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Forza Horizon 3 PC Performance Thread

Listonosh

Member
There was a driver update from nvidia specifically for this game. Did you get it? Came out yesterday evening EU time.

Yep, that was installed as well. We're honestly scratching our heads. Maybe it's just a way more demanding game than we initially thought it would be. But even so, on Low and running it on 720 should have at least yielded better results =/
 

Brandon F

Well congratulations! You got yourself caught!
What is the difference between Exclusive Fullscreen and Fullscreen = On ?

My guess:

Exclusive fullscreen is what you expect(alt-tab out to windows from the game executable), while fullscreen=on most likely is "windowed" mode but maximized and borderless. So do you wish to run in windowed mode or not?
 
I believe Fullscreen is borderless while Exclusive is true old-fashioned fullscreen, the kind that makes your screen briefly go black when you tab out.

I had no idea this was the case.

G-Sync has worked on borderless for a while now so that was the only reason i was asking.

Thanks for clarifying :)
 
Features Not Support (yet)

Exclusive Fullscreen (UWP limitation)

https://blogs.msdn.microsoft.com/di...cked-frame-rate-and-more-now-enabled-for-uwp/

We thought it would be cool if gamers could have the versatility of gaming in a window with the performance of full screen exclusive.

So, with Windows 10, DirectX 12 games which take up the entire screen perform just as well as the old full screen exclusive mode without any of the full screen exclusive mode disadvantages. This is true for both Win32 and UWP games which use DirectX 12.   All of these games can seamlessly alt-tab, run GameDVR, and exhibit normal functionality of a window without any perf degradation vs full screen exclusive.

So while UWP indeed doesn't allow exclusive fullscreen, if it's a DX12 UWP title, then that should be moot because borderless full screen should perform as well as the exclusive full screen modes from previous DirectX implementations.

Maldo added this - too technical for me... no idea of accuracy for dx12 titles in this new mode.

The problem with the DWM is the framepacing could go completely wrong. Is DWM who will select what frames are finally displayed on screen and when. In exclusive fullscreen mode there is the game rendering frames and the screen sync signal. For borderless UWP games, we have the game rendering, the DWM layer and the screen sync signal.
 
A buddy who has the review copy, the PC play anywhere program just unlocked yesterday for reviewers and man, we couldn't get that thing to run smoothly whatsoever.

I can't give you his exact specs, but I believe he has a GTX 970, 16GB and a i5. His computer also got near perfect scores for VIVE compatibility, not sure if that helps. In any case, no matter what resolution we tried it on, or the graphical settings, everywhere from High to Low, we kept getting 20-25fps with dips to 10 at times.

Is that signs of bad optimization?

It is 100% something to do with his build, either some software/OS issues or hardware defects, like a breaking HDD.

I see this a few times and as I posted in another thread, this is simply not needed on DX12.

https://blogs.msdn.microsoft.com/di...cked-frame-rate-and-more-now-enabled-for-uwp/



So while UWP indeed doesn't allow exclusive fullscreen, if it's a DX12 UWP title, then that should be moot because borderless full screen should perform as well as the exclusive full screen modes from previous DirectX implementations.

Thanks! Will add it to the OP.
 

Bebpo

Banned
I see this a few times and as I posted in another thread, this is simply not needed on DX12.

https://blogs.msdn.microsoft.com/di...cked-frame-rate-and-more-now-enabled-for-uwp/



So while UWP indeed doesn't allow exclusive fullscreen, if it's a DX12 UWP title, then that should be moot because borderless full screen should perform as well as the exclusive full screen modes from previous DirectX implementations.

What about SLI? I was under the impression that SLI simply does not work outside of exclusive full screen. Which means for heavy duty SLI multi-gpu setups you lose an entire card every time you play a Microsoft store game.
 
even if everything else seems to run fine? Will have to investigate a bit more but it was disappointing. Was really eager to see Forza in 60fps

Has been confirmed by multiple early media access people that the optimization is fine, we have reports with GTX 980, GTX 1080 and 1060 with the game running fine. Plus, changing settings not getting performance increase usually means the hardware isn't being utilized correctly, not necessarily due to the code, especially with people running this with similar performance to Apex. One thing I would do is checking the performance on other similarily demanding games, also check his power profile, make sure his PC is running at Balance or High Performance profile in the control panel.
 

MaLDo

Member
I see this a few times and as I posted in another thread, this is simply not needed on DX12.

https://blogs.msdn.microsoft.com/di...cked-frame-rate-and-more-now-enabled-for-uwp/



So while UWP indeed doesn't allow exclusive fullscreen, if it's a DX12 UWP title, then that should be moot because borderless full screen should perform as well as the exclusive full screen modes from previous DirectX implementations.

Again, when people talk shit about borderless is not because raw performance numbers (at least non SLI users).

The problem with the DWM is the framepacing could go completely wrong. Is DWM who will select what frames are finally displayed on screen and when. In exclusive fullscreen mode there is the game rendering frames and the screen sync signal. For borderless UWP games, we have the game rendering, the DWM layer and the screen sync signal.
 
Again, when people talk shit about borderless is not because raw performance numbers (at least non SLI users).

The problem with the DWM is the framepacing could go completely wrong. Is DWM who will select what frames are finally displayed on screen and when. In exclusive fullscreen mode there is the game rendering frames and the screen sync signal. For borderless UWP games, we have the game rendering, the DWM layer and the screen sync signal.
.

----

Something does not look right with the screenshot posted on the last page. It looks really grainy on edges and within textures?
 

HeliosT10

Member
Might as well post this here to say I get mostly locked 60fps at 1080p with a 980m 8GB, i7-4790S and 16GB RAM. Some dips around the city area but I can live with that.

Game is installed on an HDD.
 
Again, when people talk shit about borderless is not because raw performance numbers (at least non SLI users).

The problem with the DWM is the framepacing could go completely wrong. Is DWM who will select what frames are finally displayed on screen and when. In exclusive fullscreen mode there is the game rendering frames and the screen sync signal. For borderless UWP games, we have the game rendering, the DWM layer and the screen sync signal.

Yeah - I don't know enough to comment on that mate, just passing on the link and the info I read. There's a detailed video linked in it but it makes my head spin. I'll edit your reply into my linked post so people can see the whole convo.
 

Listonosh

Member
Has been confirmed by multiple early media access people that the optimization is fine, we have reports with GTX 980, GTX 1080 and 1060 with the game running fine. Plus, changing settings not getting performance increase usually means the hardware isn't being utilized correctly, not necessarily due to the code, especially with people running this with similar performance to Apex. One thing I would do is checking the performance on other similarily demanding games, also check his power profile, make sure his PC is running at Balance or High Performance profile in the control panel.

Will do, thanks for suggestions.
 
Again, when people talk shit about borderless is not because raw performance numbers (at least non SLI users).

The problem with the DWM is the framepacing could go completely wrong. Is DWM who will select what frames are finally displayed on screen and when. In exclusive fullscreen mode there is the game rendering frames and the screen sync signal. For borderless UWP games, we have the game rendering, the DWM layer and the screen sync signal.

So because this doesn't have good old fashioned full screen, it doesn't support SLI?
 

MaLDo

Member
So because this doesn't have good old fashioned full screen, it doesn't support SLI?


Devs can add SLI support UWP games. I think Gears of War 4 will be an example. Nvidia can't add SLI support in DX12 games through driver hacks atm.

Some configurations using forced SLI compatibility in some games, don't scale propertly in windowed (borderless or not) modes. If the game is coded having care for SLI systems, there are no problems.
 
What about SLI? I was under the impression that SLI simply does not work outside of exclusive full screen. Which means for heavy duty SLI multi-gpu setups you lose an entire card every time you play a Microsoft store game.

I'm not an expert but mgpu is definitely suppoted in uwp:

https://blogs.msdn.microsoft.com/di...rectx-12-multigpu-and-a-peek-into-the-future/

Rise of the Tomb Raider is the first title to implement explicit MultiGPU (mGPU) on CrossFire/SLI systems using the DX12 API.  It works on both Win32 and UWP. 

Loads more at that link.

I'm not sure whether DX12 allows 'old school' mGPU or whether it always has to be explicitly coded though.
 
Devs can add SLI support UWP games. I think Gears of War 4 will be an example. Nvidia can't add SLI support in DX12 games through driver hacks atm.

Some configurations using forced SLI compatibility in some games, don't scale propertly in windowed (borderless or not) modes. If the game is coded having care for SLI systems, there are no problems.

Does Forza have SLI?

Would be nice not to have card sitting doing nothing.
 
I think this game is definitely under performing on beefy PC setups. Get them patches coming!

4K ~50fps with Ultra settings on a single 1080 definitely isn't under performing. I'm getting similar fps in Battlefield 1 at 4K which was widely regarding as an amazingly optimized game.
 
4K ~50fps with Ultra settings on a single 1080 definitely isn't under performing. I'm getting similar fps in Battlefield 1 at 4K which was widely regarding as an amazingly optimized game.

Forza does seem like it has some performance issues in certain parts of the map at least ,though. It probably would benefit from another patch or two.
 

troopershades

Neo Member
Possible stupid question but a friend and I were gonna go halfsies in on this where he takes the xb1 disc and gives me the PC code. Any one know or heard of issues doing something like this? I think people where selling their quantum break pc codes when it came out...
 

ekim

Member
Possible stupid question but a friend and I were gonna go halfsies in on this where he takes the xb1 disc and gives me the PC code. Any one know or heard of issues doing something like this? I think people where selling their quantum break pc codes when it came out...

Disc version has no PC version attached. Play anywhere is only for digital and it's attached to your account. No codes.
 

Listonosh

Member
Possible stupid question but a friend and I were gonna go halfsies in on this where he takes the xb1 disc and gives me the PC code. Any one know or heard of issues doing something like this? I think people where selling their quantum break pc codes when it came out...

Is that how it works? I thoguht I read that the Play Anywhere program only works with digital games.
 

frontieruk

Member
Possible stupid question but a friend and I were gonna go halfsies in on this where he takes the xb1 disc and gives me the PC code. Any one know or heard of issues doing something like this? I think people where selling their quantum break pc codes when it came out...

PC code doesn't come with the disc version only digital I believe, as it's tied to the account QB came with codes as the play anywhere system wasn't implemented
 

desu

Member
Got it up and running, 21:9 Definitely supported but in game I get weird glitching down the right side, at first I thought it was the fps counter but removing that doesn't change it.

I can second this, there is like 10-20 pixel wide constant noise on the right side. Just as you I thought its the FPS counter moving all over the place or something.
 

Kareha

Member
Where can I buy this on the cheap in the UK, I just looked at the Windows Store and nearly fell off my chair, £49.99.
 

GHG

Member
All I want to know... how is the pop in and LOD? Is it a lot better than the console version?

Also, does downsampling work to alleviate IQ issues?
 

SimplexPL

Member
Did the Ulitmate edition got unlocked for anyone? I see this:

9ZQOzCC.png
 

dr_rus

Member
https://blogs.msdn.microsoft.com/di...cked-frame-rate-and-more-now-enabled-for-uwp/



So while UWP indeed doesn't allow exclusive fullscreen, if it's a DX12 UWP title, then that should be moot because borderless full screen should perform as well as the exclusive full screen modes from previous DirectX implementations.

Maldo added this - too technical for me... no idea of accuracy for dx12 titles in this new mode.

The biggest loss without exclusive fullscreen is driver level downsampling (DSR/VSR/etc). Performance was more or less ok in a window for quite some years now. Framepacing is app dependent and can just as easily be bad in exclusive fullscreen also.
 

cheezcake

Member
Gtx 970, i5 2500k @ 4.2, 16GB ram

Dynamic settings at high, framerate smoothing on and vsync lock to 48fps gives me buttery smoothness 98% of the time. So far only had dips when I was behind a bunch of cars kicking up sand and destroying a bunch of fences near a beach.
 

Qassim

Member
The biggest loss without exclusive fullscreen is driver level downsampling (DSR/VSR/etc). Performance was more or less ok in a window for quite some years now. Framepacing is app dependent and can just as easily be bad in exclusive fullscreen also.

It seems seems to work or am I missing something? I can use DSR in Forza 6: Apex. The only downside is that when I go into a DSR resolution G-Sync stops working.
 

desu

Member
All I want to know... how is the pop in and LOD? Is it a lot better than the console version?

Also, does downsampling work to alleviate IQ issues?

I would say its definitely better. It was annoying in the Xbox version but I just completed the intro in the forest and the pop in seemed far better.
 

cheezcake

Member
All I want to know... how is the pop in and LOD? Is it a lot better than the console version?

Also, does downsampling work to alleviate IQ issues?

It's better but still noticeable. Downsampling works but make sure you have a beefy rig, this game isn't a pushover.
 
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