Depending on what you use to grab the screens, post-process effects aren't always captured. Try Print Screen, Alt-Tab and pasting into an image editor.
FRAPS and Steam disable it. I'll try print screen.
Depending on what you use to grab the screens, post-process effects aren't always captured. Try Print Screen, Alt-Tab and pasting into an image editor.
Ok I did some tests, as the game needs to be launched with the command line "-ReadTexturePoolFromIni" to use the PoolSize value from the file (otherwise it's calculated).
So, in and area where my VRAM was stuck at 2GB (max of my VRAM), and the game was stuttering like hell each time I turned the camera, I tried several values :
PoolSize=140 (like in many UE3 games) : textures are blurry and VRAM does not exceed 750MB.
PoolSize=400 (default one) : less blurry but only 1000MB VRAM used.
PoolSize=1200 : sharp textures and 1900 VRAM used, no stutter in the large areas, even by going from one end to the other.
So it depends on how many VRAM you have, just try.
For now let's say your VRAM minus 800.
To enable this, you have to open the properties of the game in Steam, and in the first tab you have a button "Set launch options", and put "-ReadTexturePoolFromIni" without the "".
For me it works well, the game is always smooth and I only got little drops when it streams the level, but the big stutter is gone.
FRAPS and Steam disable it. I'll try print screen.
Dumb question maybe, but are you playing at your monitor's native resolution?FRAPS and Steam disable it. I'll try print screen.
This worked for me! Thank you!
i7 860 @ 3.36GHz, GTX 570
Set the poolsize at 750 and I haven't gone much over 1GB of VRAM in use. Just did all of Soldier's Field with NO pauses. Only minor frame rate drops, very briefly, on load.
Time to play this game, properly.
do any of you have a fix for D3Doverider not appearing in the task bar in Windows 8. For some reason sometimes it will show up, sometimes it wont, sometime it will launch, ill see it in the task manager processes tab, it will work, but the gui wont show up.
Wait so I have a 1gb card, I should just leave it the pool size at 400 right? That's what I've been doing thus far, should I be doing something else?
I'm not sure how the customised INI files for the benchmark work, but you could just edit a custom resolution of 4k into steamappscommonBioShock InfiniteBinariesWin32Benchmark.bat:
Code:ECHO. ECHO ---------------------------------------------- ECHO. ECHO Please choose a resolution to benchmark. ECHO. ECHO Available Resolutions: ECHO. ECHO 1: 1280 x 720 (16:9, 720p HD) ECHO 2: 1366 x 768 (16:9) ECHO 3: 1600 x 900 (16:9) ECHO 4: 1920 x 1080 (16:9, 1080p HD) ECHO 5: 2560 x 1440 (16:9) ECHO 6: 3840 x 2160 (16:9, 4k HD) ECHO. ECHO Please note: resolutions that not supported natively by your display will prevent the benchmark from executing. ECHO. CHOICE /N /C:123456 /M "Desired resolution:"%1 IF ERRORLEVEL ==6 ( SET RESX=3840 SET RESY=2160 GOTO VALIDATE_CONFIG ) IF ERRORLEVEL ==5 ( SET RESX=2560 SET RESY=1440 GOTO VALIDATE_CONFIG ) IF ERRORLEVEL ==4 ( SET RESX=1920 SET RESY=1080 GOTO VALIDATE_CONFIG ) IF ERRORLEVEL ==3 ( SET RESX=1600 SET RESY=900 GOTO VALIDATE_CONFIG ) IF ERRORLEVEL ==2 ( SET RESX=1366 SET RESY=768 GOTO VALIDATE_CONFIG ) IF ERRORLEVEL ==1 ( SET RESX=1280 SET RESY=720 GOTO VALIDATE_CONFIG )
Tried this myself, albeit with 2100x1313, and it worked just fine.
Edit: Updated the code a little bit so you're not overwriting the default fifth value.
Ok I did some tests, as the game needs to be launched with the command line "-ReadTexturePoolFromIni" to use the PoolSize value from the file (otherwise it's calculated).
So, in and area where my VRAM was stuck at 2GB (max of my VRAM), and the game was stuttering like hell each time I turned the camera, I tried several values :
PoolSize=140 (like in many UE3 games) : textures are blurry and VRAM does not exceed 750MB.
PoolSize=400 (default one) : less blurry but only 1000MB VRAM used.
PoolSize=1200 : sharp textures and 1900 VRAM used, no stutter in the large areas, even by going from one end to the other.
So it depends on how many VRAM you have, just try.
For now let's say your VRAM minus 800.
To enable this, you have to open the properties of the game in Steam, and in the first tab you have a button "Set launch options", and put "-ReadTexturePoolFromIni" without the "".
For me it works well, the game is always smooth and I only got little drops when it streams the level, but the big stutter is gone.
I have a question, which SMAA injector gives the better results? SweetFX or that mirhaandi one?
This worked for me! Thank you!
i7 860 @ 3.36GHz, GTX 570
Set the poolsize at 750 and I haven't gone much over 1GB of VRAM in use. Just did all of Soldier's Field with NO pauses. Only minor frame rate drops, very briefly, on load.
Time to play this game, properly.
Advice begging:
My PC is getting a little long in the tooth. My options are to play on my PC or my 360. Both are hooked to my 1080p TV. Will my PC still be able to look/sound significantly better than my 360?
2.4Ghz Quad Core (Older, not of the i5/i7 variety), 8gb ram, GTX295 (it's kind of an oddball sli card), no dedicated sound card.
Help please!
I'm running the game with nearly max settings in every category at 1080p on a GTX 460 768MB (bought it in 2011). I disabled in game frame lock (vsync) and used D3Doverrider to vsync and triple buffer and it looks and sounds incredible and runs between 30 and 60 at all times.
According to anandtech's gpu bench page, your GPU is substantially better than mine.
I'd say PC is the way to go, unless your CPU is a problem? Someone else will need to answer that, though.
Thanks! I'm worried my CPU will be my downfall here...
(Why isn't a high end steam box out!?)
Thanks! I'm worried my CPU will be my downfall here...
(Why isn't a high end steam box out!?)
So I have a 570 gtx and was experiancing major stuttering as well, but I noticed if I went into the menu and changed the texture size from ultra to high, then back to ultra again it would flush the video memory and the game wouldn't stutter anymore for a few minutes! But eventually it would start up again. So I played around more and more and finally noticed the only way I was able to make the stuttering stop was to set my texture size to normal. . I guess the 570 just doesn't have the VRAM to play with high/ultra textures.
Here's a sweetfx comparison. I'm using this guy's "Darkened" settings. S-curve adjustment really make things pop, and makes it darker without killing all shadow detail. I personally really like these settings, it's like night and day when switching in-game. Shot is pretty boring unfortunately, the best ones are spoilerific.
I need to upgrade my card asap. 1440p with ultra textures really pushes the 2gb VRAM limit.
You can run it in 3d alright but it will make your eyes bleed. Jesus Christ, I haven't seen this bad of a 3d in any game so far.
Just double checking. For the SMAA injector with this game, i'd use the d3d10 folder?
EDIT: Nevermind. I can see it's working by using the toggle button.
A lot of the "overbright" issues with PC games is the poor contrast ratios on most PC LCDs, When I play PC's Bioshock Inf on my Plasma it looks like your sweetfx shot. (Ive never ran sweetfx).
I have dual LCDs & the Plasma hooked up as a 3rd monitor for gaming and Ive always noticed this when comparing images & games.
There's a benchmark?Question, if the benchmark didn't have any significant stutter, should I expect the actually game to run as fluidly?
There's a benchmark?
Don't be.
I've a DUAL CORE Core 2 Duo @ 2.8 GHz and an even lousier ATI Radeon 4670 GPU and the game runs very nicely at settings superior to the 360 version. (1600x900, Ultra textures and filtering, Shadows Low, PP Normal, LOD Normal, Light Shafts On, AO off, AA off, Frame Lock off. 30 - 40 FPS on average with dips to the high 20s when loading in new areas (lasts barely a second).)
You have a QUAD CORE. A QUAD CORE.
Go for it!
I'll link to my earlier post in the thread for more details about my setup and settings:-
http://www.neogaf.com/forum/showpost.php?p=51729426&postcount=1547
I must be the only one on PCGaf in this thread running the game on a Core 2 Duo. A Core 2 Duo. My shitty laptop surprises me at times in its ability to run 2012-2013 games. I suspect it won't for very much longer lol once the PS4/720 comes out. When DX11 hardware becomes mandatory to even run a game (with no DX10 fallback), I guess I'll have to finally retire it.
I had this problem (win7), D3D would only show up if I closed the logitech application for my mouse... Don't know if that helps..
Aha. Well I didn't get any stuttering in that, but I get them during the game. I made it use my current settings, but it seemed to have disabled v-sync, which I have on during the game. So perhaps the massive tearing is disguising the stutters I normally see with v-sync.Right click the application in you steam library and you'll see an option to launch the benchmark.
Right click the application in you steam library and you'll see an option to launch the benchmark.
Aha. Well I didn't get any stuttering in that, but I get them during the game. I made it use my current settings, but it seemed to have disabled v-sync, which I have on during the game. So perhaps the massive tearing is disguising the stutters I normally see with v-sync.
You can customize the SMAA settings in SweetFX to go a little beyond the standalone SMAA injector's "ultra".... but it's still 1xSMAA and it's not going to perform miracles. If you don't want the additional shaders that come in SweetFX, just use the SMAA injector.
I must be the only one on PCGaf in this thread running the game on a Core 2 Duo. A Core 2 Duo. My shitty laptop surprises me at times in its ability to run 2012-2013 games. I suspect it won't for very much longer lol once the PS4/720 comes out. When DX11 hardware becomes mandatory to even run a game (with no DX10 fallback), I guess I'll have to finally retire it.
Tried the "readmemorypoolfromini" tweak on my gtx 680. it does indeed limit the vram usage from 2 gigs to around a gig but stuttering still happens. Turning AO off seems to cure it to a large extend. It seems that the AO ingame is optimized for AMD cards and not nvidia. Any thoughts? And by stuttering i mean dropping from 60 to 30 fps when AO is heavily used.
Hm, FXAA is actually not too bad if you downsample.
Honestly it's really not even that bad at 1080p if you inject SMAA. That's how I played the game, I couldn't handle the extra stuttering and the HUD rescaling from downsampling.
Honestly it's really not even that bad at 1080p if you inject SMAA. That's how I played the game, I couldn't handle the extra stuttering and the HUD rescaling from downsampling.