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Middle-earth: Shadow of Mordor PC Performance Thread

Durante

Member
Well we don't actually know yet what is comparable to next-gen consoles. Nobody has done any comparison shots so far. You're assuming. And many people do not have 3GB cards, either, much less 6GB cards.
People who have less than 3GB shouldn't expect to play at next-gen console asset quality. This is entirely unsurprising and nothing to get worked up about.

The game seems to perform very well with suitable settings.
 

SixtyTonAngel

Neo Member
K Guys

GTX 660
i7 3770 3.4
16gb ram

Benchmarked at High Settings, with tesselation & depth of field on Im getting 40-60 fps @ 1080p with 1.5gb vram very happy with that

Also to force triple buffering you turn of vysnc ingame turn it on in the drivers and turn on triple buffering aswell in the drivers :)

As far as I'm aware, triple buffering doesn't work with DirectX unless you use D3DOverrider, which doesn't seem to work with this game.
 
People who have less than 3GB shouldn't expect to play at next-gen console asset quality. This is entirely unsurprising and nothing to get worked up about.

The game seems to perform very well with suitable settings.

I have a 2gb 680 and every console multiplat game has run faster and looked better on my system than on the PS4.
 

Bricky

Member
I don't think any games are using that technology yet.

I wasn't too sure about it myself, but even if that's the case my VRAM usage isn't going any higher than 3.6GB and I'm absolutely certain my textures are of Ultra quality (rocks are the same colour and detailed like the Ultra screens posted here).

The only way to test if this is only the case for people with an GTX 970/980 is for someone with an high-end Nvidia card from the 7XX series (ultimately also with 4GB of VRAM) to use the same settings I'm using and report their VRAM usage. But at least people with an 970 don't have to worry their card is already not capable of maximum settings anymore. ;)

In case anyone is interested in this little experiment; I've got all graphics settings maxed at 1080p 60hz with Vsync enabled in-game (and the HD textures installed of course). In the Nvidia settings menu I'm forcing 16x Anti-aliasing, multisample transparency AA and using the 'Quality' texture filtering option I previously mentioned. Everything else influencing this game's performance is either application-controlled or off.
 

pixlexic

Banned
The down sampling method of aa was a good choice. You don't have to go twice the amount to get better results than fxaa.
 
As far as I'm aware, triple buffering doesn't work with DirectX unless you use D3DOverrider, which doesn't seem to work with this game.
Seems to be an opengl game as its clearly triple buffered while im playing it atm, i assume thats why d3d didnt work as id usually use that
 

Seanspeed

Banned
I do assume that. It seems a lot more likely than it using ultra textures. And I know that many also don't have 3GB, but it isn't 0.1% anymore. And it does seem reasonable if you use as much VRAM on the consoles.
I still think you're missing the point that the actual *result* is not impressive in many cases. We are not getting much better looking textures for the extra vRAM usage.

I haven't found any post of Andy that indicates that, but I also haven't found any impressions yet that it is working yet. But I don't think you are supposed to support it on a per game basis.

This is what he said:

http://international.download.nvidia...aper_FINAL.PDF Tiled Resources and related techs from page 23 on. With that you can take a 1.6GB VRAM scene and render it using just 156MB VRAM. That's going to require a game being programmed in DX11.3 or DX12, but when they arrive we're going to see a massive leap in visual detail, with far fewer repeated textures.

People who have less than 3GB shouldn't expect to play at next-gen console asset quality. This is entirely unsurprising and nothing to get worked up about.
I have no problem with this *if* it means we're getting a jump in texture quality compared to before.
 

Durante

Member
I have a 2gb 680 and every console multiplat game has run faster and looked better on my system than on the PS4.
And that's not surprising either, since aside from sheer amount of memory a 680 is significantly faster than a PS4.

People just need to differentiate a lot more. Graphics aren't monolithic. You'll get higher quality pixels, faster, and with higher quality effects (or at a higher resolution) with a 2 GB card like the 680. But if a game uses more than 2 GB of unique assets per frame, you'll also get lower asset quality.
 
So all of a sudden I keep getting a crash to desktop saying;

"Video device removed or reset" (or something along those lines).

Any news on this?

My specs:
1440p
i7 2700k 4.4Ghz
GTX 780
8GB RAM

I thought it might be because I was forcing Vysnc in control panel but even with it off it crashes.
 

knitoe

Member
It's hard to do comparison screenshots because you need to restart the game each time for changes to take affect, but doing it will also make the time of day, weather, lighting and etc. change. Here's the best I can get so far.

1440p:

HIGH
xxbKkVV.jpg


ULTRA
mum9BeF.jpg


The only difference I can clearly see is the ground textures are better on ULTRA.
 

garath

Member
It's hard to do comparison screenshots because you need to restart the game each time for changes to take affect, but doing it will also make the time of day, weather, lighting and etc. change. Here's the best I can get so far.

1440p:

HIGH
xxbKkVV.jpg


ULTRA
mum9BeF.jpg


The only difference I can clearly see is the ground textures are better on ULTRA.

Um. Those don't look different in the slightest.

Not to ask the "are you plugged in question" but did you actually download the ULTRA texture pack? lol

That is a tragic waste of 6gigs of VRAM if that's all you get for the ULTRA upgrade.
 
Seriously...the PC version has no anti-aliasing options at all?!?! What is this...2002??

Do the PS4 and Xbox One versions use a post-process FXAA filter? I cannot believe any developer outside of Wii U ones would release a game in 2014 without any AA on PC. Truly shocking IMO.
 

pixlexic

Banned
You probably are not going to get much difference in closed area screen shots.

Try some distance shots. My guess is that af and texture lod is probably higher with ultra textures.
 
This isn't about what is 'good enough'. This is about noticing a worrying trend. We're getting mediocre level textures but massive increases in the requirements to use them to where only a tiny minority of PC gamers will be able to even have these mediocre looking textures. Quite possibly, people without 3-4GB GPU's are looking at a step *back* in terms of texture quality unless the developer puts some effort into optimizing memory usage for PC.

I still think you're missing the point that the actual *result* is not impressive in many cases. We are not getting much better looking textures for the extra vRAM usage.



This is what he said:

http://international.download.nvidia...aper_FINAL.PDF Tiled Resources and related techs from page 23 on. With that you can take a 1.6GB VRAM scene and render it using just 156MB VRAM. That's going to require a game being programmed in DX11.3 or DX12, but when they arrive we're going to see a massive leap in visual detail, with far fewer repeated textures.


I have no problem with this *if* it means we're getting a jump in texture quality compared to before.

On page 10 the technique we are talking about is listed and it is separate from the tiled resources listed on the pages that Andy refers to, which is a lot more substantial.

Also it seems that the difference between Ultra and High is pretty significant in my opinion and I really doubt that the consoles are going to have better textures than high on the PC. It is an open world, they cannot spend as much time on every texture, it doesn't all have to be a technical problem.

Is it only me or does the high quality look nicer than ultra? :}

Not in my opinion.
 

Bricky

Member
So all of a sudden I keep getting a crash to desktop saying;

"Video device removed or reset" (or something along those lines).

Any news on this?

My specs:
1440p
i7 2700k 4.4Ghz
GTX 780
8GB RAM

I thought it might be because I was forcing Vysnc in control panel but even with it off it crashes.

I had this when I was using Ultra textures with 'High Quality' texture filtering (on a 4GB VRAM card, the 780 often has 3GB right?). Check your VRAM usage and texture filtering options or try a lower texture setting in the option menu.

By the way; I'd also recommend Nvidia users to force FXAA in this game, the aliasing going on without downsampling is a bit too much and there aren't any adjustable in-game AA settings.
 
Seriously...the PC version has no anti-aliasing options at all?!?! What is this...2002??

Do the PS4 and Xbox One versions use a post-process FXAA filter? I cannot believe any developer outside of Wii U ones would release a game in 2014 without any AA on PC. Truly shocking IMO.

There is a downsampling option to use as AA, but it still is not ideal.

Um. Those don't look different in the slightest.

Not to ask the "are you plugged in question" but did you actually download the ULTRA texture pack? lol

That is a tragic waste of 6gigs of VRAM if that's all you get for the ULTRA upgrade.

They are different, look at the ground.
 

SixtyTonAngel

Neo Member
Seems to be an opengl game as its clearly triple buffered while im playing it atm, i assume thats why d3d didnt work as id usually use that

Holy shit, I think you're right. For some reason it kicked in after alt-tabbing out and back in. Runs brilliantly now.

Cheers!

If anyone's interested:

i7 860 @ 3.2, Gigabyte GTX770OC, 16GB RAM

Everything on highest, except textures on High, motion blur off and SSAO on medium.

Runs at 60fps most of the time, dipping into the 50s occasionally and I'm sure into the 40s very occasionally.
 

knitoe

Member
Um. Those don't look different in the slightest.

Not to ask the "are you plugged in question" but did you actually download the ULTRA texture pack? lol

That is a tragic waste of 6gigs of VRAM if that's all you get for the ULTRA upgrade.
HUSQ5NN.jpg


Yes. I have the HD Content (Ultra) pack installed and the VRAM usage between High vs Ultra shows that it's enable.
 

Kiru

Member
It's hard to do comparison screenshots because you need to restart the game each time for changes to take affect, but doing it will also make the time of day, weather, lighting and etc. change. Here's the best I can get so far.

1440p:

HIGH

ULTRA

The only difference I can clearly see is the ground textures are better on ULTRA.

Made a mouse-over comparison, but yeah, ground textures look like the only difference in that shot:
http://screenshotcomparison.com/comparison/93681
 

Dr Dogg

Member
For those of you saying VSync isn't triple buffered isn't there options to run this displayed as borderless windowed and an option to limited the framerate in game? There's your solution right there.

And it's clearly not an OpenGL game as all the shots with the Afterburner Overlay present in the show D3D11.
 

RK9039

Member
It's hard to do comparison screenshots because you need to restart the game each time for changes to take affect, but doing it will also make the time of day, weather, lighting and etc. change. Here's the best I can get so far.

1440p:

HIGH
xxbKkVV.jpg


ULTRA
mum9BeF.jpg


The only difference I can clearly see is the ground textures are better on ULTRA.

Yeah the ground textures have a noticeable change, but is that really it?
 

AndyBNV

Nvidia
On page 10 the technique we are talking about is listed and it is separate from the tiled resources listed on the pages that Andy refers to, which is a lot more substantial.

Page 10 and 11 are live now, but 'merely' improve performance. Tiled Resources and associated techs have the potential to dramatically improve IQ.
 
Only way i found to keep the game running with triple buffering was to use borderless fullscreen + ingame vsync. Running this Im getting 50-60 fps ingame atm :)
 
Page 10 and 11 are live now, but 'merely' improve performance. Tiled Resources and associated techs have the potential to dramatically improve IQ.

I know, tiled resources have the potential to make a big impact. But right now a lot of people are worried about the big VRAM requirements for this game, and the delta color compression should help a bit.
 

Grief.exe

Member
Seriously...the PC version has no anti-aliasing options at all?!?! What is this...2002??

Do the PS4 and Xbox One versions use a post-process FXAA filter? I cannot believe any developer outside of Wii U ones would release a game in 2014 without any AA on PC. Truly shocking IMO.

Force through drivers.
 
So it's just like bf3 where it uses whatever vram you have for caching, shocker /s

Well the marketing drones who came up with the 6GB vram thing mission accomplished I guess, got people to talk/troll about the game
 

knitoe

Member
Compare textures... post screens to imgur.
Like I already stated, with even the screenshots off my computer, I can only tell that the ground textures are better which you can already see in the pictures I posted, but if you have another site you wish me to upload, tell me.
 

Fractal

Banned
So, all we get is a slighly better looking ground, and a few rocks in different colors?
Disappointing, but fully expected. I knew the developers wouldn't invest in a PC-exclusive setting which transforms the look of the game. Still, it's embarassing to even say this requires 6 GBs of VRAM...
 

Kiru

Member
So, all we get is a slighly better looking ground, and a few rocks in different colors?

I think the contrast/color settings are just off in the HIGH shot, look at the UI. Also you can clearly see better textures on the ground AND on the wall rocks.
 
So, all we get is a slighly better looking ground, and a few rocks in different colors?
Disappointing, but fully expected. I knew the developers wouldn't invest in a PC-exclusive setting which transforms the look of the game. Still, it's embarassing to even say this requires 6 GBs of VRAM...

I think the different colors have to do with the time of day.

But you get higher resolution textures by downloading a high resolution texture pack, how could you have different expectations?
 

knitoe

Member
I think the contrast/color settings are just off in the HIGH shot, look at the UI. Also you can clearly see better textures on the ground AND on the wall rocks.

No. It's because the two shots are taken at different time of day, weather, lighting and etc. And, that's why It's hard to do comparison shots because you need to restart the game to make changes take affect, but doing that will also changes other things.
 

Fractal

Banned
I think the contrast/color settings are just off in the HIGH shot, look at the UI. Also you can clearly see better textures on the ground AND on the wall rocks.
Well yeah, I did say they are better... but the difference is very slight compared to high setting, especially since the dev states a double amount of VRAM is needed to run it properly.

Also, the part about different rock color is just slight sarcasm on my part! :p
 

UnrealEck

Member
A couple of videos of the benchmark running on a 2GB GTX 770.

Video 1: Textures on high. Everything else its highest.

Video 2: Same as above with shadows and AO turned down one notch to high.
 

Dr Dogg

Member
So it's just like bf3 where it uses whatever vram you have for caching, shocker /s

Well the marketing drones who came up with the 6GB vram thing mission accomplished I guess, got people to talk/troll about the game

Well it happened with Daylight as well and that was a stink created by users not suits. There was panic it was 'using' masses and masses of VRAM instead of smartly caching assets. Personally I think that's a good thing, especially when UE3 was a bit iffy in some games regards to streaming in textures and that's putting it lightly. If you got the overhead may as well put it to good use and it's not exactly like the warning signs of running out of VRAM like lockups and low memory dialog boxes were present.
 

UnrealEck

Member
So you can play with High textures with a 2GB card and have no problems at all?

Usually in games you get stuttering as it's swapping textures in and out but in SoM, I don't seem to have this problem.
Seems to run fine, though I'd have to play extensively and travel through loads of environments to get a really accurate picture.

But it seems like it can run on high without stuttering.
 
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