ReadTexturePoolFromIni
Gonna give this a try
ReadTexturePoolFromIni
I made it through that part with the backgroundLevelStreaming=false setting on, so it's not 100%.
Anyone else give this a shot yet? I am curious if you really need to do this at the launch of the game and also wondering if you bump up the Poolsize higher does it net even sharper textures? I thought this was just to stop the stutter as to me the stutter seemed like a LOD issue.
Maybe this has already been posted?
Found this in one of the settings files when testing some benchmarking command lines (C:\Program Files (x86)\Steam\steamapps\common\BioShock Infinite\XGame\Config\DefaultEngine.ini)
[TextureStreaming]
UseTextureFileCache=TRUE
; We now auto calculate the texture pool size on PC.
; The equation is basically TexturePoolSize = Detected video memory - size of frame buffers - estimate for other resource useage like vertex buffers.
; TexturePoolSizeReductionMB is the estimate of how much we'll need for resources than the frame buffers
TexturePoolSizeReductionMB=40
;On PC, pool size only gets used if -ReadTexturePoolFromIni is passed in on the commandline. Otherwise it is auto calculated based on your video card memory.
PoolSize=400
So apparently, the PoolSize change doesn't really do anything?
Anyone else give this a shot yet? I am curious if you really need to do this at the launch of the game and also wondering if you bump up the Poolsize higher does it net even sharper textures? I thought this was just to stop the stutter as to me the stutter seemed like a LOD issue.
ReadTexturePoolFromIni
What FOV are you guys using on the slider? Default seems a bit narrow?
The OP has directions on how to increase the FOV
No I saw that, but I meant what are you guys using? I don't think I'd want wider than the default slider maximum allows.
What FOV are you guys using on the slider? Default seems a bit narrow?
I made it through that part with the backgroundLevelStreaming=false setting on, so it's not 100%. I'll be setting that back to true tonight though -- don't want to risk breaking something else, and I still get the stuttering during loads anyway.
Is it hurting your performance at all? Based on some of the posts earlier in the thread it sounds like the engine scales itself to your maximum VRAM amount, so as long as the game runs well I wouldn't worry about it too much.
Just got to Soldier's Field. Are the textures this bad in these specific spots for everyone, or did I change something that messed up the textures? I don't remember any of the textures looking this bad in other areas before this:
Im seeing my game freeze every few minutes, and sometimes crashing.
We have seen reports on this issue from a small percentage of users.
We have seen users post that using the newest Beta drivers for their particular video card fixed this issue for them, but please note there are risks involved with Beta software.
Another solution has been to try lowering your in-game graphical settings and/or resolution.
Please note that we are investigating more solutions for this.
Is there any reason to install the 13.3 Catalyst beta for this game? It's my understanding that installing it disables to your existing downsample resolutions and which you are unable to recreate.
Is there anything outside of what is posted in the OP that I should adjust?
I'm on 13.3 Betas and have no trouble using existing downsampling resolutions created with the GUI. I think it just prevents new ones from being created.
After enabling ReadTexturePoolFromIni I got a BSOD when moving into a new area. Not sure if it is related, but it is something I haven't seen in a while
I noticed this a couple times. It doesn't make any sense when (I assume) the majority of players are using a stereo audio configuration.I've not read through this whole thread,
When an NPC is talking in front of you and you turn around, do voices pretty much become almost muted?
I understand having a decrease of volume, but it seems to completely fade out.
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.
No I saw that, but I meant what are you guys using? I don't think I'd want wider than the default slider maximum allows.
This video couldn't be done without neoenigmas no-clip. Thanks again!
http://www.youtube.com/watch?v=WcBDUbN79rY
I also don't remember any important texture like that looking that bad.
It's not really stuttering. It's a brief but substantial drop in FPS (a "hiccup") as if the game is loading info from the area you just entered. You can turn around, walk back to the invisible line you crossed, and make the FPS drop happen again, over and over. In between these problem areas, FPS is back to normal and gameplay is extremely smooth. But these invisible boundaries causing these FPS drops are too frequent. They happen to me every 50 meters I walk in the game.
This video couldn't be done without neoenigmas no-clip. Thanks again!
http://www.youtube.com/watch?v=WcBDUbN79rY
I found that you can scale portions of the UI using the MaxResolutionUpScale option in XUI.ini. This is incredibly useful for people running at high resolutions who find that the UI is too small to read comfortably.
Change the value from 0 to 1 to enable UI scaling. This might also work for anyone who's into downsampling (see the bullshots thread) but I haven't tested it.
edit: You can set it to values between 0 and 1 as well. 0.5 works really well for me at 2560x1600
I wanted to use d3doverrider but it's not playing nice right now. Aside from it not cooperating with MSI Afterburner or Precision X, it won't even launch correctly.
Some here have recommended instead forcing Adaptive V-sync and triple buffer through Nvidia Inspector. Does that yield the same result? Well, I'm going to give it a try right now.
Does this game not play nice with an OC'd GPU? The game keeps crashing for me every once in a while.
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.Would anybody know if there's a way I can run this game in 3D?
I found that you can scale portions of the UI using the MaxResolutionUpScale option in XUI.ini. This is incredibly useful for people running at high resolutions who find that the UI is too small to read comfortably.
Change the value from 0 to 1 to enable UI scaling. This might also work for anyone who's into downsampling (see the bullshots thread) but I haven't tested it.
edit: You can set it to values between 0 and 1 as well. 0.5 works really well for me at 2560x1600
[TextureStreaming]
PoolSize=400