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 60FPS all ready.
Did you guys try to lock 30 fps via RTSS rather than ingame option? The former usually delivers better results.
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 () . 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.during the collapse at the docks
How is garbage collection for GPU code?
The best combo is setting 30fps in RTSS and set vsync to "1/2 refresh rate" in nvidia control panel.
No idea. Is gsync even doing anything when there is a 30fps lock?
Oh right, that's outside the range that G-Sync operates within. At least I think so.
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.
The best combo is setting 30fps in RTSS and set vsync to "1/2 refresh rate" in nvidia control panel.
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.
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?
What do you mean upscaling? I mean normal like any other gameWith upscalling on, sure.
What do you mean upscaling? I mean normal like any other game
What do you mean upscaling? I mean normal like any other game
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?
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.
.9 is close enough to 1. 4:8 is the same ratio as 1:2.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).
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.
He's incorrect as he is claiming that the PS4 Pro isn't creating higher resolution frames from lower resolution ones.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.
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.
Well, that is weird. Why don't they just offer normal native resolution?
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.
I don't know how exactly QB's upscaling works, but here's how checkerboard rendering works in general:
Source: http://www.eurogamer.net/articles/digitalfoundry-2016-we-built-a-pc-with-playstation-neo-gpu-tech
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.
Please see above. Even Eurogamer agrees with me.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.
the GPU uses post-processing techniques to extrapolate a 4x4 pixel block from native 2x2 rendering.
That EG blurb is wrong, 2x2 into 4x4 is not checkerboarding and it doesn't make any sense pixel numbers wise considering specs.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.
Please show me where I said it was the same technique.If it's the same, then why do Eurogamer writes: "We've not seen the technique in action before"?
Whatever dude.That EG blurb is wrong, 2x2 into 4x4 is not checkerboarding and it doesn't make any sense pixel numbers wise considering specs.
It achieves more or less the same thing but does it using a different method - so it's different.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's what I've been saying this whole time. You just paraphrased me.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.
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.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, 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.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.
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.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.
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.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.
Does this happen all the time or is it a bug in some section?Still pissed by the onscreen mouse pointer when you use a gamepad, do you think they'll ever fix it?
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.
The principle behind the 'checkerboard' scaling is pretty straightforward - a 2x2 pixel structure is extrapolated up to 4x4
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.
all frames are 4K there, with missing parts (unless a game is using a different approach obviously).
I don't understand.
If some frames are missing pixels, doesn't that mean the frame isn't 4K?