derExperte
Member
Ah, thanks.
Also some benchmarks: http://www.guru3d.com/articles_pages/bioshock_infinite_graphics_performance_review_benchmark,6.html So a 7770 should be enough for 30fps with slightly reduced settings/resolution.
Ah, thanks.
Also some benchmarks: http://www.guru3d.com/articles_pages/bioshock_infinite_graphics_performance_review_benchmark,6.html So a 7770 should be enough for 30fps with slightly reduced settings/resolution.
The new ones are more energy efficient but the 6870 is still a great card in it's price range. I'm not the biggest fan of buying used cards but you'd definitely get more fps for your money. Another good option could be the new HD7790, depending on where you live maybe you could even get one with Bioshock for free: http://sites.amd.com/us/promo/never-settle/Pages/nsreloaded.aspx#3
My brother has a 500w psu. I'm assuming that's plenty for a low-midrange card.
That memory pool limit value restricts how much VRAM BI uses and scales it accordingly, from what I can gather. The higher the limit, the sharper the textures. But whether that prevents the game from loading high-res textures and downscaling vs. just loading low-res textures... I don't know.Is there an .ini that you can change for the Texture Details themselves? I'm not sure if it is putting out High/Ultra level textures when I select it and want to be sure. Running a 460GTX 1GB.
That memory pool limit value restricts how much VRAM BI uses and scales it accordingly, from what I can gather.
Open your Steam library, right-click BioShock Infinite, click Properties, click Set Launch Options, enter the parameter.Where am I supposed to put -ReadTexturePoolFromIni? I don't see any set launch options thing.
Playing on a gtx 670 and it seems fine but the tearing is awful even with adaptive vsynch. Also the particle effects make me think I am artifacing even though its just dust.
I changed the pool size and now I have texture pop in.
texture pop in = not enough memory for the buffer you set in the "poolsize" variable
Yes but at 30 fpsturn vsync off in the game and try adaptive-vsync in "half refresh rate" mode in the Nvidia control panel, does the tearing go away?
What should I set it to for a 680?
Yes but at 30 fps
So I have a strange setup, crossfire 5870s, 1gb each. I got the game running butter smooth with everything maxed @1900x1200.
Are you getting the jarring halt at certain points as well? I have a setup similar to yours (5850+5970 CFX) and the majority of the game will run fine, but there are these points were it drops to around half the framerate, give or take. I think I used the texture pool value of around 400, if that was the one that roughly equalled 1GB. I've also tried lower and higher, but they all have the same result :/I did get some pop in but it wasn't that noticeable.... Maybe I'm just not that sensitive to it.
So I have a strange setup, crossfire 5870s, 1gb each. I got the game running butter smooth with everything maxed @1900x1200.
I was having major stuttering issues where the game would pause for several seconds at a time. To fix this I had to do several things.
1 update driver
2 use the - read texture pool from .INI option, this was huge and solved most of my issues
3 disable my second monitor, i used win+p to disable my second monitor, this also helped greatly improve overall frame rate
I recommend trying these things, I set my pool size to 400, had no stuttering and very minimal pop in.
Yup, 100%. It was definitely reading the value because when I reduced it, VRAM usage dropped as well (it actually flatlined at a certain amount below total VRAM. So it's like a self-imposed limit). But still, those pauses remained :/Are you sure you have the readtexturepoolfrominini set correctly in the shortcut? I was having that exact problem and setting that fixed the long pauses I was experiencing.
RAID-0 SSDs ;POh, and this is going to sound dumb but I also defragged my HD with hopes that it would help. Can't hurt to give that a shot too.
Oh, and this is going to sound dumb but I also defragged my HD with hopes that it would help. Can't hurt to give that a shot too.
Texture streaming has no effect over loading pauses.
I did 2 videos at 60 fps comparing hitching with bUseBackgroundStreaming False and True. Both configs have problems with assets dissapearing. When background streaming is disabled, the assets that appear not cause pauses. When background streaming is enabled, there is a pause everytime the character walks trough a loading trigger. The problem is that disabling backgroundstreaming we lose a lot of things, in this video, the couple of people at the end.
Config: Ultra + Alternative PP at 1920x1200.
Both videos are recorded at 60 fps. For better results, don't use internet browser, use Download button (located up/right) and then VLC free player.
LevelStreaming = False
https://www.dropbox.com/s/1o2gzuobmtdmzyw/BackgroundLevelStreaming_False.mp4
LevelStreaming = True
https://www.dropbox.com/s/o19usvrn3hk7rj4/BackgroundLevelStreaming_True.mp4
Shiftyyyy. Are there any threads that are active on their forums which try to discuss the issue?Yesterday I posted this same message in BI 2K forums (two times) but message doesn't exist and only I can see was a message saying 'a moderator have to supervise your message'. My previous posts appeared instantly. What's going on?
Shiftyyyy. Are there any threads that are active on their forums which try to discuss the issue?
That memory pool limit value restricts how much VRAM BI uses and scales it accordingly, from what I can gather. The higher the limit, the sharper the textures. But whether that prevents the game from loading high-res textures and downscaling vs. just loading low-res textures... I don't know.
See this post for more info. (It's also mentioned in the OP, nufty)
Videos I linked before are running the game into RAM and there are pauses. Again, main hitches are no related with poolsize or hdd speed. It's a game bug and nvidia users and amd users have the problem. If someone says he don't have pauses, he can show it recording a video with fraps in the same part of the game.
The hitching remains whether using an SSD (or multiple SSDs) or a standard HDD, this isn't an issue of I/O bottlenecks, it's CPU stalls.Ce-Lin said:Bioshock Infinite doesn't sport thin openings or long empty-looking hallways so running past a "texture loading" point is very noticeable in form of stuttering framerate. Can they fix this ?
The hitching remains whether using an SSD (or multiple SSDs) or a standard HDD, this isn't an issue of I/O bottlenecks, it's CPU stalls.
Which doesn't say they can or cannot be fixed, but fundamentally this is not a limitation of disk-read speeds(many PCs could stream the entire game worth of assets multiple times over during that 2minute video), it's something about how their asynchronous asset-loading works.
Oh good, so I'm not alone in my deduction. The only thing I could see after about an hour of fucking around was that CPU interrupts were the only thing that skyrocketed during those segments (along with the time to generate the frame, obviously). It's a clear issue of the game (for some bizarre reason) only using a single core to do anything, so everything bottlenecks up.The hitching remains whether using an SSD (or multiple SSDs) or a standard HDD, this isn't an issue of I/O bottlenecks, it's CPU stalls.
Which doesn't say they can or cannot be fixed, but fundamentally this is not a limitation of disk-read speeds(many PCs could stream the entire game worth of assets multiple times over during that 2minute video), it's something about how their asynchronous asset-loading works.
I am new to pc gaming. I have an i7 2600k and a nvidia gtx 680. What are the ideal settings i should play this on?
So apparently Irrational is unable to recreate the stuttering issue on their test PC's per Chris Kline from Irrational. I had tried all the fixes he posted, but nothing fixes the issue.
I can't stand it when dev studios say this. I refuse to believe they can't recreate it, particularly as they will know exactly where the triggers are across the entire level map. It sounds like they are either buying time or denying there is problem.So apparently Irrational is unable to recreate the stuttering issue on their test PC's per Chris Kline from Irrational. I had tried all the fixes he posted, but nothing fixes the issue.