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BioShock Infinite PC Performance Thread

Mulligan

Banned
I'm trying to downsample for the first time with an AMD card using the downsampling GUI but whenever i try to enter a resolution in the GUI i get a message 'ERROR: ADL_Display_ModeTimingOverride_Set<> failed!' Can anyone help?

Anyone? Can't figure out where i'm going wrong.
 

Karak

Member
Kinda glad to see I'm not the only one with texture pop-in and load-related stuttering.

That aside, the game runs great at 2560x1440 for me without any frame drops.

Same I am running at but no stutters at all. Which is nice as I am recording it for my first walkthrough video. Using Fancycache maybe thats why I am not getting any stutters at all.
 
So I get quite bad screen tearing whenever I look around too fast - frame rate is nice and smooth and no tearing when i move around and don't turn the camera/mouse. Think this is a v-sync issue any idea how to fix this?
 

mario_O

Member
Playing it with a i7 2700K & 7970, Highest settings @1080p and its running at 80+ frames and vsync on locks at steady 60fps :)
Some more screenshots, the art in this game is something else
ian.png


 
On my Core 2 Duo 3.1 ghz, 6750 DDR5 1 GB and 4 gb of ram it will run very bad i suppose...

You know that you don't have to ramp the settings up to max? This is a UE3 based game, it can be tweaked a bunch, and, with the right amount of tweaking, you can make it look just as beautiful (while still being able to run it at your desired FPS). Also, from what I remember, the system requirements list the Intel HD 3000 as the bare minimum. You'll be fine.
 
Ok, Sweetfx works for me now. I used the Sweetfx Configurator like the poster above said and it works now. It's actually easier to use the configurator. Now I just have to find a good preset.
 

neoism

Member
Blaaaah. SweetFX isn't working for me. The log keeps saying the initialization of the renderer has failed. Screenshots dont work... settings dont work :(

On the plus side... my no-clip is coming along...

8591306122_b869bb8798_b.jpg

damn it looks amazing without it... but if your on sp1 uninstall update (KB2670838) it stopped TR from working with sweetfx.... can't get it to work at all....


anyone on an R5870? hows it play.....
 

Bloodsent

Member
Ok, Sweetfx works for me now. I used the Sweetfx Configurator like the poster above said and it works now. It's actually easier to use the configurator. Now I just have to find a good preset.

Is it worth adjusting the SMAA threshold in the configurator from its default of .12, or just leave it there? I am hoping to get some better AA, and the default is just so so I guess. Maybe I am being a bit too optimistic.
 

mandiller

Member
I think I've hit a bug. Near the start of the game when I face the (very early game)
crow man
he doesn't drop the
murder of crows
vigor, even though my character remarks that he did. Does he normally drop a vigor? If so, is there another way to get it later on? I'm already past that part.
 

Adamator

Member
I know I'm pretty outdated, but I have a nVidia GTX 260 Video Card. I believe it has 896 Megs of RAM. Will I be able to run this game ok? I don't expect to max it or anything. Just want to make sure I don't spend the money on a version I can't run, but I much prefer my PC for FPS over my XBOX 360 if I can help it.
 
I used the configurator as well and I'm still having the exact same problem. SweetFX still isn't working. Log says:

Code:
full path: C:\Program Files (x86)\Steam\steamapps\common\BioShock Infinite\Binaries\Win32\
redirecting CreateDXGIFactory
redirecting D3D11CreateDeviceAndSwapChain
removing D3D11_CREATE_DEVICE_SINGLETHREADED flag
redirecting CreateDXGIFactory
redirecting D3D11CreateDeviceAndSwapChain
removing D3D11_CREATE_DEVICE_SINGLETHREADED flag
redirecting CreateDXGIFactory
redirecting IDXGIFactory->CreateSwapChain
initialising shader environment
Device->CreateDeferredContext failed
redirecting IDXGISwapChain->ResizeBuffers
performing Cleanup11
initialising shader environment
Device->CreateDeferredContext failed
redirecting IDXGISwapChain->ResizeBuffers
performing Cleanup11
initialising shader environment
Device->CreateDeferredContext failed
initialising shader environment
performing Cleanup11
Device->CreateDeferredContext failed
initialising shader environment
 
Is it worth adjusting the SMAA threshold in the configurator from its default of .12, or just leave it there? I am hoping to get some better AA, and the default is just so so I guess. Maybe I am being a bit too optimistic.

I usually have it at 0.05 but I'm experimenting right now because when I put Sweetfx on the game performance lowers just slightly and while it does look good, I'd rather the extra FPS over a slightly better image. I'm trying to see what slows it down. I think it may be SMAA or lumasharpen.
 

true Gek

Member
You know that you don't have to ramp the settings up to max? This is a UE3 based game, it can be tweaked a bunch, and, with the right amount of tweaking, you can make it look just as beautiful (while still being able to run it at your desired FPS). Also, from what I remember, the system requirements list the Intel HD 3000 as the bare minimum. You'll be fine.

Hum interesting... I'm a dummy of pc gaming so I don't know too much of tweaks and stuff like this.
 

antitrop

Member
My biggest problem with Downsampling is that it affects the "old-timey black and white videos" that play when you look into the machines.

Takes up such a tiny square in the center of the screen. I even want to downsample higher but I just cannot because of the effects it has on the UI/Menus/HUD. Once you get close to 3000 horizontal pixels, it becomes almost unplayable.
 
I used the configurator as well and I'm still having the exact same problem. SweetFX still isn't working. Log says:

Code:
full path: C:\Program Files (x86)\Steam\steamapps\common\BioShock Infinite\Binaries\Win32\
redirecting CreateDXGIFactory
redirecting D3D11CreateDeviceAndSwapChain
removing D3D11_CREATE_DEVICE_SINGLETHREADED flag
redirecting CreateDXGIFactory
redirecting D3D11CreateDeviceAndSwapChain
removing D3D11_CREATE_DEVICE_SINGLETHREADED flag
redirecting CreateDXGIFactory
redirecting IDXGIFactory->CreateSwapChain
initialising shader environment
Device->CreateDeferredContext failed
redirecting IDXGISwapChain->ResizeBuffers
performing Cleanup11
initialising shader environment
Device->CreateDeferredContext failed
redirecting IDXGISwapChain->ResizeBuffers
performing Cleanup11
initialising shader environment
Device->CreateDeferredContext failed
initialising shader environment
performing Cleanup11
Device->CreateDeferredContext failed
initialising shader environment

What I did was remove any existing sweetfx installations from the bioshock exe directory and then I used the configurator. My windows doesn't update as I'm running a not so stellar version of it.
 
I get about a 10-20 frame improvement, depending on the scene intensity, by forcing VSYNC and Tripple Buffering through D3DOverrider as opposed to Nvidia Control Panel.
 

Zeliard

Member
My biggest problem with Downsampling is that it affects the "old-timey black and white videos" that play when you look into the machines.

Takes up such a tiny square in the center of the screen. I even want to downsample higher but I just cannot because of the effects it has on the UI/Menus/HUD.

Yeah I was just about to post about this. Game doesn't scale that stuff properly when you downsample. It especially sucks for the kinetoscope videos. :~(
 

d00d3n

Member
Uh oh! Had a crash

Good thing it was just after a checkpoint otherwise I'd be furious.

Using a geforce 400 or 500 series GPU? Did you see green squares on screen during the crash? If so, just use msi afterburner and increase the core voltage on your gpu.
 
WHich is better?

Oops I failed to mention - D3DOverrider by far. In the intro benchmark, where the camera pans over the water, I got a 30 frame dip with the NCP. With D3D I got a solid 50 through the rough patch and 60 throughout the rest.

This is with a 570, shadows on high, AO on low
 

Karak

Member
Oops I failed to mention - D3DOverrider by far. In the intro benchmark, where the camera pans over the water, I got a 30 frame dip with the NCP. With D3D I got a solid 50 through the rough patch and 60 throughout the rest.

This is with a 570, shadows on high, AO on low

Same card I have thanks! Anything to help while recording this beauty.
 

Durante

Member
I'm playing at 2560x1440, everything maxed, on a (OCed) 660ti with the latest driver, and it runs really well so far. I'm using borderless windowed mode for my vsync and quick alt-tab needs.

Also, this is a game that I really can't understand anyone using any post-processing injector for: every scene is very clearly meticulously balanced artistically for the desired effect.

Yeah I was just about to post about this. Game doesn't scale that stuff properly when you downsample. It especially sucks for the kinetoscope videos. :~(
It's wrong for downsampling, but I appreciate a game that at least tries to make its HUD adequately sized on high-res monitors and doesn't simply throw the scaled console one on there. Of course, ideally, you just let the user configure the HUD scaling.
 
Hum interesting... I'm a dummy of pc gaming so I don't know too much of tweaks and stuff like this.

The internet is here to save the day! I don't know if there are any guides for this game yet, but most UE3 games have the same basic set of tweaks. I would just sit down and search the web for various guides on how to change settings and whatnot through .ini tweaks. It isn't really that hard to do, and once you know one game you will probably be able to figure out the next few.
 

Karak

Member
I'm playing at 2560x1440, everything maxed, on a (OCed) 660ti with the latest driver, and it runs really well so far. I'm using borderless windowed mode for my vsync and quick alt-tab needs.

Also, this is a game that I really can't understand anyone using any post-processing injector for: every scene is very clearly meticulously balanced artistically for the desired effect.

Can't understand?
D3D? I just added Bioshock Infinite as a profile and enabled Vsync and Triple Buffering. It's set to application controlled in NCP and framerate limiter in game is set to off.
Awesome! Thanks.
 
Anyone with an ATI mobility radeon 5650 going to try this out? I've asked some Youtubers, and will get a video tomorrow from one user but just asking here also.
 
The stuttering is seriously bothering me. It's happening almost every few seconds when I turn or w/e. It's making the motion jarring. I have turned off AA and everything.
 

Red

Member
Sounds like the game is more demanding than I anticipated. I figured, it being UE3, top notch performance would be a safe bet.

Wonder how my 5870 will fare.
 

Zeliard

Member
It's wrong for downsampling, but I appreciate a game that at least tries to make its HUD adequately sized on high-res monitors and doesn't simply throw the scaled console one on there. Of course, ideally, you just let the user configure the HUD scaling.

Yeah I like how minimal the HUD is. The health and salt bars really stay out of the way.
 
Sounds like the game is more demanding than I anticipated. I figured, it being UE3, top notch performance would be a safe bet.

Wonder how my 5870 will fare.

I'm installing now and having the same worries.

Anyone running this on 6800 series or worse want to give some impressions?
 

Oublieux

Member
Sounds like the game is more demanding than I anticipated. I figured, it being UE3, top notch performance would be a safe bet.

Wonder how my 5870 will fare.

I have a 6950, which is similar to the 5870. I think I have most of the settings on high and it runs at an average clip of 60 FPS. The benchmark shows I dipped into the 30's in the more graphically intense areas of the game (those with lots of light sources and post processing effects). In-game, I've noticed that these parts are mostly exploratory so it doesn't really mar the experience.
 
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