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Batman AK PC Perf Thread of DARKNESS, NO SETTINGS [30fps cap / intro removal in OP]

jorimt

Member
Not sure if anyone else discovered this, but I think I found the cause of the diminished bokeh depth of field effect on PC when compared to the PS4 version: broken built-in AA.

I did a couple screenshot comparisons, and it looks like the PC version's built-in AA solution isn't working as intended, which severely lowers light output and fine detail on any and all of the game's lights sources.

Screenshot comparison here to show the diminished light output/detail (some far off light sources are entirely obscured by the AA):
http://screenshotcomparison.com/comparison/132512

And another to show how the diminished light sources affect the bokeh depth of field:
http://screenshotcomparison.com/comparison/132513

Last comparison to show the diminished detail with in-game AA enabled (note the sign directly ahead of the Batmobile) VS SweetFX SMAA:
http://screenshotcomparison.com/comparison/132515

Obviously, for whatever reason, they had a difficult time porting over the post-process AA. For those still playing, and have in-game AA on, I'd definitely recommend disabling in-game AA and injecting SMAA until they fix this.
 
Not sure if anyone else discovered this, but I think I found the cause of the diminished bokeh depth of field effect on PC when compared to the PS4 version: broken built-in AA.

I did a couple screenshot comparisons, and it looks like the PC version's built-in AA solution isn't working as intended, which severely lowers light output and fine detail on any and all of the game's lights sources.

Screenshot comparison here to show the diminished light output/detail (some far off light sources are entirely obscured by the AA):
http://screenshotcomparison.com/comparison/132512

And another to show how the diminished light sources affect the bokeh depth of field:
http://screenshotcomparison.com/comparison/132513

Last comparison to show the diminished detail with in-game AA enabled (note the sign directly ahead of the Batmobile) VS SweetFX SMAA:
http://screenshotcomparison.com/comparison/132515

Obviously, for whatever reason, they had a difficult time porting over the post-process AA. For those still playing, and have in-game AA on, I'd definitely recommend disabling in-game AA and injecting SMAA until they fix this.

ahh cmon :(

That first comparison showed why our rain seemed lighter than the PS4 version...
 

ss_lemonade

Member
Not sure if anyone else discovered this, but I think I found the cause of the diminished bokeh depth of field effect on PC when compared to the PS4 version: broken built-in AA.

I did a couple screenshot comparisons, and it looks like the PC version's built-in AA solution isn't working as intended, which severely lowers light output and fine detail on any and all of the game's lights sources.

Screenshot comparison here to show the diminished light output/detail (some far off light sources are entirely obscured by the AA):
http://screenshotcomparison.com/comparison/132512

And another to show how the diminished light sources affect the bokeh depth of field:
http://screenshotcomparison.com/comparison/132513

Last comparison to show the diminished detail with in-game AA enabled (note the sign directly ahead of the Batmobile) VS SweetFX SMAA:
http://screenshotcomparison.com/comparison/132515

Obviously, for whatever reason, they had a difficult time porting over the post-process AA. For those still playing, and have in-game AA on, I'd definitely recommend disabling in-game AA and injecting SMAA until they fix this.
The DOF in this shot though still looks really different between the 2 platforms

Md7V0YZ1.png
 
Not sure if anyone else discovered this, but I think I found the cause of the diminished bokeh depth of field effect on PC when compared to the PS4 version: broken built-in AA.

I did a couple screenshot comparisons, and it looks like the PC version's built-in AA solution isn't working as intended, which severely lowers light output and fine detail on any and all of the game's lights sources.

Screenshot comparison here to show the diminished light output/detail (some far off light sources are entirely obscured by the AA):
http://screenshotcomparison.com/comparison/132512

And another to show how the diminished light sources affect the bokeh depth of field:
http://screenshotcomparison.com/comparison/132513

Last comparison to show the diminished detail with in-game AA enabled (note the sign directly ahead of the Batmobile) VS SweetFX SMAA:
http://screenshotcomparison.com/comparison/132515

Obviously, for whatever reason, they had a difficult time porting over the post-process AA. For those still playing, and have in-game AA on, I'd definitely recommend disabling in-game AA and injecting SMAA until they fix this.

Hmm, I tried the game a bit today and I turnt off the AA, felt the game looks better but not very sure why as I spent just like minutes with the game. Nice catch.
 

kinggroin

Banned
So everyone with 12GB or more seems to be doing OK. Is that right?

Seems if you have an Nvidia card with 4GB or more, you're in the clear. If you have less than that or you're on team red, you're fucked.

I mean, performance is relatively ass across the board regardless, but you probably won't get the freezes if you're in the first category. It can't really be called stuttering, it's goddamn freezing.

8GB ram, GTX670 2GB - Game is about PS4 levels of playable. Still get very quick hitches here and there (talking half a second stops every few minutes or when loading in a new area first time).

Even the Batmobile is fine in the same way.


*shrugs
 

CryptiK

Member
Not sure if anyone else discovered this, but I think I found the cause of the diminished bokeh depth of field effect on PC when compared to the PS4 version: broken built-in AA.

I did a couple screenshot comparisons, and it looks like the PC version's built-in AA solution isn't working as intended, which severely lowers light output and fine detail on any and all of the game's lights sources.

Screenshot comparison here to show the diminished light output/detail (some far off light sources are entirely obscured by the AA):
http://screenshotcomparison.com/comparison/132512

And another to show how the diminished light sources affect the bokeh depth of field:
http://screenshotcomparison.com/comparison/132513

Last comparison to show the diminished detail with in-game AA enabled (note the sign directly ahead of the Batmobile) VS SweetFX SMAA:
http://screenshotcomparison.com/comparison/132515

Obviously, for whatever reason, they had a difficult time porting over the post-process AA. For those still playing, and have in-game AA on, I'd definitely recommend disabling in-game AA and injecting SMAA until they fix this.
There is a shadow completely missing in the third picture on the first screenshot wtf. Look at the building on the right.
 

jorimt

Member
There is a shadow completely missing in the third picture on the first screenshot wtf. Look at the building on the right.

There's a helicopter with a searchlight passing over on that checkpoint save every time I loaded it up to do a comparison.

The lack of a shadow in the one screen was probably caused by the slight helicopter position difference.
 
Just in case anyone is curious, the reflection shadows are also broken at certain angles for the batmobile:

Please take note of batman's reflection shadow... and the fact that the car's reflection shadow disappears.
 

jett

D-Member
Not sure if anyone else discovered this, but I think I found the cause of the diminished bokeh depth of field effect on PC when compared to the PS4 version: broken built-in AA.

I did a couple screenshot comparisons, and it looks like the PC version's built-in AA solution isn't working as intended, which severely lowers light output and fine detail on any and all of the game's lights sources.

Screenshot comparison here to show the diminished light output/detail (some far off light sources are entirely obscured by the AA):
http://screenshotcomparison.com/comparison/132512

And another to show how the diminished light sources affect the bokeh depth of field:
http://screenshotcomparison.com/comparison/132513

Last comparison to show the diminished detail with in-game AA enabled (note the sign directly ahead of the Batmobile) VS SweetFX SMAA:
http://screenshotcomparison.com/comparison/132515

Obviously, for whatever reason, they had a difficult time porting over the post-process AA. For those still playing, and have in-game AA on, I'd definitely recommend disabling in-game AA and injecting SMAA until they fix this.

What an absolute shitshow.
 
So everyone with 12GB or more seems to be doing OK. Is that right?

Seems if you have an Nvidia card with 4GB or more, you're in the clear. If you have less than that or you're on team red, you're fucked.

I mean, performance is relatively ass across the board regardless, but you probably won't get the freezes if you're in the first category. It can't really be called stuttering, it's goddamn freezing.


i'm at 16GB RAM and with a 980ti and if I framecap to 30 I'm "fine". no freezing or locks or anything so I can add my anecdotal evidence that with those variables I am having a better time than others
 

Porcupine

Member
how is GSYNC coping with this game? I'd imagine 40-60fps would be playable on a high end system (its basically what I did with Unity back at launch).

But the other issue is those missing effects and texture problems, I wouldn't want to play this in its current state.

On foot it's ok with GSYNC, but the Batmobil-part is still nearly unplayable for me because the framedrops are really big and it feels extremely off. Even with GSYNC I will wait for a performance patch (i7 3770k, GTX780)
 

eot

Banned
Seems if you have an Nvidia card with 4GB or more, you're in the clear. If you have less than that or you're on team red, you're fucked.

I mean, performance is relatively ass across the board regardless, but you probably won't get the freezes if you're in the first category. It can't really be called stuttering, it's goddamn freezing.

So, 3.5GB or more?
 
Bought it on pc yesterday, unplayable. 17 bucks lost

Bought it today on ps4. Performance much better but I think the game looks better with gameworks


Atleast I can play it now
 

Corpekata

Banned
Dunno what is with this game.

I decided to uncap my FPS again just because even with 30 FPS some of the texture pop in was annoying, and now....uncapped FPS doesn't seem to stop my texture pop in anymore. Before it would take forever or never pop. Now it's acting the same as 30 FPS cap.

Feel like every day I'm rolling the dice and getting an arbitrarily new port.
 

JRW

Member
So everyone with 12GB or more seems to be doing OK. Is that right?

If I stick with the 30fps cap then stuttering is very minimal with all gameworks options disabled, everything else on high.

i7 920 @ 3.2ghz / GTX 670 FTW 2GB / 12GB DDR3 / Win 7
 

jorimt

Member
The DOF in this shot though still looks really different between the 2 platforms

Yes, you're probably right in thinking that more than one factor accounts for the difference between the bokeh on PC and PS4.

I did capture a screen from that same shot just now, and comparing it to the original DF PC image with my own (in-game AA off) definitely seems to restore much of the missing effect:
http://screenshotcomparison.com/comparison/132525

However, when comparing my shot to the original DF PS4 image, the light output on the PC version (even with in-game AA off) seems to still be lacking:
http://screenshotcomparison.com/comparison/132528

It's possible that whatever controls the extra rain cascades missing on the PC version, also affects the light output somehow. That, or there is more likely yet another discrepancy in the PC version when compared to the PS4 version.

I did notice an interesting line concerning a lightmap texture in the PCSystemSettings.ini, which reads as follows:

; Adding this here as to not affect console, to fix typo causing these settings to not be applied
TEXTUREGROUP_Lightmap=(MinLODSize=128,MaxLODSize=4096,LODBias=0,MinMagFilter=Linear,MipFilter=Linear)

However, I have no idea if it has to do with any of the current issues.
 

Buburibon

Member
Just in case anyone is curious, the reflection shadows are also broken at certain angles for the batmobile:


Please take note of batman's reflection shadow... and the fact that the car's reflection shadow disappears.

Good point. Perhaps we should help them compile a list of bugs/omissions they should work on? I'm not confident they'll manage to uncover everything that is wrong with the PC port by themselves.
 

Joey Ravn

Banned
Because I really want to play the game?

It's your money, you can do with it whatever you want. However, I don't agree that the proper reaction to WB making you lose $17 is to go ahead and buy a (potentially) more expensive version of the game that made you lose $17 in the first place.

But, hey. It's your money, you can do with it whatever you want.
 

JohngPR

Member
Still waiting for my refund from GMG...I'm hoping it's sooner than later. Have to imagine a lot of folks are asking for one.
 

teh_pwn

"Saturated fat causes heart disease as much as Brawndo is what plants crave."
Refunded.

I look forward to Rocksteady and others delivering a good port, and I will purchase.

As a software engineer by profession I see too much "derp, salaries outsourcing is so much cheaper, save money = good" but complete lack of analysis on experience, daily schedule for collaboration, retention/relevant experience for the product, global IT infrastructure to deliver without hand wavy references to the cloud, etc.
 

teh_pwn

"Saturated fat causes heart disease as much as Brawndo is what plants crave."
I mean, I don't know anything about software engineering specifically with regards to video game development, but porting a game built on DirectX on shared x86 and GPU infrastructure doesn't seem that difficult. I would imagine setting up the porting process for the final build wouldn't take much considering they had PC builds last year....most of the effort is going to be testing and distribution.
 

Zakalwe

Banned
How is this good news, it's totally unacceptable in this day and age. Tweets like this make me angry. How did they pass this port off?

It's good news because they seem to be taking it very seriously.

We have no idea what happened, but if they fix it swiftly and well it is definitely good news.
 

Sijil

Member
Nvidia is sending their engineers there too, so now we have RockSteady, Nvidia engineers aside from the original IG engineers. What next? WB sending their WB Montreal team? Call Monolith for additional engineers? This is looking like a nuclear reactor meltdown with every hand on deck to fix it, yeesh.
 

GavinUK86

Member
"Top. Men."

Rocksteady was never to blame (most likely) but this is nice to see. They should have been the ones to port it in the first place. Its their code, their creation. Outsourcing isn't always the wisest move.

Never a wise move. Anyone remember Deus Ex Human Revolutions boss fights?

Nvidia is sending their engineers there too, so now we have Rockstar, Nvidia engineers aside from the original IG engineers. What next? WB sending their WB Montreal team? Call Monolith for additional engineers? This is looking like a nuclear reactor meltdown with every hand on deck to fix it, yeesh.

Seriously, this should turn into the single greatest PC port EVER considering all the people working on it now. I still have my doubts though.
 
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