• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Resident Evil 7 - PC Performance Thread

It's not really confusing. HDR10 standard requires 10 bits per channel while chroma subsampling is independent to this requirement.

So a proper high quality HDR10 setup should be 10 bpc with RGB or 4:4:4 sampling.

Then the implementation details kicks in:

a) You could in theory have HDR metadata transferred alongside a lower or higher resolution color information - with 8 or 12 bpc data. How it will work totally depends on your TV/screen and its ability to do something with such out of spec signal.

b) HDMI 2.0 have issues transmitting a 4K+HDR10+4:4:4 signal at 60 Hz as such mode reaches the peak bandwidth available on HDMI 2.0. Thus sometimes you may need to lower the chroma subsampling resolution to 4:2:2 to make such mode work over HDMI connection.

On my TV at least, using anything other than RGB Full/Limited and 4:4:4 at any bit rate up to 12 just does not work. It's doing something to the coloring and a few letters that should be a solid white when starting up the game are instead completely orange. I've also not noticed any difference at all on reflective surfaces or shadow details. It's not even possible for HDR to actually turn on without actually displaying HDR content is it? So if it's displaying on the TV, it's being displayed at 8-bit, not the full 10.

Right, but isn't HDR10 a blu-ray standard, for movies? not sure video games are using more than 8 bit color.

Up until now, they haven't. I don't even know if this game truly is or not either. UHDs are 4:2:0/10bit at 24fps anyway.

I know this thread is based on the Steam version but I'd like to chime in and say the Windows Store version is running like a dream.

I haven't had any performance issues at all and I'm using the Steam version. I had to lower the internal scaling to 0.8 since I'm forced to play it at 4K resolution, but after doing that I've been able to keep a constant 60fps, have not had a single crash and loading times are fast. However, I did actually add more ram recently. I used to only bother with 8gb, but added another 8gb when Deus Ex:MD was about to release. No stuttering at all for me.
 
Has anyone else messed around with SLI at all? As I mentioned previously, it works when using the Batman Arkham Origins profile.

I'm optimistic that eventually it'll end up with good SLI support based on my testing yesterday. I got very good scaling and performance. Just some minor other issues, and from what I understand it's not possible to ever use TAA with SLI.

I'd also like to know if anyone has managed to force a better kind of AA than the SMAA they provide. I get jaggies with every resolution and mode unless I use their TAA, which is why I've turned off SLI for now.

I know this thread is based on the Steam version but I'd like to chime in and say the Windows Store version is running like a dream.

Any other details? Specs, settings you're running at? Would be pretty crazy if it's actually a significantly different version of the game.
 
Alien Isolation has an option for 10 or 12 bit color, but not HDR.

Yeah, and maybe Capcom's implementation is the opposite. Maybe it just gives you better contrast/brightness but with 8 bit color. I don't think there's a HDR standard for videogames.
 
After watching a videotape, once I return to the living room at the beginning my performance goes right down the shitter, dropping below 20 fps and won't recover even when going back to the main menu. Had the same issue with the teaser. 6600K/980, running at 1080p with everything maxed and shadow cache turned off - any settings I can turn down to address this?
 
After watching a videotape, once I return to the living room at the beginning my performance goes right down the shitter, dropping below 20 fps and won't recover even when going back to the main menu. Had the same issue with the teaser. 6600K/980, running at 1080p with everything maxed and shadow cache turned off - any settings I can turn down to address this?

it's a bug, I had the same problem. Fix it by changing the resolution to something else then back to the previous setting.
 
What's with the resolution scaling, is it a thing for VR?

What did you change? I am trying to aim for crisp, but can't get it quite right.

I wouldn't call it crips, but crisper at least. I put reflections at variable and AA at SMAA, also fiddled around with ambient oclusion to see if it helped.
 
I'm picking up about 20% of that but it sure looks pretty when it's on.

I've got a Samsung UN40KU6300 and I guess it's 8 bit so not true top shelf HDR, but I can totally notice a difference when I flip between it being off and on.

That is strange as there should not be any difference unless the TV can output HDR. This is likely one of the implementation issues with the game not actually checking if it can enable HDR or checking this incorrectly.

Right, but isn't HDR10 a blu-ray standard, for movies? not sure video games are using more than 8 bit color.

Not really, it's a standard of communication between the rendering device and the display device which allow the former to transfer HDR information to the latter. This information can be encoded into movies or games or even Windows desktop - it's not just HDR Blu-Rays which can contain it.

Games have been using 32 bit color (that's per component so 128 bit if we count alpha channel too) since GFFX / Radeon 9000. Even frame buffers where final image is being composed are using 16 bits per channel these days so games are actually more "HDR ready" than movies at the moment.

On my TV at least, using anything other than RGB Full/Limited and 4:4:4 at any bit rate up to 12 just does not work. It's doing something to the coloring and a few letters that should be a solid white when starting up the game are instead completely orange. I've also not noticed any difference at all on reflective surfaces or shadow details. It's not even possible for HDR to actually turn on without actually displaying HDR content is it? So if it's displaying on the TV, it's being displayed at 8-bit, not the full 10.

Well, yeah, early days and all. Lions share of HDR TVs these days are actually out of HDR10 spec when it comes to contrast ratios and color spaces so it's not surprising that there are these implementation issues right now. The fact that s/w side is rather shaky at the moment with different implementations from different IHVs doesn't help either.
 
Runs very good @ 4k on my 980ti. No HDR craziness either (I'm not sure if it even detected my TV as HDR, Samsung JU7100). Latest nvidia drivers too. Windows 10 version.
 
I know this thread is based on the Steam version but I'd like to chime in and say the Windows Store version is running like a dream.

Nice.

I tweeted to Windows Central guys and they are gonna put something together with the Game Mode stuff in relation to performance with RE7. (probably show it on their Razer Blade)

I don't think there's been many impressions from people about the UWP version. Would like to hear more about that and how it compares to the Steam version. You would think DF would love to do that.
 
Well, yeah, early days and all. Lions share of HDR TVs these days are actually out of HDR10 spec when it comes to contrast ratios and color spaces so it's not surprising that there are these implementation issues right now. The fact that s/w side is rather shaky at the moment with different implementations from different IHVs doesn't help either.

Turning HDR off in game really brightens everything, and not in a good way. However, ALL of the Youtube videos I've seen (and I'm not sure anyone is capturing with a camera or card that can record HDR either) on any platform at 1080p looks washed out and overly bright in comparison as though no one bothered to adjust the brightness settings of their TV or the in game options. Anyway, I don't know what Capcom's implementation is doing to the display settings when you turn it OFF, but it doesn't look like the demo does (doesn't have HDR) on my TV with the correct brightness and contrast. So I ended up turning my brightness down by 7 to make the left coin disappear and the right becomes barely visible. Everything looks "ok" and pretty much like the Youtube videos now.

HDR is in fact displaying on my TV when it shows that it's kicking in. It's not a night and day difference, but the reflections of the flash light seem more realistic and light sources don't have that overbearing halo around them like they do in most games, and in particlar this one. There is still a halo, but you have to look hard to see it. I also noticed the skybox outside opens up more colors, but I'm still getting that weird, smearing, dithering effect that I get at the start of the game in the Mia video with the massive banding (which is still there, but nowhere near as noticeable with HDR off) at certain angles in the skybox.

Now I'm not even sure what the game is supposed to look like with HDR on compared to off in regards to the overall brightness. After finishing the game twice with HDR on, and it being noticeably darker (yet shadow details remain in all but a few, specific areas), having it off just pretty much kills the atmosphere.
 
It's your settings then. I have a B6, and what we're seeing shouldn't be drastically different. I just reached the same section again in game and my picture looks exactly like in the screenshot. I also have FOV set to 90, but that's not going to affect brightness/black crush, only what objects are actually within your view.

I was using RGB Full, but since you said you use 4:4:4, I switched to that. Easy way to tell at the beginning if you're getting black crush is by checking the right door of the car as Ethan is driving up to the woods. You should be able to clearly see the wood looking material on the interior of the right door. When you head towards the house, you should be able to see both the right and left doors of the locked gate reflecting in the puddle beneath it. If the left door reflection in the puddle is missing, your black level and maybe brightness are not set correctly, although it's kind of hard to actually crush blacks with 4:4:4 since that's set to limited anyway, and using "High" washes out the screen entirely.

For reference, I use these settings at 4:4:4

HDR (Game)
OLED 85
Brightness 50 <lowering it at all on my TV makes the reflection disappear, and the right door of the car looks wrong. When using RGB Full, I have this at 52.
Contrast 98
Color Temp W30
Black level Low (High with RGB Full)
HDR Brightness (MAX) 1550
HDR Brightness 265
[/IMG]

I actually see what looks like the above any time there's a light source that's emitting a lot of light in a very dark area, such as the attic of the house portion at the beginning
and end.

Many thanks for posting your settings, i played around and got things looking much better in terms of black crush, but much worse it terms of circular banding.

It's a shame that there doesn't seem to be a perfect solution, hopefully it is just teething problems of early HDR games.
 
I hit some massive stutter after moving into a new area (following margaery into the old house area). Had to restart the game to get rid of it, as walking a few feet would freeze everything for a few seconds. I guess this is the Shadow Cache stutters? Weird, as i have a 1070 with 8GB VRAM. Usage was around 7800mb. Nothing in EventViewer, so there isn't much to go on.
 
Very excited to hear several owners of the Windows 10 Store version report strong performance (after the release day patch).

I want more third parties to support Microsoft's Play Anywhere initiative, so I may just get the game now to put my proverbial money where my mouth is.
My big concern, though, would be the Steam version getting VR support after Sony's exclusivity ends...but VR not coming to the Windows 10 Store version. (Please correct me if I'm wrong, but I don't think there any VR games on the Windows 10 Store currently.)
 
Very excited to hear several owners of the Windows 10 Store version report strong performance (after the release day patch).

I want more third parties to support Microsoft's Play Anywhere initiative, so I may just get the game now to put my proverbial money where my mouth is.
My big concern, though, would be the Steam version getting VR support after Sony's exclusivity ends...but VR not coming to the Windows 10 Store version. (Please correct me if I'm wrong, but I don't think there any VR games on the Windows 10 Store currently.)
theres Minecraft, but you have to re download it from oculus store
 
Love seeing UWP support from the ones that are doing it.

With that said though, I had to get the Steam version. For a game like this though, it's a crime not to play with my beloved Steam controller and community.
 
i am having a little problem, out of nowhere without anything going on the game sudden stutters for a second droping from 60 to 38 fps, i am using the lastest Nvidia drivers , my rig is a GTX 980,I7 4770K(Watercooled), Asus Z87 Expert, Corsair AXi1200 and the game is on a SSD(Samsumg EVO 850), playing at 1080p Shadow Cache is disabled, Reflections is set to variable(because its bugged) and the rest is maxed out, the game runs at 60 fps but i get these stutters at times and its starting to bother me, anyone is having the same problem?
 
i am having a little problem, out of nowhere without anything going on the game sudden stutters for a second droping from 60 to 38 fps, i am using the lastest Nvidia drivers , my rig is a GTX 980,I7 4770K(Watercooled), Asus Z87 Expert, Corsair AXi1200 and the game is on a SSD(Samsumg EVO 850), playing at 1080p Shadow Cache is disabled, Reflections is set to variable(because its bugged) and the rest is maxed out, the game runs at 60 fps but i get these stutters at times and its starting to bother me, anyone is having the same problem?

How long does it last? Is framerate permanently stuck at 38fps after? Try using variable FPS.

Another weird thing i experienced was that the game actually felt smoother and with less stutter running at 1.5 resolution scale at 1080p at around 60-80fps than when it was running at 120+ fps at 1 scale. This was on launch day before i updated drivers, but still. This is probably unrelated to your problem, though. Try using the resolution scale anyway, set it to 1.1 first. It shouldn't lower your overall FPS too much.
 
Is It still pretty, though?

Dropping textures to medium fixed the stuttering issues for me. I was able to leave mesh at very high. The great thing is, it doesn't look like there's any difference in the textures between med, high and very high. Only low and very low textures I was able to notice a difference.

I have a GTX 970, i7-2600, 8GB RAM.
 
How long does it last? Is framerate permanently stuck at 38fps after? Try using variable FPS.

Another weird thing i experienced was that the game actually felt smoother and with less stutter running at 1.5 resolution scale at 1080p at around 60-80fps than when it was running at 120+ fps at 1 scale. This was on launch day before i updated drivers, but still. This is probably unrelated to your problem, though. Try using the resolution scale anyway, set it to 1.1 first. It shouldn't lower your overall FPS too much.

lasts for a second then back at 60fps, the worst i had of this stuttering was when it happened 4 times in the span of 30s, but that was one time only, its not that frequent but when it happens it bothers me a lot.
 
Dropping textures to medium fixed the stuttering issues for me. I was able to leave mesh at very high. The great thing is, it doesn't look like there's any difference in the textures between med, high and very high. Only low and very low textures I was able to notice a difference.

I have a GTX 970, i7-2600, 8GB RAM.

It did for my 780ti too, and the only difference I'm seeing is a not very noticeable increase in texture pop-in. That said, I haven't done any kind of side by side screenshot comparison.
 
Dropping textures to medium fixed the stuttering issues for me. I was able to leave mesh at very high. The great thing is, it doesn't look like there's any difference in the textures between med, high and very high. Only low and very low textures I was able to notice a difference.

I have a GTX 970, i7-2600, 8GB RAM.
Wow! That's really good to know. I'll try it here later. Thanks, bro.
 
I want to repeat again that for me the stuttering only happens when I die / restart from last save and it always goes away when I go to main menu and reload. Anyone else? GTX 970, all settings as high as possible, 60fps solid.
 
Unfortunately it sounds like they haven't done anything about the jittery low-res shadows or noisy reflections in the final release.

However I've not seen anyone mention the other big problem that the demo had:
When enabling TAA the whole screen starts shaking, and it gets worse the higher your framerate is.

It's almost like it's moving opposite to what the shadows are doing because it seems to make them temporally stable - the only downside is that everything else on-screen shakes instead!

It was recorded at 120 FPS, but the video here is 60.
(gfycat site if that link doesn't work - their webm compressed videos are much worse quality though)

Has this been fixed in the final game?

Anyone having stuttering should try "Prefer Maximum Performance" under Power Management in Nvidia CP, without this my 970 will hover around 937mhz for the core instead of 1329mhz. In the demo area I get 70-80% GPU usage at 1440p, with Shadows on High, SSAO instead of HBAO+, V-Sync forced in NvidiaCP + OFF in-game, Reflections Variable, Framerate Cap set to 60 (+ maybe Volumetric Light down to Low because of a weird stutter when I walk through them and I can't tell the difference really but hasn't happened since).
If there is a framerate limiter in place and you are hitting your target, GPU usage will be less than 100% and the card may downclock.
Forcing the highest performance power state does not lock the card to the highest GPU boost clocks, it just prevents it from dropping further down into an even lower performance state.
EVGA cards have a "K-boost" feature which can lock the GPU into its highest boost clocks at all times. I didn't know that this was an EVGA-exclusive feature until I switched from an EVGA 960 to an ASUS 1070 which doesn't seem to have that option.

It is generally unnecessary to force a GPU to stay in the highest power state or at maximum boost clocks, as newer GPUs are very good at quickly ramping up/down the clocks as necessary.
It's similar to newer Intel CPUs where it used to be preferable to lock them to their boost clock, while Kaby Lake CPUs can now go from idle to maximum speed in 15ms, and 90% of the way in a fraction of that time.
If you need the absolute best performance with no compromises, you'd still want to lock both to their maximum boost clocks, but generally it's a lot more efficient and has a negligible impact on gaming performance to allow the clockspeeds to adjust dynamically.

I've had this problem with a lot of games recently (Example: Astroneer, Hitman, Arkham Knight but also older stuff like PoP 2008 [At 2160p + 4xMSAA so the card isn't underused]) and every time I update drivers I have to go to the Global Profile and change Power Management to Adaptive instead of "Optimal Power", in light of the recent problems I've also just been setting a lot of individual game profiles to "Prefer Max Perf" and it seems to help a lot.
Assuming that you are not hitting a performance target (e.g. 60 FPS frame limiter / V-Sync), having your GPU being under-utilized - especially to the point where the GPU is downclocking - is typically a sign of a big CPU bottleneck.

With a 2500K at 4.5GHz I had issues with that happening in nearly every big game released in 2016.
I upgraded from a 960 to a 1070 and the only thing which changed in those sections of games is that the GPU usage dropped further while performance remained the same.
I can't wait for Ryzen to be released so that I can either upgrade to it or a 7700K, depending on the price/performance offered.

Guys can you help me out with the audio settings.
So I have the newer Logitech headphones with virtual surround sound. How am I supposed to have the settings set up? I have the headphone option on am I supposed to turn on virtual surround sound in the menu or is it just handled through the Logitech software? Also do I set the one sound option to small or large? Sorry for the dumb questions just want to get properly scared with the directional audio haha.
If the Logitech software is applying virtual surround, you should be telling games that you have a 5.1/7.1 speaker setup.
If you want to use the game's 3D audio, you need to disable any processing the Logitech software is doing so that it is seen as a stereo headset, and then enable headphone/virtual surround in-game.
 
i5-6600k, 970, 16gb ram, No performance issues here. However the game definitely has a problem with how it polls inputs. There are a ton of posts on the Steam community hub about it and I'm surprised to see none here. It seems like it checks your usb devices to determine what is actually the mouse and does that twice for two different 'layers' of the game; the actual game and the menus. The problem is if you have several usb devices connected, things like controllers or other gaming devices it can just lock those out and only focus on one thing that might not actually be a mouse. There are people on the Steam forum where their basic mouse and keyboard inputs don't even work! It's not that bad for me, but I use a non standard USB device that mimics mouse and keyboard inputs for gaming and it only works for keyboard input and not mouse like it does in every other game. Mainly because the game sees one usb device as a mouse and doesn't allow anything else.

I hope they are aware of this issue and looking into it because it makes no sense why it should behave differently to every other game.
 
Unfortunately it sounds like they haven't done anything about the jittery low-res shadows or noisy reflections in the final release.

However I've not seen anyone mention the other big problem that the demo had:
When enabling TAA the whole screen starts shaking, and it gets worse the higher your framerate is.

It's almost like it's moving opposite to what the shadows are doing because it seems to make them temporally stable - the only downside is that everything else on-screen shakes instead!

I'm using FXAA + TAA, no shaking here. I experimented yesterday with the different AA methods and used TAA alone for a while, didn't happen then either.

Might as well throw in my impressions too - 6700K/Palit 1080/16GB DDR4 2666MHz/1440p GSync, runs pretty flawlessly at 90+ FPS constantly. The pixellated reflections are a little weird but most of the time they're fine, so I keep them on. Everything else maxed with TAA + FXAA mentioned above, resolution scaling at 1.
 
It did for my 780ti too, and the only difference I'm seeing is a not very noticeable increase in texture pop-in. That said, I haven't done any kind of side by side screenshot comparison.

Yes, I did notice some texture pop-in with the medium texture setting. The level of texture pop-in may be what the difference is between the med, high and very high texture settings, because the textures look exactly the same. I can live with some texture pop-in in exchange for a stutter free experience.
 
Any other details? Specs, settings you're running at? Would be pretty crazy if it's actually a significantly different version of the game.
Intel 3930k
32GB RAM
Samsung SSD
Gtx 1080

Everything on maxed and I think scaling was at 1.5. Have to check later.
 
Update on my end for i5-3570k/980ti; with Shadow Cache Off, Textures set to High and AO on SSAO I get an almost flawless 60fps at 1440p. I did still encounter the odd loading stutter and some fps drops at a few points, but otherwise the constant stutter with all settings on max is gone. Enabling my modest 120MHZ core clock OC on my 980ti however pretty much solved any of the fps dips.

For 1080p I still had to disable Shadow Caching and had to set Textures to High but AO could be left to HBAO+ for a solid 60fps. I would really like to know how they achieved those benchmarks of 80+ fps on a 980ti with all settings max because it seems with all of the feedback in this thread that it's just not possible.
 
Dropping textures to medium fixed the stuttering issues for me. I was able to leave mesh at very high. The great thing is, it doesn't look like there's any difference in the textures between med, high and very high. Only low and very low textures I was able to notice a difference.

I have a GTX 970, i7-2600, 8GB RAM.
Quoting you again just to say that it worked!

Many thanks, bro! :D
 
I know this thread is based on the Steam version but I'd like to chime in and say the Windows Store version is running like a dream.

Thanks for the feedback. I need to wait before purchasing this so I'm still going back and forth on which version to get. I'm hoping DF does a piece comparing the two versions.
 
Game stutters on my GTX 970, no matter what I do. Even tried 720p and it didn't go away. Miserable performance.
Pretty weird when my 970m laptop is running the game nearly flawless at 1080p and a mix of medium/high settings. I say nearly because there seems to be a memory leak or something. Performance started dropping below 60 after an hour of playing. Restarting the game fixes it.

I wish I could play this on my desktop hooked to my TV though. I still can't get the game to display properly on my 780 because of this damn hdr bug
 
I'm using FXAA + TAA, no shaking here. I experimented yesterday with the different AA methods and used TAA alone for a while, didn't happen then either.
Looks like it still happens in the full game. (gfy link)
I should have recorded this in 720p because their compression hides a lot of the problems with SMAA.

Is no-one else seeing this?
As I said before, it gets worse the higher the framerate is. (120 FPS in the video again)
I can't believe they didn't include a sharpening filter for the TAA option in the full game either.

---

For the people complaining about black crush and banding in HDR: it's not just HDR which is affected.
The black crush almost seems to be an artistic decision to intentionally reduce what you can see.

Here's the game running in SDR at the default brightness in sRGB:
sdr2ezyh0.png

sdrxta9o.png
 
Not really a technical issue, but is anyone else kind of surprised at how great the binds are in this game? Usually kbm + Japanese devs = nono or okay at best. This game has full wasd and mouse intregration on all aspects on the ui, standard bonds include 5 button mouse layout by default, even m2 to go back!

Good job to whoever did this version on the control end. It puts a lot of western devs who have been making PC games for decades to shame.
 
Is anyone getting slower transitions alt-tabbing in and out of games after installing the newest Nvidia driver?

I have a 980Ti.
 
Was able to get much better performance now. Just changed all the very high settings to medium, turned off bloom and motion blur. Seems to of cleaned up all the slowdown I was getting. Honestly don't even notice a difference. The dinner area basically made the game unplayable with these settings on and on very high.
 
Well, Phenom II X6 user here that crashes at the basement water scene everytime. I wish Capcom would've told me that the game needed SSE 4.2 before I bought it. Any chance this'll be patched?
 
Top Bottom