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Call of Duty: Infinite Warfare PC performance thread

Cross post.

Game crashed to Red Screen again. This time it took my save file with it...

Any way to recover it? I'm on Steam.

Update, I jumped on my living room PC, I'd tested the game out on it yesterday, so it had a save file on it as well. As soon as I tried to start the game, it synced and deleted this copy of my save file as well. It didn't ask if I wanted to use the local save or the cloud save like every other Steam game does. It just automatically deleted my save file...

I'm tempted to just cut my losses and request a refund...
 
1070 has 8GB of VRAM, so it should be fine to leave it on.

The auto-configuration will give you:

512x512 shadow map resolution at 4G, shadow caching off
1024x1024 shadow map resolution at 6G, spot and sun shadow caching on
1536x1536 shadow map resolution at 8G, spot and sun shadow caching on

You can of course tweak these post facto.

Shadow caching trades draw call throughput for video memory--with it enabled you have fewer draw calls due to reusing cached shadow maps (rather than reissuing draws to re-render them), which reduces throughput on the driver thread, which is actually the long pole on the CPU almost 100% of the time, and often the long pole in total unless running at very high resolutions/GPU workloads.

Someone else asked about reducing video memory usage to increase texture resolution. One possibility is dropping from SMAA 2X--the temporal history buffers can be non-trivial (luminance, depth, velocity) if you have an aggressive final scene resolution.
 

GavinUK86

Member
Core i3 4130, AMD R9 280, 8 GB DDR3 RAM

Playing on high, with caching turned off. 60 fps mostly, but with random stutters.

I haven't figured out how to stop the stuttering on a 970. Even setting everything to low doesn't fix it. The framerate goes from 60 to 55/56 then back to 60 then back down again. It's annoying.

I ended up just been playing with everything maxed out and putting up with it.
 
The auto-configuration will give you:
[...]
Thx Briareos, you are really helpful and it´s also great to get technical information directly from a dev involved.
This is a great running port on day 1, something you don´t see often these days in the AAA space.


Does the auto-configuration check anything elso on the videocard?
Or are this only 3 presets depending on the VRAM?
I.E. does a 4GB Fury X get the same settings like a 4GB RX 460?
 
The auto-configuration will give you:

512x512 shadow map resolution at 4G, shadow caching off
1024x1024 shadow map resolution at 6G, spot and sun shadow caching on
1536x1536 shadow map resolution at 8G, spot and sun shadow caching on

You can of course tweak these post facto.

Shadow caching trades draw call throughput for video memory--with it enabled you have fewer draw calls due to reusing cached shadow maps (rather than reissuing draws to re-render them), which reduces throughput on the driver thread, which is actually the long pole on the CPU almost 100% of the time, and often the long pole in total unless running at very high resolutions/GPU workloads.

Someone else asked about reducing video memory usage to increase texture resolution. One possibility is dropping from SMAA 2X--the temporal history buffers can be non-trivial (luminance, depth, velocity) if you have an aggressive final scene resolution.

I asked earlier but didn't get a response- should the game be free of loading screens on the PC? It seems like the FMVs are supposed to hide them but I still get brief loading screens after the FMVs and the game is installed to an SSD.
 
This is a great running port on day 1, something you don´t see often these days in the AAA space.

This.

I asked earlier but didn't get a response- should the game be free of loading screens on the PC? It seems like the FMVs are supposed to hide them but I still get brief loading screens after the FMVs and the game is installed to an SSD.

I'm getting those too, but I'm running the game from an HDD so I figured that was normal.
 
I also have short loading screens with a SSD.

What bugs me is, that FMVs are stretched on my 21:9 display.
Yeah, it's a pain...


I'm trying to work up the initiative to start the campaign over since the game deleted my save file the last time it froze...

But since BO3 was never patched to fix the 21:9 issues, I highly doubt this will either.
 

Pjsprojects

Member
FX-8350 @4.2
R9-290x @ stock
16gb ram @ 1833
7200 drive

All set to max at 1080p

Campaign hasn't dropped below 60fps yet and I'm around three hours in.

Edit- the video clips seems to give the odd stutter.
 
Not had a chance to go back to the game yet (damn work). Still don't understand why my resolution is locked to 1536x864. I mean who uses a resolution like that? This is on a 4K desktop and Windows 10. I wonder if this is some kind of Windows 10 feature? I also wonder if I'm the only person in the world with a W10 copy and nobody else has this problem! lol
 

scitek

Member
Every time I start the campaign, it's fine - perfect 60fps for about 20 minutes, then all of a sudden my framerate tanks to like 20fps, and never recovers. I have to restart the game to get it back. No clue what could be causing that.
 
Every time I start the campaign, it's fine - perfect 60fps for about 20 minutes, then all of a sudden my framerate tanks to like 20fps, and never recovers. I have to restart the game to get it back. No clue what could be causing that.

Fullscreen or borderless? Do you have any programs running that might be stealing focus from the game? I realized that alt-tabbing in and out of the game halved my frame rate so it could have something to do with that.
 

5olid_5nake

Member
On my setup with 1060gtx, i5-3350p, 8GB of ram and HDD the game runs extremely well... But there are instances, pretty much during big explosion sequences where the fps just tanks for 2 seconds.

Also it seems the unlocked framerate is broken, because it is impossible to play because of the stutter. At least on my config.
 
On my setup with 1060gtx, i5-3350p, 8GB of ram and HDD the game runs extremely well... But there are instances, pretty much during big explosion sequences where the fps just tanks for 2 seconds.

Also it seems the unlocked framerate is broken, because it is impossible to play because of the stutter. At least on my config.

The stutter during explosions is probably because of alpha effects. Not sure whether it's a CPU or GPU issue though.

Weird that you've got issues with the unlocked frame rate, on my rig it's actually much smoother than with the in-game vsync. Then again I'm running a 6600k, 16gb ram and a 1080 so YMMV.
 
Does the auto-configuration check anything elso on the videocard?
Or are this only 3 presets depending on the VRAM?
I.E. does a 4GB Fury X get the same settings like a 4GB RX 460?

No, they won't get similar settings. Background:

For every configurable bit in the options menu there is a persistent configuration variable ("dvar") associated with it. You can see these written to players2/config_mp.cfg, actually. At boot we look for a hash of your system configuration and compare it to the hash we generate based on your machine at boot. If the hashes differ, we prompt for 'optimal configuration', as you may have swapped GPUs or added more memory or whatever.

The optimal configuration system looks at three things: number of cores and aggregate GHz of those cores, dedicated video memory, and the driver description string from the GPU adapter. Any configuration variable can depend on one of these three factors. So bits related to CPU processing will depend on your core count (whether we modulate priority on the process), bits dependent on video memory (e.g. shadow caching) will be set based on that, and bits based on raw GPU throughput (e.g. SMAA) will be set based on your driver string.

But at the end of the day almost everything we set through this process can then be toggled by the user--the auto-configuration is just an attempt to give a good initial experience. Even if someone is running, say, on an Intel Skull Canyon. We don't officially support that as its below minspec but we do have auto-configuration that tries to give the user a decent experience on that hardware.
 
I asked earlier but didn't get a response- should the game be free of loading screens on the PC? It seems like the FMVs are supposed to hide them but I still get brief loading screens after the FMVs and the game is installed to an SSD.

I'm hesitant to discuss the fix for this as I can't commit to when it will be deployed, but, yes, we ran into some issues with certain drivers late in development where the interstitials would experience desynchronized audio/video as we performed the seamless load. We resolved it on the client side, but were not able to get it into the day one patch with the amount of QA coverage we were comfortable with. This should be fixed in a subsequent patch shortly.
 
I'm hesitant to discuss the fix for this as I can't commit to when it will be deployed, but, yes, we ran into some issues with certain drivers late in development where the interstitials would experience desynchronized audio/video as we performed the seamless load. We resolved it on the client side, but were not able to get it into the day one patch with the amount of QA coverage we were comfortable with. This should be fixed in a subsequent patch shortly.

Awesome Thanks!
 
Performance is very dodgy (bought from windows store). Resolution locked(?) at 1536x864. Native I assume is just that, not my desktop resolution which is 4K. If I go to 200% of 1536x864 I get a crash and Low Memory Warning (I have an 8GB 1080 and 16GB of 2133mhz RAM). So not managing 4K.
Playing is wonky. A lot of judder when panning. Maybe triple buffering will help or dropping pre-renderd frames? Also frame rate is wildly unstable dropping 15 frames when just walking through the hallway with Salter after the first mission and wildly fluctuating frames just standing still - anything from 40 to 50 (my PC is set to 50hz refresh so I can get Game Mode from my KS7500) and back again. All over the place. Textures are good, on the faces at least.

Looking at the benchmarks I should be able to play this at 4K and Ultra (with maybe the AA turned off perhaps) so no idea what's going on. I think it's all a bit borked at the moment.

Edit: When I restarted I was at 200% of 1536x863 but the frame rate was barely 25fps. Also I don't have a refresh option in the display options. Looks like the windows store version of the game just isn't right at all. Doubt I can get a refund now.
 
Okay, some pics to show what I'm on about.
0UNf2Sn.jpg
This shows my display settings. |No refresh option and a locked resolution. Also no Borderless Windowed option.


And an actual screenshot

And apparently I can get this performance with my 1080 when what I actually get (at a sub 4K resolution) is 25fps.

I'll admit there may be my settings are not optimal but this is not right at all. The game seems a complete failure to me, technically speaking. Maybe I'll just complain about a lack of online and see if that's enough to get my money back.

Edit; I've looked at my pics and they're in 4K, like my desktop res. So why is the resolution in the display options saying something else? And is it actually 4k? And even if it is I'm still nowhere near 60fps.
 
Any ideas on how to fix this?

Hm, I believe that's the radial blur, which is used for the FTL, etc., effects. Wonder if you ran into a logic error in the manipulation of it, or if it's just being enabled in some odd places on foot. I'll file an issue to look into it.

Update: okay, QA reproduced this, we're looking at a mitigation. I think this state leakage may have been masked because on console you can't disable the DOF/motion blur. I'll put your GAF user name in the JIRA for it as a memento ;).
 

Deepo

Member
Performance is very dodgy (bought from windows store). Resolution locked(?) at 1536x864. Native I assume is just that, not my desktop resolution which is 4K. If I go to 200% of 1536x864 I get a crash and Low Memory Warning (I have an 8GB 1080 and 16GB of 2133mhz RAM). So not managing 4K.
Playing is wonky. A lot of judder when panning. Maybe triple buffering will help or dropping pre-renderd frames? Also frame rate is wildly unstable dropping 15 frames when just walking through the hallway with Salter after the first mission and wildly fluctuating frames just standing still - anything from 40 to 50 (my PC is set to 50hz refresh so I can get Game Mode from my KS7500) and back again. All over the place. Textures are good, on the faces at least.

Looking at the benchmarks I should be able to play this at 4K and Ultra (with maybe the AA turned off perhaps) so no idea what's going on. I think it's all a bit borked at the moment.

Edit: When I restarted I was at 200% of 1536x863 but the frame rate was barely 25fps. Also I don't have a refresh option in the display options. Looks like the windows store version of the game just isn't right at all. Doubt I can get a refund now.

I got a refund of the Win 10 version today, based on the dead multi-player. You should at least contact MS.
 
Game runs okay at max settings at 1080p on a 970, mostly 60fps, BUT I'm also getting the stuttering some others have mentioned every now and again.

Yep, it's the same stuttering I got in Advanced Warfare and Black Ops 3. Something wrong with the engine I think. Performance is fine, but the stuttering ruins it.
 

scitek

Member
Fullscreen or borderless? Do you have any programs running that might be stealing focus from the game? I realized that alt-tabbing in and out of the game halved my frame rate so it could have something to do with that.

Fullscreen. And I am running RTSS in the background. I'll try turning off the OSD to see if it makes a difference.

This is with a GTX 1080 btw
 
The Windows Store version just received an update, which greatly improves performance. There is still some slight framedrop issues, but almost all of the stuttering is gone for me.
 
Fullscreen. And I am running RTSS in the background. I'll try turning off the OSD to see if it makes a difference.

I have not personally run RTSS but I am generally wary/skeptical of any utility which uses a shim or other interception method to inject stalls in the frame or grab the final presented swap chain surface (we had quite a few issues in dev with various background streaming utilities for instance--they are not all well behaved). I'd be curious as to your results with an A/B test enabling/disabling it.
 
Why in the world would you buy that version?

I had $50 rewards credit, and was curious about how well these would run. I only paid $14 total for the Legacy Bundle since the Windows Store has it for 20% off.
Infinite Warfare ran terrible until the update today, which fixed most of the framerate/graphic problems. I've had zero performance issues with Modern Warfare Remastered.
 

Sanctuary

Member
Is there even any reason to use AA with this when running at 4K? I just keep it off, and have everything else maxed, and it's been really smooth for me without any stuttering and no noticeable frame rate issues. I had the FPS counter going for about two hours, and it never dropped below 59, so I just shut it off.
 

robotrock

Banned
Is there even any reason to use AA with this when running at 4K? I just keep it off, and have everything else maxed, and it's been really smooth for me without any stuttering and no noticeable frame rate issues. I had the FPS counter going for about two hours, and it never dropped below 59, so I just shut it off.

unless your TV is like 200 inches then nah you probably don't need AA
 
Update: okay, QA reproduced this, we're looking at a mitigation. I think this state leakage may have been masked because on console you can't disable the DOF/motion blur. I'll put your GAF user name in the JIRA for it as a memento ;).

Turns out this is an intentional "vision set" tied to the level assets with the radial blur, and there are no plans to allow toggling this given it is effect/context specific (e.g., your helmet). You shouldn't see it once past Europa, until dictated again by scripting/mission flow/item use, etc.

And re: 4K, personally I find that many AA techniques just lose you texture detail at 4K if they're not edge-aware (e.g. FXAA), and I'm not a fan of re-projection techniques that introduce blurriness. But I'm in the minority there.
 
Just to report on the stuttering I mentioned above, I reinstalled the game on another disk and I now the game runs smooth as butter (first level atleast)

Do you have a dxdiag.txt you can PM me? E.g. containing something like:

------------------------
Disk & DVD/CD-ROM Drives
------------------------
Drive: C:
Free Space: 363.7 GB
Total Space: 953.8 GB
File System: NTFS
Model: ATA Samsung SSD 850 SCSI Disk Device

Drive: D:
Free Space: 2073.2 GB
Total Space: 2861.6 GB
File System: NTFS
Model: ATA ST3000DM001-1ER1 SCSI Disk Device

Drive: E:
Free Space: 507.2 GB
Total Space: 976.8 GB
File System: NTFS
Model: ATA Samsung SSD 850 SCSI Disk Device

And indicate where OS/home dir and game was and is now installed? Curious if perhaps you were seeing I/O contention where the game was on the same drive as the shader disk cache.
 
Do you have a dxdiag.txt you can PM me? E.g. containing something like.

I'm afraid not. All I can tell you is I have two NTFS samsung SSDs (840 and 850 PRO)
The C drive which my OS is on, and a D drive where I have my games. I installed the game first on C only because I was running out of space on D. But then I cleared some space and installed it on D instead, and now it runs smoothly.

Could have been my own fault, maybe I had some disk intensive stuff going on in the background on the C drive. The shader cache thing you mentioned is interesting though, does it default to the main (OS) drive?
 
Could have been my own fault, maybe I had some disk intensive stuff going on in the background on the C drive. The shader cache thing you mentioned is interesting though, does it default to the main (OS) drive?

Well it's no one's fault, per se, just the reality of disk I/O bandwidth (and this is just a hunch, really). Shader caches typically live in %AppData% for standard Win32 (e.g. not UWP), in a per-vendor directory such as AMD or NVIDIA.

To see real-time disk I/O statistics, just go to task manager, performance, open resource monitor, then look at the disk subcategory on the 'Overview' tab, generally sort by Total (B/sec). For example, here you can see Overwatch reading data while loading:

Image PID File Read (B/sec) Write (B/sec) Total (B/sec) I/O Priority Response Time (ms)
Overwatch.exe 860 C:\Program Files (x86)\Overwatch\data\casc\data\data.004 476,160 0 476,160 Normal 0
Overwatch.exe 860 C:\Program Files (x86)\Overwatch\data\casc\data\data.002 32,768 0 32,768 Normal 0
Overwatch.exe 860 C:\Program Files (x86)\Overwatch\data\casc\data\data.000 75,776 0 75,776 Normal 0
Overwatch.exe 860 C:\Program Files (x86)\Overwatch\data\casc\data\data.007 10,240 0 10,240 Normal 0
 

LostDonkey

Member
Anybody have an idea why the game won't let me select a HZ rate above 29.97hz on my 4k TV?

No matter what desktop resolution I set, the game defaults to 3840x2160 30p on my TV??

It's a fully capable 4k 60hz set, I've played many games like that with my 1070, this is the first problem I've come across and it's really stopping me playing the game...


Edit: wow. Just tried the old Crysis trick (alt+enter a few times and then run in Borderless). Come on guys...it's 2016
 
No matter what desktop resolution I set, the game defaults to 3840x2160 30p on my TV??

What set? I'll ask the QA lab to take a look and try to regress.

Edit: wow. Just tried the old Crysis trick (alt+enter a few times and then run in Borderless). Come on guys...it's 2016

Believe it or not, DXGI interfaces are extremely awkward and fragile due to OS interactions, so this stuff is non-trivial or even impossible to get correctly. Ask me about exciting Windows client rect bugs when DPI is set to 150% scaling on Windows 7 only, etc.
 
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