PHOENIXZERO
Member
You can remove EAC and disable it with a parameter if you don't care about online or coop.
You don't say!
EDIT: Top of a new page, dammit.
You can remove EAC and disable it with a parameter if you don't care about online or coop.
OkayYou don't say!
EDIT: Top of a new page, dammit.
Do you exit uPlay before you put it to sleep?So Uplay never recognize the "Remember Me" setting on the login screen so everytime my pc comes out of sleep mode I have been logged out because of innactivity and I have to relog... I then have to re-type my whole email and password and then the 2 factor code EVERY. SINGLE. TIME.
So stupid
Okay
Well I must have missed where you said you could simply type in a launch command and not even having to delete anything unless it cause issues still or anything but whatever.You realize I'm the one who brought it up here, right?
You don't say!
EDIT: Top of a new page, dammit.
You realize I'm the one who brought it up here, right?
I have a 1070 and played the first mission on ultra and was staying pretty good in terms of fps. Usually around 80. Should I keep temporal filtering on or off? I never really used it in a game before so I'm not sure what it does much or how much of a positive or negative effect it has.
Temporal filtering is basically the same thing as checkerboarding on PS4Pro: it renders 1/2 of the image and use the data from a previously rendered other 1/2 of the image to reconstruct the final full image.
This provides a great performance boost (as you essentially render only half of the final image in each frame now) but as any other temporal reconstruction solution lead to some artifacting, especially when moving the camera around, mostly visible on high contrast edges.
From my experience with WD2 it's better to leave it on and add supersampling (resolution scale) on top of it - this will take care of both temporal artifacting and general aliasing. With it being off it's really hard to find any AA option which will result in playable framerates while dealing with aliasing properly. (I have no idea why they didn't add TAA btw, it's basically a must with this type of temporal resolution reconstruction).
Temporal filtering is basically the same thing as checkerboarding on PS4Pro: it renders 1/2 of the image and use the data from a previously rendered other 1/2 of the image to reconstruct the final full image.
This provides a great performance boost (as you essentially render only half of the final image in each frame now) but as any other temporal reconstruction solution lead to some artifacting, especially when moving the camera around, mostly visible on high contrast edges.
From my experience with WD2 it's better to leave it on and add supersampling (resolution scale) on top of it - this will take care of both temporal artifacting and general aliasing. With it being off it's really hard to find any AA option which will result in playable framerates while dealing with aliasing properly. (I have no idea why they didn't add TAA btw, it's basically a must with this type of temporal resolution reconstruction).
temporal filtering is 1/4th with 2xmsaa not 1/2. from the media ive seen of watch dogs 2 it also looks nowhere near as good as checkerboarding. watch dogs 2 is an aliased, shimmery mess
Its similar to the method used in quantum break but the implementation here produces worse results
First rule of forum discussion: don't read further back than bottom of the last page, starting at the post you just made, duh
Wait, am I the only one that reads 99% of the posts in a thread before posting one myself?
Its similar to the method used in quantum break but the implementation here produces worse results
When Gaf says "worse results than Quantum break" I realise it's time to put my wallet away and write this game off until next Christmas AC: Unity style
How 2016 can give us BF1 on the one hand and so ports like Forza/Quantum Break/Watch Dogs/Dishonored on the other amazes me. 2018 and my full CPU/GPU upgrade can't come soon enough
When Gaf says "worse results than Quantum break" I realise it's time to put my wallet away and write this game off until next Christmas AC: Unity style
How 2016 can give us BF1 on the one hand and so ports like Forza/Quantum Break/Watch Dogs/Dishonored on the other amazes me. 2018 and my full CPU/GPU upgrade can't come soon enough
My replies were pretty pissy but JaseC even added it to the initial post. ¯\_(ツ_/¯
It's not perfect but it's fine for me.
temporal filtering is 1/4th with 2xmsaa not 1/2. from the media ive seen of watch dogs 2 it also looks nowhere near as good as checkerboarding. watch dogs 2 is an aliased, shimmery mess
Its similar to the method used in quantum break but the implementation here produces worse results
1/4 of spatial resolution with MSAA 2x is equal to 1/2 of final frame buffer resolution. MSAA isn't used as MSAA in this case, it's there to make alternating checkerboard pattern, nothing more.
I've asked around and it's the exact same way as Pro's checkerboarding. The reason there are more visible artifacts is because for some mysterious reason they decided to not implement any kind of TAA on top of the temporal color accumulation - which is very strange since TAA should be pretty much "free" in this case.
QB is using a different method actually. They are using MSAA 4x on a frame which is only 1/2 the spatial size of the final image and combining color from four previous frames. It's obviously a much more performance intensive option which will produce better results.
Yeah, once I got into the open world my frames were tanking. I kinda wish I could just lock it at 30.
I turned down shadows and it seemed to put me at a much more stable rate though closer to 60.
I have a 1070 but am not getting stable frames even on only High settibgs.
Any info you can provide that checkerboarding in ps4 pro uses msaa? I thought they were using the new custom buffers
What's "custom buffers"? It's what I've been told so you either take it or not. Note that MSAA in this case is not really MSAA as it forces full subpixel shading and rasterization, the reason MSAA is used is because it's allowing you to program the subsamples positions which in turn allows the creation of said "checkerboard" when rendering a frame and another "checkerboard" with different subsamples positions for another frame.
Pro likely have something which helps with temporal reconstruction though - the primitive ID buffer or what's it's called - which may be a reason why the artifacting from checkerboarding is less pronounced in the Pro titles than in WD2.
So Uplay never recognize the "Remember Me" setting on the login screen so everytime my pc comes out of sleep mode I have been logged out because of innactivity and I have to relog... I then have to re-type my whole email and password and then the 2 factor code EVERY. SINGLE. TIME.
So stupid
Friendly reminder that you don't have to use temporal filtering to get 60fps, but can instead gain the extra frames needed by not using screen space reflections. It made the difference between 35fps and 55-70fps for me. (Also dropped shadows to Very High for a touch more stability).
Do we know why all CPU's are being maxed out though? Is it regardless of settings used? My i7 6700 is constantly between 90-100% usage which is insane. How did they get the game to run at all on consoles?!
http://www.eurogamer.net/articles/d...tation-4-pro-how-sony-made-a-4k-games-machine
it really seems like something entirely different
This pretty much sounds like inserting an alternated MSAA pattern of a previous frame into the new frame. Plus the temporal accumulation assisted by the indexed Z buffer data (super-stencil / ID buffer).Clearly if the camera isn't moving we can insert the previous frame's colours and essentially get perfect 4K imagery. But even if the camera is moving or parts of the scene are moving, we can use the IDs - both object ID and triangle ID to hunt for an appropriate part of the previous frame and use that. So the IDs give us some certainty about how to use the previous frame.
The easiest way of doubling the pixel shader workload from 1080p is to use MSAA 2x on it and force subsample shading (use SGSSAA 2x essentially).But we're doubling pixel shader workload, there are other overheads as well and it may not be possible to from 1080p native all the way up to 2160p checkerboard.
SSR adds so much depth to the world that it's not worth the tradeoff imo. I'll take the shimmering over the lack of reflection any day.
That's not necessarily how things work on PC, my own results with the patch serving as an example of why. It would be more correct to say "performance is worse for this youtuber". Doesn't make it true for other people if their hardware is different, though it could be indicative of that.
im going to take an actual video showing performance as more likely to represent reality.
not every scene takes place in the open world. theres several like for like scenes with no place for variability
Well, I'd say there are only a couple (the very beginning of the game and the subsequent cutscene), with the rest offering little room for variation, but that's immaterial as the sole scene that performs consistently outside of what could be considered a margin of error is the one with Marcus overlooking the bay... only the gap is understandable as the same scene in the v1.07 benchmark is rendering noticeably -- not a lot, but noticeably -- more fog.
small degradation but big and consistent enough to not be classified as margin of error
You may want to re-read my post.
the 1 to 2 fps less is consistent enough in the new patched version outside of the fog scenes that i wouldnt classify it as margin of error
Looks like they finally fixed the nvidia cloud feature that I complained weeks ago, which no one seemed to bother much about it.
the game cant hold a stable 60 not even on the lowest setting, so weird