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Quantum Break PC performance thread

sertopico

Member
On those settings is running smooth on my machine as well, but the overall IQ is too bad IMO. Once I saw the game without upscaling i couldn't go back.
 

Filben

Member
On those settings is running smooth on my machine as well, but the overall IQ is too bad IMO. Once I saw the game without upscaling i couldn't go back.
I find the IQ even with upscaling off somewhat disappointing. Even on 1440p I don't get a crystal clear image like I used to from other games even when they offer TAA making the image slightly blurry.
 

sertopico

Member
True, I am playing also on a 2k screen and the temporal reconstruction is still there, causing that ugly ghosting effect plus the blur, as pointed out many times. It looks much better without the upscaling though.
 

agentreza

Member
Anyone know if there's a way to transfer the save file from the win10 version to the steam version? I would like to give this version a try but dont wanna play the enitre thing again :/
 

Arkanius

Member
True, I am playing also on a 2k screen and the temporal reconstruction is still there, causing that ugly ghosting effect plus the blur, as pointed out many times. It looks much better without the upscaling though.

This. It looks better but it still looks blurry.
Since it didn't get like I was expecting Upscaling off to look like, I rather decided to have it on. The perf impact was not worth it.
 

dogen

Member
Has anyone taken any shots comparing 1080 with upscaling on and 720p with upscaling off? I want to see how effective it is.
 

sfried

Member
The real performance killer here are upscaling off, volumetric lighting and reflections. Lowering these settings results in a huge FPS gain. I'd recommend to leave shadows as high as possible to increase depth and realism to scenes. Volumetric Lighting seems to be a very subtle effect on high settings and reflections are there when using the "medium" option but are slightly less in resolution than on higher settings.

60 fps should be possible, then. But keep upscaling on.
I've seen most nVidia users usually talk how settings other than shadows seem to take a higher hit (like MGSV TPP). From what I understand, shadows only affects shadow resolution, and how shadow lines appear.

I don't know if there are any other AMD users here to help test.
 

dogen

Member
I've seen most nVidia users usually talk how settings other than shadows seem to take a higher hit (like MGSV TPP). From what I understand, shadows only affects shadow resolution, and how shadow lines appear.

I don't know if there are any other AMD users here to help test.

Don't nvidia gpus tend to have more rops(or at least they're more efficient)?
That could reduce the hit from shadows, since they tend to be strongly rop bound.
 
http://techreport.com/review/30328/amd-radeon-rx-480-graphics-card-reviewed/5

That's not what this article indicates. The 960 has a lower theoretical pixel fill rate than the 480, yet scores higher anyway... Seems like Nvidia is much better in this area.

all thats testing is memory efficiency which is better on nvidia due to better compression and TBDR

amd runs more pixel formats at full speed and performance doesnt bottom out when blending is used

http://www.hardware.fr/articles/953-6/performances-theoriques-pixels.html
 

dr_rus

Member
all thats testing is memory efficiency which is better on nvidia due to better compression and TBDR

amd runs more pixel formats at full speed and performance doesnt bottom out when blending is used

http://www.hardware.fr/articles/953-6/performances-theoriques-pixels.html

This only leads to them being on the same level as NV due to having less ROPs in general though. Saying that this is "better" is quite a stretch as well as there's basically no issue in making any format "full speed", it's mostly a function of available bandwidth and typical usage scenario.
 

knerl

Member
I have. Only used fraps to monitor for a little while though, for all I know I could now be getting dips to the 50's using time powers and gsync is just eating the noticeability really well.

Ahh you have GSYNC. Explains it. 120, 144Hz makes the stuttering very subtle, but at 60Hz it's horrible. I get drops to about 48 at some points so that's why I was sceptical.
 

SimplexPL

Member
Thank you for the link.
Thanks, but the most obvious things those shots show is that upscaling from 720 isn't nearly as bad as most people seem to think. The reconstructed shots are a decent improvement though.

Still shots are not representative, upscaling is much more visible in motion, for example on foliage. It looks much worse in motion.
 

Filben

Member
Thanks, but the most obvious things those shots show is that upscaling from 720 isn't nearly as bad as most people seem to think. The reconstructed shots are a decent improvement though.
That's unfortunately only true regarding Qunatum Break since even with non-upscaled 1080p you don't have a crisp image like in other games (film grain already switched off, of course). And I for christ's sake don't know why that is.
 

SimplexPL

Member
When you stop moving the camera the game resolves almost a native like image, so still comparisons are pointless - I have no idea why was remedy even doing them, as they are simply misleading.

http://www.eurogamer.net/articles/digitalfoundry-2016-quantum-break-tech-analysis said:
Quantum Break's approach renders the game at 1280x720 with 4x MSAA while using four previous frames to reconstruct the image in such a way that resolution appears higher. It's different from the re-projection seen in Killzone in that the image must be re-constructed every time the camera moves - it also varies from Rainbow Six Siege which used MSAA samples rather than past frames, as we see in Quantum Break. The issue here is that while the effect looks very nice in stills, things break down somewhat in motion. Obvious stair-steps become evident whenever the camera is touched and gameplay appears chunkier as the action heats up. In addition, texture filtering is hit or miss with a number of surfaces appearing rather blurry from the gameplay camera angle

From xbox version impressions: "image quality appears sharper and noticeably cleaner in more static scenes, where a pixel count suggests something closer to a 900p presentation"
 

dogen

Member
That's unfortunately only true regarding Qunatum Break since even with non-upscaled 1080p you don't have a crisp image like in other games (film grain already switched off, of course). And I for christ's sake don't know why that is.

Did you try turning off anti-aliasing?
 

brau

Member
So... from what i read the game seems to run better on DX11, but the win store version is only the DX12. Are they gonna patch DX11 into it? or am i out of luck?
 

Locuza

Member
DX11 runs as well as DX12 on AMD cards. No need to improve anything.
It does run (way) worse if you couple the GPUs with weaker CPUs and even with an 6700K the frametimes are better under DX12 for Radeons:
https://translate.google.de/translate?sl=en&tl=de&js=y&prev=_t&hl=de&ie=UTF-8&u=https%3A%2F%2Fwww.computerbase.de%2F2016-09%2Fquantum-break-steam-benchmark%2F3%2F%23abschnitt_benchmarks_auf_dem_amd_fx8370&edit-text=

One would wish DX11 for UWP (Nvidia) and DX12 for Steam (AMD).
 
Amazon emailed me with a new delivery estimate of Monday for physical CE, an eight day bump, so that's cool.

All I'm hoping for is better than X1. Forza Horizon 3 does not give me an improvement, so it could be worse.
 

SimplexPL

Member
It does run (way) worse if you couple the GPUs with weaker CPUs and even with an 6700K the frametimes are better under DX12 for Radeons:
https://translate.google.de/translate?sl=en&tl=de&js=y&prev=_t&hl=de&ie=UTF-8&u=https%3A%2F%2Fwww.computerbase.de%2F2016-09%2Fquantum-break-steam-benchmark%2F3%2F%23abschnitt_benchmarks_auf_dem_amd_fx8370&edit-text=

One would wish DX11 for UWP (Nvidia) and DX12 for Steam (AMD).

I did not know that it runs worse. Digital Foundry reported it works the same.
Both Windows Store and Steam versions should offer same features and I am wondering why is that not the case. What is preventing Remedy from adding DX12 support to Steam version and DX11 support to UWP version?
 

Lonely1

Unconfirmed Member
So, with the GeForce recommended settings (mostly high and ultra, upscalling on) I'm getting consistent over 60fps with some dips into 55fps with a 980Ti. Honestly, I was expecting much worse performance reading the comments. What is the most distracting, apart from the softness and upscalling & temporal artifacts of course, is that the game stutters whenever there's a cutscene or other scripted event, which are fairly common. Any fix for this?

About the looks of the game. The lighting is impressive, as well as the overall scene complexity, too bad is all muted due the bad IQ of the upscalling algorithm the game uses. Can't tell if the textures are good due all the blur. Is this similar what the PS4 Pro gonna do?
 

SimplexPL

Member
I think PS4 Pro upscaling works differently, more like R6: Siege (checkerboard).

So, with the GeForce recommended settings (mostly high and ultra, upscalling on) I'm getting consistent over 60fps with some dips into 55fps with a 980Ti. Honestly, I was expecting much worse performance reading the comments.
You are effectively playing in 720p on a 980Ti. Disable upscaling to achieve native 1080p and you'll understand the complaints.
 

Lonely1

Unconfirmed Member
I think PS4 Pro upscaling works differently, more like R6: Siege (checkerboard).


You are effectively playing in 720p on a 980Ti. Disable upscaling to achieve native 1080p and you'll understand the complaints.

Oh, I'm playing at 1440p. That's closer to native 1080p, right?
 

SimplexPL

Member
Yes, 1440p with upscaling should equal 1080p without upscaling. If the image is still too blurry, disable antialiasing and film grain in the options
 
So, with the GeForce recommended settings (mostly high and ultra, upscalling on) I'm getting consistent over 60fps with some dips into 55fps with a 980Ti. Honestly, I was expecting much worse performance reading the comments. What is the most distracting, apart from the softness and upscalling & temporal artifacts of course, is that the game stutters whenever there's a cutscene or other scripted event, which are fairly common. Any fix for this?

About the looks of the game. The lighting is impressive, as well as the overall scene complexity, too bad is all muted due the bad IQ of the upscalling algorithm the game uses. Can't tell if the texture are good or not due all the blur. Is this similar what the PS4 Pro is gonna do?

Are you on steam version? Maxwell performance is 30 to 40% faster over the windows store version which is where the complaints were
 
I was interested in buying this but is this a good PC port and which version is better ?
Steam or Windows Store ?

This is my PC:
i7 4770
GTX1080
32GB RAM
 

Locuza

Member
I did not know that it runs worse. Digital Foundry reported it works the same.
Both Windows Store and Steam versions should offer same features and I am wondering why is that not the case. What is preventing Remedy from adding DX12 support to Steam version and DX11 support to UWP version?
I only know the video comparison from DF and they used only a single CPU and four different GPUs, the RX 480, 390(X?) and the 970 + GTX 1060.
So it doesn't showed the whole story.

And it's also a complete mystery to me why Remedy decided to make the different APIs store exclusive, I mean the bulk part of the work is done, writing a new rendering path, the remaining work should be relatively small.

I was interested in buying this but is this a good PC port and which version is better ?
Steam or Windows Store ?

This is my PC:
i7 4770
GTX1080
32GB RAM
As an Nvidia user don't even think about the UWP/DX12-Version:
https://translate.google.de/translate?hl=de&sl=de&tl=en&u=https%3A%2F%2Fwww.computerbase.de%2F2016-09%2Fquantum-break-steam-benchmark%2F2%2F
Over 30% more performance are possible with the GTX 1080 running under DX11 (Steam-Version).

Also you could try out reshade/sweetFX to sharpen the image like in these examples:
http://screenshotcomparison.com/comparison/186265
http://screenshotcomparison.com/comparison/186264

But these tools don't work under UWP-Apps at all, since UWP is hiding the data-files.
 

hwalker84

Member
God damned Windows Store!!!! First time I've ever had issues. Seriously. When the preload went live I clicked download and i remember it downloading something small. Not the full game. I just figured it was a temp file and would eventually download the rest in a few days. Just realized there's no sign of Gears on my PC. Everytime I try and download it says "Something happened, try again!"

Opps wrong thread.
 
I only know the video comparison from DF and they used only a single CPU and four different GPUs, the RX 480, 390(X?) and the 970 + GTX 1060.
So it doesn't showed the whole story.

And it's also a complete mystery to me why Remedy decided to make the different APIs store exclusive, I mean the bulk part of the work is done, writing a new rendering path, the remaining work should be relatively small.


As an Nvidia user don't even think about the UWP/DX12-Version:
https://translate.google.de/translate?hl=de&sl=de&tl=en&u=https%3A%2F%2Fwww.computerbase.de%2F2016-09%2Fquantum-break-steam-benchmark%2F2%2F
Over 30% more performance are possible with the GTX 1080 running under DX11 (Steam-Version).

Also you could try out reshade/sweetFX to sharpen the image like in these examples:
http://screenshotcomparison.com/comparison/186265
http://screenshotcomparison.com/comparison/186264

But these tools don't work under UWP-Apps at all, since UWP is hiding the data-files.

Thank you very much for the help, I'll buy the steam version then !
 
This game is just a muddy, stuttery mess for me, no matter the settings. 60FPS simply isn't an option at 1440p with upscaling off, and with upscaling on it's just ugly. There's a smeary motion blur effect that can't be turned off, and every time it tries to do one of those 'seamless' cutscene to gameplay transitions it stutters hard for like five seconds. It's unplayable during that stuttering, but it still accepts input from my controller so when it starts working again I end up with my camera pointing in a totally different direction. Last night it hard-locked my PC during one of those cutscene -> gameplay stutters.

I also have to confirm that I want to keep watching the TV show cutscenes like five or six times per episode because I keep getting the 'UNABLE TO STREAM' warning. I actually don't even want to watch them because they're so dull and all the characters are humourless drones, but as a Remedy fan from way back I at least want to give the game the benefit of the doubt.
 
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