Is this unlocking at 2100 for PST purchasers? Or will it be midnight?
Check here what it says.
https://www.microsoft.com/en-us/store/p/forza-horizon-3-ultimate-edition/9nblggh4rq2x
Is this unlocking at 2100 for PST purchasers? Or will it be midnight?
There was a driver update from nvidia specifically for this game. Did you get it? Came out yesterday evening EU time.
What is the difference between Exclusive Fullscreen and Fullscreen = On ?
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.
Features Not Support (yet)
Exclusive Fullscreen (UWP limitation)
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.
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?
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.
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.
Do we know if this is going to use Denuvo?
It is 100% something to do with his build, either some software/OS issues or hardware defects, like a breaking HDD.
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
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.
Why? It's a Windows Store game.
.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.
Oh, I didn't know Windows Store had its own anti-tamper software.
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.
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.
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?
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.
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.
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.
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.
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...
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...
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...
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.
My CPU is below the sys req, I hope I can still play.
2600k at 4.4Ghz
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.
My CPU is below the sys req, I hope I can still play.
2600k at 4.4Ghz
I'm too early too
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?
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?
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?