display. This isn't what PS4Pro is doing.
 
I'm arguing the quote from EG as something confirming your words, not technicalities. They are wrong as what they're describing is pretty much just regular upscaling you get when outputting from say PS4 to a 4K display. This isn't what PS4Pro is doing.
Either your reading comprehension is horrible and you honestly believe that's what they were saying, or you're just intentionally misrepresenting what I said and what Eurogamer said just so you can still refuse to admit you're wrong. Either way, I'm finished talking with you.
 

dogen

Member
Either your reading comprehension is horrible and you honestly believe that's what they were saying, or you're just intentionally misrepresenting what I said and what Eurogamer said just so you can still refuse to admit you're wrong. Either way, I'm finished talking with you.

They literally described upscaling here though.

The principle behind the 'checkerboard' scaling is pretty straightforward - a 2x2 pixel structure is extrapolated up to 4x4
 

dr_rus

Member
Either your reading comprehension is horrible and you honestly believe that's what they were saying, or you're just intentionally misrepresenting what I said and what Eurogamer said just so you can still refuse to admit you're wrong. Either way, I'm finished talking with you.

Okay. Just remember that PS4Pro's checkerboarding does not involve any kind of low resolution rendering or upscaling, all frames are 4K there, with missing parts (unless a game is using a different approach obviously).
 
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