#Sharp FPS Drops

73 messages · Page 1 of 1 (latest)

main anvil
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I am having issues with lossless scaling. It works fine at first, but after a few minutes of gameplay, the FPS suddenly drops sharply, and the GPU usage increases significantly. The performance does not restore until I either restart the game or tweak the settings until the problem is resolved.

I think this happens because at some points in the game, my GPU usage reaches high levels like 80-90%, but these are only brief moments and the problem persists even when the GPU is at 50%.

Is there any way to prevent this from happening, or am I doing something wrong? I have tested it with Spiderman Remastered, Ghost Of Tsushima, Sons Of The Forest, and RDR2, but the issue is the same.

I am using RTSS to limit the FPS to 37. (Sorry if I wrote something incorrectly, I am using a translator 😓 )

signal knot
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Having the same problem, when it happens on my pc, Lossless application uses more GPU than the game itself according to the task manager. Or I don't know if it just ingame settings are too high and LSFG doesn't have headroom to operate. Would be cool if a high demanding game would not use all the GPU capacity when LSFG is running in the backround.

gilded crater
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Have you guys tried using the performance toggle under lsfg 2.0?

signal knot
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Yes and still the same issue. I have noticed if the overall GPU usage is over 80%, It somehow crumples the fps to 40-50 from like 100+ fps. In example in squad it works most of the time, but if there's certain scenarious that's very high GPU intensive, it kills my fps to the ground. And it doesn't recover from that. Only fix I could think of just texture quality from ultra to low. Then it doesn't happen anymore.

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I'm using rtx 3080 btw

gilded crater
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hmm i wonder... can you check via something like rtss if you're hitting your vram limit when the fps starts to just die?

signal knot
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I could try

main anvil
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In my case, I limited the FPS both in RTSS and in the Nvidia Control Panel, and the result was the same

signal knot
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but on task manager

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LS application shows overall 66 fps when it happens

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Lossless Scaling uses more GPU than Ghost of Tsushima

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another ss

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in comparison with FSR3 FG

gilded crater
# signal knot

so in this screenshot you are definitely hitting your gpu's vram limit. youll have to turn down textures or something as you mentioned that it helped. this is especially necessary because ls uses vram as well.

gilded crater
gilded crater
# signal knot another ss

that ls usage is crazy. are you using a scaling type in ls as well? if not, then you definitely need to leave lsfg 2.0 on performance, as that will reduce the usage a lot. i reckon about 40-50% less

gilded crater
austere slate
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Sorry to hijack, I have the same exact problem

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The game works great for maybe 5-10 minutes and then the fps drops drastically. This just started happening on 2.8.1.

main anvil
gilded crater
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according to that screenshot, most definitely

signal knot
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10 gb of vram is not enough nowadays :DDDD

signal knot
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Is it possible to implement a feature like, a game not using all GPU capacity just enough so that LSFG can work simultaneously effortlessly? I'm not a tech guy, so I don't know what's possible.

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I can try performance setting again now with rtss overlay

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1 minute of gameplay everything working with performance setting on.

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after fast traveling to 4-6 different places, and as soon I got into fight, the fps died with LSFG performance setting on. And again LS application uses more GPU than the game itself. before that it was only using maybe 10-15%. Now it using the majority.

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when I fast traveled vram usage went up, but didn't kill the fps. Only after I got into fight.

dawn quail
# signal knot after fast traveling to 4-6 different places, and as soon I got into fight, the ...

Are you having these issues on Nixxes ports? Currently on GoT, it's buggy with flushing Vram after changing settings

For example on my 4070, if I'm around 11gigs of vram usage, changing Dlss\FG\Textures does not flush the vram down, it adds on top of the current process and leads to the same drops you describe

You can open Documents\GhostOfTsushima.txt and look at the application log, including what the game did after the fast travel

Have you tried non Nixxes port, something on Unreal, Unity etc? Is this persisting on other games and engines

signal knot
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In squad on highest settings does the same, that's on Unreal 4, I think

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I first encountered the problem with star citizen, then squad and now GoT. I would count Cyberpunk 2077 aswell, but I've modded the game to the top :DDD

dawn quail
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Documents/GhostOfTsushimaDC/_.txt file

signal knot
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is this the right one?

dawn quail
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Ouch yea, thats vram, you are using textures on Ultra, at 4k from 1440p

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Games using 8.6gigs and LS is probably eating more than 500Mb, youre spilling into system ram over longer periods of time

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I know your fps was fine on the log you provided, but I wouldnt be surprised with sharp drops off the cliff over 1 hour of play

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I would lower your textures to High, can you see if you still experience this issue on High textures

signal knot
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Should I do that on other games, If the same problem occures?

dawn quail
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Yup can you also play the game for 30 minutes or so with high textures first and let us know if that fixes your drops?

signal knot
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okay, so this is eventually a vram issue? I mean a lack of available spare vram?

dawn quail
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Could be, the application is allocating 9.1gigs and using 8.8gigs, Im not sure how much vram LS is using. From the log itself, you are well below the 10gig limit

Currently GoT has weird vram flushing issues, so I wouldnt be surprised if its failing to flush or having a memory leak to 9.9gigs within an hour of play. For example, fast travelling and loading a new area and not flushing the older textures = bad

Kinda why i want you to test on High textures

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Changing Texture/Dlss or Fg or settings after booting the game can also break vram flushing. If you are changing settings in-game after launching it, stop touching it as well until Nixxes releases a patch

signal knot
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Would it be on ultra I could possibly play 1h straight without noticable fps drops, but on high, maybe like 4h of gameplay?

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dumb reference, but you get what I mean? :DDD

dawn quail
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but yes, if there is a leak/flushing error, then changing to high would mean the game runs for "4"/arbritrary hours before a performance nose dive

signal knot
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Is it like high texture setting just ultra but better optimized? :DDDD

dawn quail
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Personally? I cant tell the difference between High and Ultra in this game, they both look similar and all the rock textures suck at Ultra as well.

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They look near identical, even at 4k to me, without any upscaling

signal knot
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I was using Amd's fsr FG on Ghost of Thushima and fps was fine about two hours before I even noticed I was getting like 40-50 fps lower :DDDD

dawn quail
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FSR3 FG can break in this game, i highly recommend avoid it for now. It can crash/leak/cause judder unless you Vsync it, its kind of a mess

signal knot
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Unlike LSFG fps drops in first 5 minutes. Well hard to compare, that fsr FG is built into game and It's amazing what something like LS upscaling application can do in any game :DDd

dawn quail
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Nah, ofcourse not

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I mean the feature can degrade over 1 hour of use

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Software can very rarely damage hardware, if ever (they all have fuses for over current protection on the board etc)

signal knot
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well that's good to know

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In the first hours playing the game, I was switching between fsr fg and lsfg. Idk why lsfg feels more responsive.

dawn quail
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Refer to that, even changing DLSS quality modes can break the game currently, let us know if this fixes it for you. Toggling FG can certainly break the game

signal knot
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I've only changed settings trough the launcher

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when testing

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on ultra, game works with dlss and fsr fg for about 2-3h, but fps drops over time. Ultra settings, fsr fg off but LSFG is on with dlss, fps takes a sharp drop after playing a few minutes.

dawn quail
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try high textures with LS and let us know how that goes, you can always log the entire hardware info using Hwinfo64 and log to a csv

dawn quail
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@signal knot well looks like it can be vram overload or pcie bandwith related on 8/10 gig cards

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That's the timestamp. Playing at 4k on high textures can lead to pcie\vram shenanigans, lowering textures like I previously speculated should help

Tldr, typical nixxes and vram flushing issues on every playstation port

signal knot
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Yeah lowering from very high to high seemed to fix the issue for me