#▫️Horizon: Zero Dawn Remaster/Forbidden West
1 messages · Page 4 of 1
yeah, look at the frametime sausages in the presentmon graph
"Frametime sausage" should be a new term at Digitial Foundry XD
I see something is indeed askew here, seems indeed VRAM management related, but in what way exactly is not 100% clear
Whatever it is, hopefully Nixxes will look into it 🙂
@fringe agate I assume you have your GPU-drivers fully up-to-date right? Just to rule out one more variable
this should be about the same angle
the fps difference is me enabling hags,
hags seems to decrese fps
but I like MPOs
Should be enabled by default on Windows 11
yeotherwise the game would bully me about being not up to date
As it should
ye I disabled it to test someones claims that it increased fps
and it did
Not gonna step in that rabbit hole too haha
well, you can trust me on this one, disabling hags increases fps by about 10-20% depending on the scene
just download more vram
but it's too big of a sacrifice
Frame gen won't work then i think
yeah framegen requires hags no?
imagine paying nvidia money
but yeah, no framegen but I can only use the nukem mod
which has its own issues
because it doesn't work with upscaling
why? idk
also does forcing rebar actually do things or is it snake oil again
for me it seems snake oil
tried it multiple times, no difference in my test scene
but maybe somewhere else it makes a difference
I tried this by editing profile. It relieves ram usage and increases vram usage
Nearing it full
well, the regressions are there regardless
so thats the opposite of what you want
Enabling rbar should reduce vram usage?
no idk, i mean in this case you didn't want that
Call me a huge cynic and negative person, but I don't work often from a trust-me-bro guarantee. Sorry if that makes our conversation uncomfortable.
Np xD
It's just that trusting me on this is up to you, I don't feel like justifying it rn
I was also sceptical, which is why I tested it and it seems to increase fps
Not necessarily. Many data structures become more inefficient over time the more stuff you put into them.
A linear search on something with only 8 items in it is for all intents and purposes going to finish just as quickly as a binary search would.
But if you expand that to thousands of items, even if none of those items are in the list superfluously (i.e. nothing has leaked), binary's orders of magnitude faster.
Stuff just gets slower over time in computers 🙂
Then devs should implement better data structure suitable to the situation. Or implement a garbage collection upon the generic data structure. This is the solution that should be. And not to tell to "buy a better gpu, lower settings and resolution" like some guys do here when the gpu chip clearly has the graphics horsepower to push those frames. Its Just handicapped by puny vram
some guys do here
And now I don't want to start any war here. Peace 🕊️
Things like fragmentation are hard problems to solve. Should they do their best to make it as good as possible? Of course. But it's not all malice or laziness lol
Ratchet had issues where VRAM usage would baloon after repeated settings changes, especially DLSS changes. I wouldn't be surprised if this had similar issues.
Haha, as is your good right of course. Sorry for being a bit stiff regarding this.
This is exactly what happens to HFW. Nixxes should fix their ports.
Unfortunately the issue affects greatly upto a point only in 8gb and less GPUs.
And only slightly to none on better vram GPUs, in which those users keep saying "my GPU doesn't have it. Its your GPU, buy a better GPU". And i repeat again, this doesn't mean game doesn't have any issues.
That's kind of funny given their response to many graphics setting changes is to completely destroy the SwapChain and its DXGI factory.
They like to teardown everything and start over in cases where that's not even necessary.
Then again, that behavior itself can be the source of problems if stuff doesn't teardown cleanly. Then you just have leaked resources that hopefully get paged to RAM.
You said had. So nixxess fixed this for ratchet clank?
No, it's still present in Ratchet
It lead to fun situations like this
Admittedly this was me switching DLSS presets for a couple minutes, but yeah
And the internet people praise nixxess for their ports. When in reality it has these unearthed to public problems
Could be them doing the teardowns to try to make sure nothing goes wrong, but then the teardown-process has to go well.
Atleast iron galaxy ports did fixed their issues with tlou. Didn't they?
Lets not jump to conclusions here, especially because R&C still has active Steam Depot activity for the last around 6 months, so it is obviously gonna get at least one more update.
Most issues were fixed, but also Digital Foundry repeatedly said it still does things much too asynchronously, causing data-streaming to cause FPS drops and thus limiting performance.
That's the only thing we know of, but there could be much more in the pipeline, we simply don't know.
Hmm. Then i think no dev skill can port a ps title perfectly fine to PC platform
I imagine they'll putz around with that game forever as a means of benchmarking GPU decompression and deciding whether to pack assets for future titles using GDeflate or lzma.
Porting of a console-exclusive is a very very complex progress... don't underestimate it and blindly contribute a port's issue to a lack of skill haha. And to be honest, almost every PC-port has some issues to some extend. But as Nixxes does quite many as of late, a pattern of issues might reveal itself.
But Nixxes have shown to update their games for a long time post-release, so here is to hoping that these issues are fixed in the future
But have to agree, I think that Nixxes's ports are incredibly good, but certainly not perfect
Hehe no problem, am also always very skeptical of others their claims. It's a good mentality with randoms on the internet.
I still think that the death stranding port for pc was top notch.
Didn't encounter a single flaw
Only thing I would've liked was a sharpening slider with CAS. Because the default resolve was a bit soft.
They did have issues with DLSS 2 on release
Wasnt it that on release DLSS was fine but a later patch that up'd the version made it bad
and they never changed it
Yeah I know, I changed the DLL and it fixed it
I've heard you should use 2.5.1 for pre 3.1 dlss games
Apparently 3.1.1 can cause some extra visual issues
I played it back when I had a 1070ti and it was during that game when I managed to snipe a 6800xt. Before I sold it for a 3080. So I never had the chance to run into those issues
But tbh, dlss wasn't needed for that game
More "neccesary"
can you run both the HDR fix and FSR3 mod?
Edit: Installed it. Testing
icky. smear city
You don't need the HDR fix anymore, they fixed it.
Yep
Does the fsr3 mod work without UI flicker
I tried and it always flicker
Didn’t notice. More bothered by the smearing on an oled, looked disgusting
Has anyone noticed bright flashes on Utaru NPC outfits?
bright flashes? oh no dlss bloom issue strikes again?
Specific parts of some characters model give out distracting bright flashes. If you turn down shadows to very low you can see exactly which bits are causing it.
I'm not sure, this happens even with AA off.
turn off dlss/fsr and check it again
it happens with upscaling disabled? then thats good news, maybe just a bug then
Yeah, it happens with all upscaling, AA, dynamic res, Frame Gen, Reflex off.
I was worried about an unstable GPU so I wanted to check stuff out. The first playthrough I found on youtube shows the same effect in the same scenes.
PC playthrough?
Yep, on a 4090
This is what it looks like with shadows off
And this is what it looks like with shadows maxed.
that looks bad
rare glitch yea
I spent an hour now diagnosing it and yeah, has to be the game. Tried everything and nothing changes it.
It sure seems to be tied to the shadows setting somehow.
Riverhymn is like by far the most noticeable HDR area in the game imo btw
some regular google image
to give idea
also the desert location when you get neon holograms at night is pretty cool
Bloom, turn it off, no more flashes.
Sadly, it's not bloom. It sounds like it makes sense but turning bloom off only lessens the glowyness of the flashing slightly. It just disables bloom from the glitch.
yeah the artifacts will still be there, just that they won't be blooming
which is way more distracting
It probably alleviates it a lot in some scenes, but in my test scene (Meeting in Plainsong) it only had a very slight effect.
Bloom might also hurt it a lot more with lower resolutions or DLSS.
Added HUD Widescreen Scale options to the settings menu.
yesss
HDR settings have been moved to the display menu to allow live viewing of changes.
they gave up on getting the UI to work correctly? 😄 can't blame them
Fixed visual issues with save previews when HDR is enabled.
@broken condor haha
There is sill no Reflex fix 
lol proper ultrawide hud feels so weird now
What is wrong with it atm?
Frametime is bad and game fell not smooth
Isn't that just caused by hitting a GPU limitation? Leaving not enough headroom for FG to function properly?
As it is also a very graphics intensive game from my testing
i'm really not seeing the framegen/reflex issue
So, could indeed not be an actual issue with the game, but just how FG functions not well in any game when starved of GPU resources
For reflex counts the same
To my knowledge
Framegen has been a necessity for me for whatever reason on 4070ti, gets me up from 80 to 110ish everyone once in a while
Yeah, there's nothing wrong with either that I know of.
Low Latency + Boost was overly aggressive, but NV fixed that in a driver patch.
wow the preview screenshots are awful 😂
It happens even without FG, the camera motion simply isn't smooth with reflex, at least it was, haven't tried the latest patch
it is smooth to me
either that or i went senile. because i certainly know what that means and seen that happen in games
they really look normal
Might be something system specific then, but I saw a bunch of folks reporting it, so I know I'm not alone at least
Curious if using ReBar is helpful or not in those type of situations, if it’s LOD/asset loading, possibly direct storage too would be helpful
I'll pick that second option 😋
I see a bunch of people reporting that with every game it releases with
Reflex doesn't have anything to do with that to my knowledge
ReBar is a bit different than reflex from what I thought but I’m quite new to all this stuff. Thought reflex was only for “controller lag” if you will. ReBar was only introduced in 3 series cards was thinking others don’t have the feature which might be causing LOD issues
_ Resizable BAR is an optional PCI Express interface technology. As you move through a world in a game, GPU memory (VRAM) constantly transfers textures, shaders and geometry via many small CPU to GPU transfers._
This is really the first time I have a problem with reflex causing judder myself
Likely caused by hitting a limitation somewhere
Likely lowering settings resolves the issue
I think @wooden oracle mentioned somewhere that it looked like nixxes did something weird/wrong
look how not stable is frametime when I turn on Reflex
but when I turn on DLSS FG its back to be stable lol
I add dlss SR and FG 3.7.0
tbf i did not check any graphs, just talking about how it feels ingame
it does feel/look smooth
I think they still need to implement aggressive vram management for 8gb vram and lower if using high textures.
Current vram usage is generic and offloads to system ram for no reason.
Yeah, the frame graph itself doesn't really mean anything
I think it is wise honestly not to use high textures anymore in the newest games while working with only 8 GB VRAM
Nice, maybe a slight performance boost
oh a new driver
enabling reflex with frame generation causes massive stalls. haven't bothered figuring out why that is
afaik it goes away if your cpu is able to keep pace with your gpu (frame time nearly equal). don't have a way to check though
Isn't that a known limitation of Reflex?
Doing something takes resources. If you don't reserve a tiny bit of resources for FG or Reflex (not done by Nvidia to my knowledge), it causes issues if the resource you take it from is depleted
yes, but for one reason or another, it seems to break frame generation pacing as well
afaik it goes away if your cpu is able to keep pace with your gpu
might be why i'm not seeing the issue
See comment above, same reason from my suspicion
Because it is not an HDR-image 😉
Isn't that because you minimized the game and this is one of the games that might be smart enough to stop rendering if it is not in view/focus?
That's why fg mod doesn't work with this game?
no, this was all recorded walking ingame
pretty sure nukem knows what hes doing lol
True, sorry for asking the obvious
it's not a problem with any mod. it's the game. you can observe this on rtx 4000 cards to some degree
You sure it is not a general limitation of Reflex?
rexflex attempts to minimize latency by reducing backpressure, i.e. no queued frames. what's happening here is that no work (even FG?) gets queued at all on the cpu side, leaving the gpu idle for milliseconds at a time
and no work gets queued because of nvapi_d3d_sleep shown in the graph - it's not nvidia's fault - however timing is wrong
it could be due to weird fence/signal patterns...I haven't bothered to check it out
I want to say "lol just dont be cpu bound" except it doesn't explain the FG pacing issues. anyone know if spiderman had similar behavior?
I saw someone explaining that nixxess ports have vram budget assigning lower than total vram capacity and this causes to system ram usage resulting drops
Nixxes ports does have common issues
Could you try add newest dlss 3.7.0 for SR and FG + mod for FG?
And check the graf?
won't make a difference here. it's reflex related
When I play with reflex and FG it’s fine on frametime graf, I have also newst driver plus 1.1 patch
I've gotten the jittery camera when reflex is on since launch as well.
Not even boost, just reflex on with or without framegen and it's just not smooth.
Reflex, and especially reflex+framegen, are very much so busted in this game. The camera pan judder is insane. Just disable reflex fully, disable framegen, add the "-noStreamline" launch option and set dynamic resolution with framerate target of choice (I find 105 to be perfect for me). Works marvelously like that.
But man, advertising reflex and framegen in this title so hard, and then delivering the most busted implementation of them all to date... Yeah, takes some guts I'd say 😄
I've just been running every scaler and dynamic res off with DLAA and letting VRR fool me.
Same issue on my PC, turning off reflex fixes all the weird frametime spikes
Hey everyone, Today we are releasing a patch for Marvel's Spider-Man Remastered with a focus on performance improvements, several new features, and bug fixes. We identified a performance degradation issue that could occur on some hardware configurations when raytracing is enabled. This was caused by allocation contention between ray tracing job ...
https://www.reddit.com/r/nvidia/s/Aqazwkn1ev hfw reflex is listed as an open issue
We have also updated AMD FSR to version 2.1.1 and will be adding NVIDIA DLSS 3 in a future patch soon.
The game already has frame gen what?
POSTED
Thu, October 6, 2022
Getting off-topic, but yeah: https://steamcommunity.com/games/1817070/announcements/detail/3543795218882882296?snr=2___ For like 1.5 years... 😂
Hey everyone, Today we are adding support for NVIDIA DLSS 3 to Marvel's Spider-Man Remastered. This technology for GeForce RTX 40 Series GPUs combines DLSS Super Resolution, DLSS Frame Generation and NVIDIA Reflex to boost your frame rate. We also plan to make latency reducing technology NVIDIA Reflex available to other RTX GPU users with a futu...
With the v.2.1012.0.0 patch from October last year, the DLSS (FG and SR) implementation was updated even to 3.5.0.0. Not even mentioned in the changelog haha. https://steamdb.info/patchnotes/12423814/
Oh some random posted it weird
Guys is HDR fixed on update v1.0.43.0?
yes
Tnx
What does adding the “no streamline option” do?
No Nvidia streamline I assume.
Is the system from Nvidia for Devs to easily implement different upscaling solutions. Don't know how disabling that helps here in any way... Would advise against it.
Turns off the Streamline interposer, which is needed for Frame Generation.
They have standalone implementations of all the upscaling algorithms, so the only reason Nixxes uses Streamline is for Frame Generation, and it's among the worst integrations of Streamline that I've come across.
the streamline integration probably isn't at fault. hfw's engine kind of relies on 2 frames being in flight
I wonder how this stuff would behave in Death Stranding then.
I'd have to go and check if the streaming system works similarly. chances are, no
Did you try 3.7.0? The say streamline is improved
DLSS 3.7.0. now available, on the path to DLSS4 for RTX 50? NVIDIA has released a new Streamline software along with updated DLSS libraries. According to Redditor ’emoose’, who is also an author of a DLSS profile switching tool, NVIDIA has released an updated Streamline library along with DLSS upscaling updates. NVIDIA’s Streamline is designed [...
Don't think that replacing the DLSS DLL will implement a whole new Streamline version and to my knowledge you can't just replace the Streamline DLLs to take advantage of their new fixes/features.
It likely needs the developer to improve the actual implementation of the SDK itself.
Indeed, it is about the way Nixxes implemented Streamline
oh god i didnt notice which thread we're in sorry
i thought this was just about the new dlss lmao
on topic: some of the internal fixes could work if you just replace the streamline dll, but the issue is with the implementation not streamline itself
Malibu seemed to suggest that replacing the DLSS DLL improved/updated the Streamline integration in the game....
Exactly
It is. They destroy the SwapChain and create a new factory and SwapChain every time you change graphics settings.
That doesn't work with Streamline because it's still holding references to the original SwapChain on the old factory and you can't create a new SwapChain for a window in D3D12 without the original one fully being destroyed first 😕
If they're going to do this, with Streamline screwing factories up and all, they need to completely destroy their window too.
you're saying SL holds references behind the scenes and the game doesn't account for this obscure edge case? sounds like an issue with streamline's implementation rather than how nixxes integrated it
implementation skill issue
How to force dlss preset E without using dlsstweaks, as its conflicting with FG mod.
You can force it globally with NV Inspector
Thanks
Can also per game?
Only globally afaik
Yes, that's how the interposer works.
You'd have to wait for the interposer's generated frames to clear the compute queue and be presented to the screen before trying to destroy the SwapChain, but Nixxes doesn't do that.
Normally it wouldn't be a problem, because Streamline would pass you back the same SwapChain you're trying to destroy.
But they take it one step too far and destroy the factory that Streamline has wrapping all this stuff.
What does preset E do for the game?
Less shimmering and ghosting
Preset C is very very similar
Got it.
Has anyone notice that the in-game compass and some hud elements seem to be capped at 30 or 60fps? It’s so annoying
Very jarring when games do this, many do it. Starfield was a terrible example early on, 30 FPS UI.
Yeah, thankfully starfield has mods for almost everything
Didn't even notice it, but hopefully it gets fixed then. I assume it is then animating at 60 as the PS5 supports that.
I believe it’s the same frame rate on both. Maybe 60, but on pc is more noticeable if you’re on 120+
Then 60 is likely indeed
Yeah. It runs at 60-80fps on the ps5. Honestly I’m impressed that that game runs so well on the ps5 with those frame rates.
Same, but with quite reduced image quality of course
On pc you get the best experience 😋
No, not really. It looks exactly like on pc. I was surprised too. And some details are better on the ps5, very minor.
DF looked at it and saw a bump in image quality
Compared to performance mode on PS5
I believe they only mentioned anisotropic filter as the only visible difference and slightly better anti aliasing. Now for hair, they said it’s better on the ps5
I found it's a bit more blurry in movement
Compared to performance mode
Hey everyone, Today's update for Horizon Forbidden West Complete Edition further improves stability and contains bugfixes and optimizations based on player feedback. This patch addresses stutters that could occur on specific locations and resolves visual corruption on the map that could occur on AMD Radeon RX 6000 graphics cards. The teams at Ni...
Yes, so almost no difference. Even on perfomance mode. Only noticeable difference are features like dlss and higher frame rate
I meant image clarity mainly. And some Alpha effects resolution differences
So not any other real visual differences
So due to drs
So, just due to resolution
So, maybe doesn't really count
If I’m not mistaken, on the ps5 quality mode runs at 4k, and perfomance ranges from 1440p and 1800p. It’s pretty high already. I don’t think that in regular play, no one can notice the difference. And it get 60-80fps. It’s pretty impressive.
Might be true, opinion territory anyways
But yeah, by default the game already looks great
Even on PS4
Yeah. It’s definitely ahead of the curve cause other games look substantially worse. Tried hogwarts legacy on the ps5 and it’s… BAD
Unreal Engine magic 😂
guerrilla games talented devs yup
good to know they can make the most out of their own engine
Yet they can't implement dlss properly
Nixxes did that
Another then, they can't implement optimal memory management
Previous ports r&c, Spiderman still not fixed.
It's optimal as you can get on PC, you either use system memory when running out of VRAM, or get massive stutters/crashes instead
It's optimal as you can get
That's a lame excuse for not optimising for all PC hardware combination.
That's literały impossible to do
We are talking about dozens of thousands of variations
I mean it shouldn't be hard. Just load and offload more aggressively for low vram gpus. Disk reading and IO getting high is the disadvantage. And maybe some asset pop ins. Id take all that over tanking to 20fps and lowering texture as a solution 🤷♂️
If it's so simple, why doesn't everyone do it? Or maybe 8gb of VRAM is simply not enough for the games designed for 16 gb machines?
Lol every others does it. Its only nixxess ports
8gb isn't enough statement is dumb my brother
Just listen to this
Read this
For example?
8 gb has been an issue for almost every single AAA port that come out in the last couple of years
Any UE4 game? Not enough. Dead Space remake? Not enough. Resident Evil 4? Not enough
The last of us? Not enough
I can't remember last game that would run fine on 8gb cards tbh
A game is said to be not enough for a said vram 8gb vram in this case, if it gives a fps value (low fps to play smoothly as its not enough. Obvious. ) irrespective of whether it was running on or just started or restarted.
It gives a fps particular value for a particular card for a particular setting and all other temperature... etc is constant.
Yes. Those games give a constant value fps which is too low to play. Hence not enough.
A restart isn't going to fix fps for those games
But for HFW a restart fixes the fps drop for a time until it comes again.
Show me another game with low fps for 8gb cards and a restart fixes it. Then we can talk.
Yeah because HFW doesn't saturate the whole VRAM at the start
That doest mean there is a memory leak, it's just the game filling memory gradually
I'm not addressing it as a memory leak.
Its not a memory leak, it doesnt keep on filling the vram till its full
Bf1 had a memory leak
But still, show me another game that gradually fills memory and a restart fixes it.
No, had the use a tool ro clean the standby memory
Since it kept filling up ram
Game is old af tho, haven't played in ages
Dude, restart "fixes it" because it cleans up memory, then you play it again and and it fills up vram again
It's an expected behavour, not a bug
Im topping out at around 11-12 at 4k with max settings and quality dlss with fg, if it was a leak it would fill all 24gb of it
Think its people trying to play with max textures on limited vram cards
Well, low vram cards
That's why i keep telling you, show me a game that does like this way.
If it's only nixxess ports that does this, why are y'all keep telling its not an issue.
Its their sub optimal memory management.
Yo. I didn't term it as a leak. Nor did tell it keeps filling. So stop with this memory leak term.
The Dead Space Remake - from a content perspective - is nothing short of sensational. However, some small tech issues on the console versions are much more of a problem on PC, which has further challenges on top of that. Here's Alex with the full breakdown on the PC port along with suggestions on how the game should be improved.
00:00:02 Intro...
Think i missed the not part then, nvm
Except in case of DSR it's a bug caused by the dynamic resolution
That's just how the modern asset streaming systems work, depending on quantity/quality of assets it increases and decreases VRAM utilization
One part of the game might work fine while other will not
Again, the difference with HFW is that if fills up VRAM gradually instead of flushing assets all at once, THAT'S A GOOD THING, that's how the games should do it, otherwise you get traversal stutter
Memory management isn't inefficient, you simply don't have enough memory for the texture quality/resolution you want to use
Bug shown here is Changing graphics settings brings a "lower than expected" performance drop and a restart fixes it.
Its told as lower than expected and not massive like HFW does. Also DF didn't show how much of a impact. So it must be a low impact one.
Can't relate HFW to this
How's that a good thing. You have to flush assets if its unused and stream new ones. Traversal stutter happens when this streaming and flushing isn't fast enough.
Except when it drops to 8 fps like in a timestamp that I linked that you seem to ignore
And for that is what I meant aggressive memory management. Not because vram is low
But whatever, you seem convinced that 8gb of VRAM is enough for everything, no point to continue this convo
I saw that. It didn't require a restart to fix. It fixed itself flushing memory by itself. That's is what actually needed for HFW.
Convinced by proof that it's real.
Whereas you didn't prove anything to back your statement
Dead space video you just linked shows what needs to be done to fix it lol.
Until you show another game exactly what hfw does, your statement is pointless
I have played DD2 on my 3070 and it runs like shit (because the game is shit optimised).
.
CP2077 max ray tracing settings runs like shit because 3070 both processing power and vram isn't enough. I admit.
.
Alan wake 2 max settings. Same. 3070 isn't enough for ultra texture settings.
.
Tried ARK new ue5 game. Same situation 8gb isn't enough.
I can go on for older games too.
None. Literally no game i have played fixed a low fps due to vram limitation after a restart.
I guess that's enough for you.
Imma stop now.
@pallid hawk you made the initial statements so the burden of proof lies with you.
And @lavish vessel statements sound true to my knowledge. So, please take that at least into consideration. Because you state your suspicions as absolute fact
But again, anyone has anything further to add, do that in #💬chat and not here....
Still a little iffy yeah. I found the optimal settings for me. Frame gen plus dlaa at native 4k. If I include dlss frame gen looks worse and not enough fps to warrant it.
to be fair the last of us p1 did end up getting fixed for 8gb gpus
but ya 8gb GPUs are gonna need to lower textures nowadays
consoles have 16gb of total ram and I imagine games aren't gonna need 8 whole gbs just for non vram usage
so 8gb vram is basically under the baseline for a game built with ps5 in mind like horizon
does vram scale well if you lower textures?
the game was able to run on ps4, albeit with much lower fidelity
the game doesn't even have rt though so I don't think it should require all that much vram
I heard frame gen can require a lot more vram in some cases though
The geometric, effects and texture fidelity are all very high though, probably explaining the VRAM need
does the game scale down to ps4 settings?
DF said it actually didn't seem to do that if I remember correctly, but that Nixxes implemented their own presets
But again, not absolutely sure as I can't easily find the timestamp
Optimised Settings:
Texture Quality: High (Medium for 8GB GPUs on resolutions higher than 1440p)
Texture Filtering: 16x
Shadow Quality: High
Depth of Field: High
Level of Detail: High
Terrain Quality: High or Very High
Crowd Quality: High
Hair Quality: High
Ambient Occlusion: SSAO
Screen-Space Reflections: High
Water Quality: High
Cloud Quality...
these settings are for 3070
@ 1440p
he says medium textures for 8gb gpus
in description
Let me know when you find the timestamp
Optimised Settings:
Texture Quality: High (Medium for 8GB GPUs on resolutions higher than 1440p)
Texture Filtering: 16x
Shadow Quality: High
Depth of Field: High
Level of Detail: High
Terrain Quality: High or Very High
Crowd Quality: High
Hair Quality: High
Ambient Occlusion: SSAO
Screen-Space Reflections: High
Water Quality: High
Cloud Quality: Very High
Translucency: Default
Parallax Occlusion Mapping: On
thats the description
Regarding if it being able to reduce to PS4-like settings
i dont see any mention of ps4 in the transcript
too lazy to watch the entire video
i dont think they have ps4 settings on pc
i recall the ps4 version had some pretty big changes
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Pre-launch, Guerrilla Games and PC specialists Nixxes offered us a chance to take a look at H...
the intro was prerendered on ps4
Could also be in that video
This is a condensed version of the original video though
no mention of ps4 in the transcript
Indeed, only on PS5 and PC is it rendered in real-time
Could also be under "last-gen" or something
not seeing that either
@pallid hawk
i'd try these settings
#1220402379321770027 message
No, port is based on PS5 version, replicating PS4 settings is impossible
Alex tried to do so for Deck but failed
Have the timestamp of a video of DF of him talking about that?
I remember it too, but can't find it back quickly
We're rounding off our coverage for Horizon Forbidden West's impressive PC port with a look at optimised settings, how they stack up against PlayStation 5 and what kind of performance wins you should expect. On top of that, there's disappointment with the current performance on Steam Deck, while Alex also offers up some suggestions for future pa...
10:40 is the more exact timestamp in that video where it is mentioned
Already edidted
Hey everyone, Patch 1.3 is out now for Horizon Forbidden West Complete Edition on PC. This update includes new features, visual improvements and a range of optimizations, bugfixes and stability improvements, based on player feedback. We've improved the visual quality of dust effects and made improvements to texture streaming to reduce memory usa...
they fixed the asset streaming bug with reflex enabled
ooh
also
Improvements to texture streaming to reduce memory usage and improve quality.
@pallid hawk
"Improved the visual quality of dust." How abut letting me turn it off dammit
BTW someone modded out hero lighting
https://www.nexusmods.com/horizonforbiddenwest/mods/63?tab=description
"Some dark areas, these can bug out with the hero lighting toggled off, seen in last screenshot. Disabling [subsurface scattering] fixes this mostly, though the eyebrows and eyelashes still glow a bit I couldn't get that fixed. Should be pretty rare hopefully but if in an area with this issue you can use these."
I highly doubt they will add that option if the PS5 version never supported it
Hopefully they keep it updated to keep compatibility with newer updates of the game
And Resolved performance regression when enabling NVIDA Reflex On+Boost.
that's extremely cursed, I thought I was looking at Balthazar Gelt from warhammer for a moment
I remember this bug being in the first game. This would happen in dark areas in some indoor areas.
Whoops, sorry for the @
The game still has some weird camera judder in certain areas. Idk if it’s something on my end or if it’s the game
It's not just you. The same thing was happening with the first game, and then, after like 10 patches, it was magically gone. Hope this happens with this one too, but given they've made the same mistake again, AND are taking this long to notice and fix it, well...
Thing is that most people probably don't notice, as it is subtle after you've properly framecapped the game. But yeah, sometimes it does judder, even when in-game reflex is fully off.
Indeed. Capping at 70 mostly solved it for me. It’s just sad that i can’t play at 120hz because my gpu can handle it.
Noticed some new camera judder hitting me randomly after the newest patch, thought it was just the area I was in.
Then It hit me again in the Base. Toggled to exclusive fullscreen and it was gone. Huh.
It happens to me in areas with lots of people, so camps and settlements. Exusive full screen or not. Capping at 60hz makes it better but it’s still worse than the ps5 version which is buttery smooth.
you mean something like this?
exclusive fullscreen doesn't exist and is just mislabeled borderless
yeah I noticed capping far below what your pc is capable of is a bandaid to fix the stutter
like, here you can see me hitting 90, while typical performance is between 80 and 110. but to get rid of the stutter I need to cap at 65 to also have no stutter in heavy areas
Good to know. I'm not sure my stutter is the same as yours, I can reliably make mine go away by changing screen modes back and forth.
I'll try, it's probably destorying the swapchain when swapping modes, "cleaning up something"
Could be some overlay bug for me or something. Never noticed any similar stutter before last session. Might not even return now that I've restarted my PC.
Only saw stutter with FG or reflex before.
That's not entirely true, exclusive fullscreen (in this game) actually changes the output resolution (if set different that your desktop one), borderless changes the 3D render resolution, and then upscales/downscales to the desktop one
for the game there is no difference. yes it has more capabilities than normal borderless, but these are still within the borderless type
Hope they fix it soon
Changes it even if it's set identical to the desktop as well.
You really don't want games ever doing that, the APIs available to change desktop resolution do not allow you to specify color depth or chroma subsampling.
Only the driver control panels allow that. If D3D or any other public API requests a change in refresh or resolution, it's undefined what color format is going to be used.
Many obnoxious games come along and start in Fullscreen mode and set your refresh rate as high as it goes, then you suffer because that refresh rate requires 4:2:0 subsampling, etc.
I think it's unlikely this problem will ever be fixed with API revisions, either.
Microsoft's design direction is toward hardware scaling using overlay planes and dynamic refresh / vrr.
No point in even enumerating the output depth for every combination of resolution and refresh ratre when they don't want you changing the display output.
Even if it's identical to the desktop? Shit. Now I want to overlay a quick brown fox jumping over a lazy dog to see what happens.
Hey everyone, Patch 1.4 for Horizon Forbidden West Complete Edition is available now. This update contains various visual upgrades, bugfixes and improvements to the user interface, based on community feedback. Check out the details in the release notes below. On behalf of the teams at Nixxes and Guerrilla, thanks to everyone for playing Horizon ...
was thinking to myself: there should be a new update coming soon today
framepacing fixes not included
Weird, was thinking the exact same. Nixxes is so damn predictable
Related to?
this, just in general framepacing on some systems is poop and becomes pooper
Certain you're not just hitting a CPU-limit or use too high settings on limited VRAM GPU?
Also made sure to update to the most recent Nvidia driver that contains a Reflex-related fix?
definitely not cpu
vram could be but am not nearly near the dxgi budget and the pci-e bus is not being hammered either
happens on all reflex settings
also off
haven't tried the latest, am still on the one before that since I didn't see anything interesting in the latest one
If you encounter any issue, I would always fully update your GPU-driver cleanly
Because many driver updates from Nvidia also contain some hidden changes sometimes
I also encountered some issues with camera panning. Idk if it’s a frame pacing issue on my side but it’s very distracting.
Could it be a camera movement animation issue?
Do you have frame generation enabled?
Yes. But I’ve tested extensively with frame gen on, off, reflex on and off. Frame gen makes it less noticeable. Even capped at 60hz with no upscaling and frame gen I still have the issue, especially in settlements/cities. Plainsong has the worst. And I compared it back and forth with the ps5 version and that version runs smoothly everywhere.
Could be because it only happens when I move the camera fast and it only seems to affect the background, not Aloy or other elements that are close to her.
If FG lowers the noticability of the issue, I would expect it to be an animation issue
I’ll try to find the right tools so I can properly document the issue.
Keep us posted Luke 🙂
Disabling reflex solved the panning stutter issue in my case, but I don't have the game installed atm to test it with the newer driver
but ofc you want reflex for FG
Did someone try SK or RTSS reflex limiter to see if it fixes reflex panning stutter?
Yeah, with SK lowlatency limiter, the stutter is still there. Like before, much less noticable if in-game reflex is set to "off". There is no change since the lauch version in regards to this whatsoever.
What refresh rate did you choose?
I see. In my gameplay I still found camera stutter especially in large cities, like plainsong and fleet’s ends. I think those were the 2 worse places. Only way I completely eliminated those was to cap the in game 60hz option.
You need to do more than just turn on the low-latency limiter.
Getting rid of that stutter is going to involve finding a value low enough that you're not oscillating between 0 and 1 frame of latency.
Stable framerates in this game are much lower than you'd expect 😕
I have to run at ~90 FPS to get constant smooth framerate that doesn't irritate the hell out of me 🙂
It can do average 110+ FPS, but it's got visible stutter even if the graph doesn't show it.
That's why the frames of latency counter's so powerful. You can actually quantify WHY there's stutter even though avg framerate looks smooth.
Are you using a controller? I dont seem to see the same judder with mouse and keyboard. But it’s hard to be sure.
https://www.youtube.com/watch?v=bXbS6bcKNP0 this is what it looks like to me.
ugh that looks bad
I will reinstall the game to test
That was taken in fleet’s end
Yeah, that's actually exactly the value I also cap it at. Any higher, and it judders like crazy. This way it's still visible sometimes, but very rarely.
I actually had to add that "-nostreamline" command line argument AND fully disable the in-game reflex option to acutally get to anything even resembling decent frametimes.
That's acutally why I'm so bummed that their reflex implementation has a knock-on effect on framegen, thus exacerbating that judder to the nth degree. Sad really.
Would you say that adding that line actually changes anything? Or is maybe placebo?
One thing is for sure: if one wants to use SK with this game, adding that line will drastically increase compatibility with SK.
Placebo effect could be possible here. You see that often on Reddit and Steam where a whole group of users claims that disabling X fixes a certain problem and then DF look at it and it turns out to be simply not true; if a user hears or expects something to help, they will often perceive as it helping haha. Placebo...
Because did you test with an overlay on showing you the frametimes? Were the settings between testing with the command line option being on and Reflex being off the absolute same as the other way around?
My thoughts exactly. I’ve tested the game with everything people were talking about. Nothing really fixed it. It’s not terrible so I’m just gonna finish the dlc and come back when or if they fix it. Already sent an official request to PlayStation so we’ll see.
Thanks for the testing @sonic pawn
Are the side quests in this game worth it? Or can I ignore?
because in the first game they were boring as hell
I also find myself bored with the dialogue/story in general in this game compared to the last game
I might just be an old
lol
On paper this game seems like it would be better in every way but I got bored of this faster. Maybe I just have lower tolerance for open world slop now that I’m older
I ignored most of the side quests
I also ignore all the low-effort side content, I just don't see the gameplay value in it.
In many and most ways the game overall is better than its predecessor with the exception that I'm not in love with how Aloy moves and how long she gets knocked down for, seems excessive!
Yea this is how I feel too
This game seems to have inherent stutter, even without reflex or frame gen
I think Kaldaien said you just need to cap it at a lower framerate and you’ll be good
There’s a frametime graph in SpecialK
Yea I did. I mean it's smooth enough. Just the graph shows frametime variances if you look at it
but it's fine
Totally worth it. I’ve done 3 playthroughs since it released on the ps5. First time I skipped most side quests because I was eager to know what happened in the main story. This last playthrough I took my time with side quests. Most of them are incredibly meaningful and memorable. They connect dots left open on the main quest. Now, world activities are a mix. My favorites are tall necks and cauldrons (always a tough fight in the end)
Give it a chance. Try it for a while, taking your time with side quests and see how u feel about them
There is, but it won't do you a ton of good.
You can flatline that graph and still have frame pacing oddities due to render queue issues.
I've had to limit the game to 90 FPS for it to stop oscillating between 0 and 1 queued frames constantly.
I don't know what they did to cause this, it's very unusual.
counterpoint: a lot of side quests in HFW felt unremarkable. even ones involving main characters. they often followed a "visit area X, kill machines at X, return home for some dialogue" formula and I couldn't keep myself interested.
cauldrons on the other hand were my favorites. same for tallnecks, but to a lesser degree. other world activities didn't seem nearly as fleshed out from a storytelling angle compared to HZD which was disappointing. though I haven't played the original in 2 years so maybe it's an unfair comparison.
same here
#1220402379321770027 message just look at it
I am starting to suspect it may be cpu related, but gpu load stays high so idk
that's without any fancy stuff, just dlss q and no reflex
Nvidia Driver 552.44 (latest) release notes document still note this known issue though: Horizon Forbidden West Complete Edition: Lower GPU utilization when Reflex is set to “On + Boost” So, could still be a driver issue maybe as the open issue notes don't always seem to tell the whole story.
they said they fixed that in a game update though, probably just forgot to remove it
could be an issue from 2 sides
but the real problem i just the base framepacing that the game has
I looked at nsight traces for a little while back during release, mostly out of curiosity. I've been wondering if the (greatly simplified) code below causes odd frame pacing:
begin cpu frame N (N = 11)
graphics_queue->Wait(streaming_fence, 11); // cannot begin gpu rendering until fence is signaled
dispatch_streaming_jobs(); --- |
|
dispatch_render_jobs(); |
// graphics_queue->ExecuteCommandLists(...) from multiple threads |
// | ~10ms
// even though commands are submitted here, work does not begin until |
// the next signal. gpu potentially idle. |
yield_render_jobs(); |
|
yield_streaming_jobs(); --- |
transfer_queue->Signal(streaming_fence, 11); // streaming ops complete; rendering begins on gpu side
end cpu frame N```
when the gpu completed a previous frame's work quicker than the cpu could issue `transfer_queue->Signal`, it ended up idle for several milliseconds, even if render jobs submitted command lists in the meantime.
though I haven't bothered tinkering with hfw after the patches generally fixed stuttering on my system
would this show up as a cpu bottleneck in the reflex data?
not necessarily
Or the issues is split and both the game and driver play a part in it...
Or... hear me out...
they forgot to remove it 😛
Who knows!
Honestly suspect it also to be an oversight haha, but who knows... Those little green men are weird 😛
Hey guys how is the current state of game ? Should I start the new journey now ?
( ** patch stability,crashes etc ** )
pretty sure this game generated a weird telemetry log on my game drive
has anyone ever gotten this
reads like a game telemetry log
could be like a crash log?
yea it's HFW. one of the lines is "telemetryhealthpotion used" and "focusmodetriggered"
the fuck
lol
why did it put it on my main game drive and not in the game folder
it's okay, better than at launch, still some jank but it depends, some people have no issues, some people do.
It has still some wonky performance on 8GB VRAM GPUs, subpar Steam Deck experience and some minor 120+ FPS visual glitches. For the rest some seem to experience some minor frame time spikes. My experience is honestly extremely good with only some minor high FPS visual glitches being perceived.
Visual glitches as in some clothes physics going brrrr 😂
So, overall very good in my experience
Rip fellow steam deck peeps
If you can hold your excitement I’d say wait a few more weeks/months. Game still has some weird camera pan judder
For some people
does this game have some haloing around characters
even with the post processing stuff turned off
i'm using DLAA if that matters
Are you talking about the hero light?
What's that
Guerrilla Games' first true PlayStation 5 debut has finally arrived - and the visuals on display are simply phenomenal. Join John Linneman for a detailed look at the technology of Horizon Forbidden West - its rendering, world detail and characters... and look out for our detailed PS5 vs PS4/Pro platform comparison due on launch day (spoilers: it...
24:14
Don't know what is weird with it though; looks like a normal telemetry log. All games nowadays use telemetry. Edit: ok, yeah, the location of the file is weird...
That is there yeah and forced on, but thought there was some mod to disable this. But don't know if it still works with the latest update of the game. If @next kiln about the haloing created by ringing artifacts... disabling sharpening should fix that.
Yeah. I have systemsettings 55
Strange. And even if the game requires it so, why don't put it inside game folder or steam folder. Choosing root drive is strange, they're not considering what end user might think l.
it's a bug. there's a typo in part of their code and it ends up in the drive root instead of the documents folder iirc
when HFW is installed on drive C it'll try the C:\ folder. it doesn't get created unless you run the game with administrator permissions
none of the developers have caught it, presumably for that reason
yup it is caused by depth of field
visible during cinematics
and ofc if you don't turn off motion blur then it is visible during gameplay too
There's also herolighting and a mod that removes it.
I don't think that it's the rim lighting that causes it.
what is hero lighting
Kind of sketch to have random files appear in your root drive. Seems like a huge oversight
do you have a link? I can't seem to find it
Cinematic lighting; placing a few attached point lights around a character model. Meant to make the model better lit, easier to see, make it more cinematic etc. but many don't like it for it being unnatural looking
Yea :-(. I dislike most of the post processing camera effects that devs add
Just a coding oversight...
Not post processing in this case though
Oh yea you're right. It's lighting. Not postfx
Also can't find it anymore... Maybe it got removed after it wasn't updated to accommodate the new game updates?
Aw maybe
Okay well not a huge deal
The game is very pretty looking
Hdr seems solid
Framepacing isn't perfect but solid 80 fps with SK latent sync cap
No FG or reflex as i heard it has issues
Some people say it does, but would try it out for yourself too
Could very well be system-specific
I like it. Makes it look more cinematic
same
Its okay, there are lots of instances where I thought it looked silly though
It's way too strong, especially since it's used all the time
It should look like this
Hey everyone
What should I select here in lastest patch. Its quite different from v1.0 and i honestly forgot it
My display ** LG G1 OLED **
Using HGIG
Wants most accurate picture
My win 11 hdr calibration app is set as 800 nits
549 gives most cloud details
wait
they removed the broken HDR calibration menu in one of the newer patches I think
if it's still there ignore the calbiration image
defaults settings should work fine
just adjust the HDR max luminance
Its the lastest patch 1.42
HDR brightness is paper white the default setting is fine which is around 234 or something
Yup 234 thanks 👌
I should really redownload the game lol
But interestingly 234 completely washes out clouds and have garbage atmosphere
ignore the calibration image
Is 1.42 patch still broken hdr menu thats the question
I guess it is still broken then
are you in-game?
or in the main manu
the in-game calibration screen should be the paused game
main menu. In game calibration takes so long time
oh u mean should i open the in game calibration menu while ** I am playing the game** and not in actual main menu ?
yes
And the burning shores dlc is amazing. It has the coolest final boss ever
yes
i liked the beginning but then i got bored really fast
i cleared the entire area before you get the glider
that was kinda still the beginning ha
The game really starts when you enter the forbidden west itself xD
Yea
Aloy feels quite a bit weaker in FW early game than she does in ZD too, things get more enjoyable when you scale that power curve.
I just experienced this and doesnt feel good.Any temporary solution ?
Maybe disabling reflex can help, but for me it's there without reflex too.
Disabled Frame Generation? And could you be more detailed?
yes, I read above posts.I ve 4090@so i dont need FG, i ll try it thanks
I meant disabling it is the best
Nice system btw 😋
Yes, thanks man 😅
should do it like ;
set 117fps in nvcp
disable reflex
disable FG
for best non stutter,smooth gameplay
If your g-sync monitor goes up to 120 Hz then yeah
Reflex still causes issues for me, but frame gen helps with the issues and maxes out my monitors refresh rate. I found the best spot to Be use frame gen, native TAA (don’t like Dlaa), and cap it on Rivia Turner at 100fps.
She feels very slow in FW
which is fine....if that's what they're going for...but the enemies are way faster than you
especially the human bosses
Maybe this is one of those games were they give priority to animations moving fluid instead of extremely snappy movement?
animations arent even good
It's just some of the boss fights are painful
because even when i'm dodging away, i'm still not fast enough
and the UI controls on PC aren't great in my opinion
so i'm like stumbling over trying to heal and equip weapons
and when you get knocked down, you're slow to get up
What? How?? It’s looks super realistic. That’s why she keeps falling all the time cause that’s expected when you’re facing massive bosses. Reminds me of Shadow of The Colossus… it’s a bit janky but I guess they aimed for realism
mostly traversal which looks janky
especially rolling and jumping
the climbing generally looks good but feels incredibly unresponsive
agreed. it gets wonky
i had a few bugs where an animation wouldn't trigger and i'd have to purposely fall and reload
but that seems relatively rare
the worst part about the game is i feel like every aspect of it is wasting my time
especially the equipment upgrade grind
most of it is
lol
also in the first game i found that ammo types didn't really matter
as long as you blasted off weak points
not sure if it's kind of the same here
but the different weapons and ammo types are kinda annoying. I just don't really care for the UI system
ya the UI is terrible
but overall I think it got more fun as I got farther
and the general visibility of things in the environment is too
hence the focus being needed to see anything
I can see that
also i noticed that when you use the focus to zoom in on a text log, and you press "tab" as prompted to open it.............nothing happens?
has anyone else had this
it's incredibly annoying
i have to go into the inventory manually to find it
you definitely have to use the elemental stuff more this time around
I disagree. you can get through 90% of hfw with a normal hunter bow
higher difficulties make it less viable though
I feel like enemies get too damage spongy without upgrades
it's probably something to do with the tab key binding. I haven't encountered a bug like that
it depends. you still have to aim for criticals with concentration a lot
in the end game phase you can murder any machine with the death-seeker bow, but I'm unsure how it performs at lower levels
especially after it's upgraded with coils
ah right the arena
thats how you get death seeker, right?
my arena was glitched and wouldnt let me progress when I played on ps5
Yeah
I've never heard the term "hero lighting" 🙂
it's "used"
occasionally
but yeah same thing as rim ligthing
people also use the term character lighting
this game also lets you use more than 3 weapons
i think the first game limited you to 3
if i remember correctly
this is a clusterfuck
having to open the weapon wheel and switch between weapons depending on the enemys specific weakness gets annoying when you have multiple enemies with different types of weaknesses
making everything more complicated just becomes annoying at a certain point
which is why i like dark souls so much
its simple and feels good
and also isnt too reliant on reflexes
but instead on learning attack patterns
Only souls I played was Elden ring and that one has a ton of equipment, magic, weapons…
This is very true
With Elden ring I basically just had my katana in my right and shield and talisman in my left
Talisman I only really used to cast buffs for my katana
So it’s pretty simple
That’s about as complicated as it’s gonna get for most people unless you’re a pvp god
Not a fan of Doom Eternal I take it? lol
Depends how much weapon switching takes you out of the game
Haven’t played it cause I need an HDR monitor
Cause I don’t wanna play it with a controller on my tv
Sensitivity
Horizontal: 50
Vertical: 42
Default controls
No Aim Smoothing
Field of View 110
Dualshock 4 back button (left: O, right: X)
Git gud scrub
kbm+m is cheating
/s
Seriously though, I've beaten DE on gamepad on normal, and I'm kinda bad at action games
Back paddles helped a lot though
If not, learn to love bumper jumper
Alright
I enjoyed Halo with a controller
Maybe I’ll like this
Gotta beat doom 2016 first
That’s your playstyle. I went for a mage build and traversed around the map getting the specific parts to form the spell I wanted. It got VERY complicated. I believe your gripe is that you wanted horizon to have a better melee combat? Which I agree, it sucks in this game. Now the amount of weapons is a choice. You can easily beat the game with 1 good bow and two more weapons. You don’t HAVE to use anything else in normal difficulty. Mostly have different arrows and you’re goods
ya I prefer melee but I also think streamlining some aspects would be better
To seriously chat with that, you'd have to be very very good at it and extremely quick, luckily I'm not that haha
avoiding weapon wheels is a must in fast paced games imo
i also found the slow mo when you parry in gow and jedi survivor really annoying compared to sekiro
You can at least disable the slowdown effect in Horizon. That’s what I do. Makes a huge difference.
i never played the dlc so I'll hop back in at some point and try to play differently to see if I can enjoy it
There’s a quick swap button you can use to be able to quickly swap back and forth between two weapons of your choice.
rim lighting on/off with the mod, can look very strange at times in cut scenes indeed
Doesn’t this mod cause a strange silver look? When I enter indoor locations her face becomes weird. The mod says you can fix that but turning something off but it didn’t work for me
Probably breaks more things than we can list, I think it's to be intended to be used as a hotkey toggle when you get back to base for 30 minutes of cut scenes in-between missions.
Played with the mod for a few hours today, almost finished the main story now - certainly seems worth using since it just takes a quick tap of F1 to toggle the effect on/off, only in edge cases that turning off rim lighting causes issues in some darker indoor environments.
Clouds can also be turned off in the mod, much better looking skies without them - blotchy and low rez.
clouds are blotchy and low res?
Clouds looked really good on my PC
the DLC clouds are much better ofc but the base game clouds were nice looking too
Yea clouds look fine to me
lol
they look like clouds
the game is very pretty
I'm totally skipping all side quests though
that's pretty extreme
to skip all side quests?
i just don't find them interesting. But I am liking the main story now
more so i just don't have time
rather just experience the main story plus DLC
and then move on to another game
I suppose it's fair with limited time. to me it seems like you'd miss out on large portions of the game world
well i'll do any side quests that interest me i guess
but like not the "proving grounds" and stuff
or the scavenger stuff
those are side activities not quests tho
oh ok
yea i ment mostly those
that I don't want to bother with
but if I see something come my way that looks interesting i'll do it
Yep, definitely don’t skip the side quests, but world activities, sure. You won’t necessarily miss them.
might've been a bit of hyperbole on my part to say that the clouds looked bad - I think it's more a case of the smooth and colourful gradients in the sky looking so good and prefer to not have them covered up, something I appreciated much more after getting a flying mount!
I think once again, the environmental ammo types are convoluted as shit
like the first game
like why have separate blast slings for different bomb types?
just have one fucking sling
and different bomb ammo
like come on people
same with the bows
and they should have done an upgrade tier system go from uncommon to rare in the same weapon, rather than needing to buy another weapon of a higher tier and re-upgrade it
like we're in the year 2024. It shoudl be clear what makes inventory/gameplay mechanics good and what makes them bad
this shit aint rocket science
I do like the auto-stash mechanics though. That's great
and other games can learn from that
and the climbing is fun
environmental interactions are good
it's not the most elegant system indeed, at least later game with some of the epic and legendary weapons they can come with 3x different ammo types on the same weapon
Just little things you have to wonder about
like "have these devs ever played games"
ha
there's so much precedent for this
and the glaring omission in power scaling -> melee combat
just seems odd to not borrow from other games that do it well
I know a lot of it is probably just development time constraints
like they dont have time to make different revisions
so i get it
They just do something and it gets baked in
and no one has time to fix it up
it has its issues for sure, lack of unified vision and a few of the systems and mechanics seem to be all over the place but at least what is in the game is largely good
I grew to like it a lot more with time when I got over the initial hump and slow start, there are aspects to the game which are awe inspiring enough to merit a playthrough
I guess it goes to personal preference. I absolutely adored this game from start to finish. I wouldn’t change a thing. It hits all the spots for me. I love the variety of weapons and the amount of customization you can have with this game. Only thing I don’t really like is how the region filters change so drastically. It breaks immersion for me and then sun seems to move too when you cross certain areas in the game. Aside from that, no complaints
I like the franchise too, 160 hours in Forbidden West so far. It's a cool world to explore. Not an edge to be found anywhere though, it's all very safe and soft.
New Nvidia 555.85 driver tries to fix it again: Horizon Forbidden West Complete Edition: Lower GPU utilization when Reflex is set to “On + Boost” [4412035]
I have reflex off due to the stuttering issues. But I did find a few areas that had bad stutter anyway for no reason
ha
but overall it runs well without reflex
sounds like the problem is fairly widespread
Gonna try it now
if it fixed it, i'm going to try to do framegen + reflex with a 120 framecap
It’s better than before but it didn’t fix it. Especially with frame gen plus boost.
what about reflex without boost?
It’s ok ish. It feels a little better but idk if it changed anything. I don’t think the problem that I am seeing is reflex related. It happens mostly in heavily populated areas, so I’m thinking it’s a cpu limitation?
oh yea, we should test it with intel's presentmon
SK supports GPU/CPU busy measuring too I think
Yeah, could be. As of late get the suspicion many seem to blindly blame reflex for all stutters instead of first looking at a CPU or GPU limitation
Yeah, that would make sense since The boost option deal with CPU lag, so it could be why it’s affecting the performance so much
Yea there have been one or two areas where i have gotten awful stuttering....and i am not using FG or reflex
but overall it runs pretty okay
but if you look at the frametime graph, even though it's easily hitting my fps cap, there are still frametime deviations
so the game is not smooth under the hood in general ha
Sure it is thus not caused by a CPU or VRAM limitation?
definitely not VRAM. The game uses like 10gb max on my 16gb card
I didn't really look at the CPU usage. Next time it happens i'll see if I can find out anything
I agree. I’m running a 24gb of vram and in the areas where it has that ugly camera judder I lowered the resolution to 1080p and the problem remained.
I'm capped to 80 and I got some stutter, but it was only in one area. But it was severe
That hasn’t been my experience. It stutters in certain areas even at 70-80 fps. That’s actually how far it will go in cpu heavy areas
Was it in Fleets End?
That sounds familiar....but I honestly forget
The judder is weird and I'm not sure if it happened earlier in the launch.
You give zero context here 😂
🤔
It did.
Are 8gb GPUS suffering with this game? For the life of me I can't pinpoint the reason performance tanks.
yes
That makes sense. I can run a few areas or cutscenes 3-4 times and every time the FPS fluctuates massively
8gb gpus need to stick to like medium textures
On my 4080 super, the game uses up to 11gb of actual budgeted vram usage, as reported by SK
at 1440p
so i'd imagine a 8gb card would struggle, yes
framepacing is so shit am kinda thinking of just uninstalling and returning after a year
I’m thinking they’re not even gonna fix it at this point. They’re busy with ghost of Tsushima. And will probably be busy with a god of war ragnarok port
Did you turn reflex off?
It's not perfect on mine but it's pretty good
No real problems
I did, nothing works but to put dlss on ultraperf
Hmm. I'm using dlaa and i don't have any noticeable problems. I had like one area that stuttered really hard
Kaldaien said he just had to cap the framerate and it was fine
Use the frame time graphs in sk
Would you call it stutter if there is no moment without? My frametimes look like sausages.
I'd have to cap to like 60 fps to resolve it. It seems that running the gpu anywhere close to max load causes severe framepacing issues.
I can hit 100 in most scenes easily.
It could definitely be something with max GPU load. I don't think I'm at max much since i'm capping to 80 and uncapped i'd be getting like 100
I'll take a look at GPU usage next time I play
But like I said earlier, the frametime graph is rarely flat, even with easily hitting the capped fps
and i'm not using FG/reflex
so this port is definitely odd
but just the only time i got noticeable stuttering was a rare areas
Hey guys. I may have found a solution for the judder. I’ve capped the game at 60 with RTSS, and then instead of using the game’s dlss 3 frame generation, I’m using lossless scaling frame generation. It looks better to me with lossless scaling and it also seems that, unlike dlss 3, lossless scaling doubles every game fps, even the compass. Im very satisfied with it. I had been using it with older games and emulators that are heavily cpu limited and it worked great.
I’d say the only downside on horizon is that there’s more input lag, even with reflex + boost on
I'm not sure how LSFG works, but capping the framerate to 60 means that the game is running at 30fps when you use DLSS FG
I mean the base 30fps is doubled to 60 by frame generation
No. Lossless scaling doubles the capped fps you have. It works different from in game frame gen. Amazing tech. I bought the software a few months ago and it wasn’t very good… had a lot of ghosting. Last month they released version 2 and I’m loving it. I use it a lot with emulators, like RPCX3.
Just wasn’t expecting it to fix the camera judder in forbidden west. Finally a solution.
Oh nice
it probably smooths it out so it's harder to detect
the judder is there even if you dont use FG
it's very subtle yea
Yeah could be. It just looks very good to me.
This game is actually pretty damn long
especially if you do some of the side content (which you basically have to unless you want to be 10 levels behind the main quest line the entire game)
Indeed. That’s what I love about it. You can distracted so easily. I like it when games make you feel lost
The side quests are okay. Some better than others. THe couldrons are cool but i find the platforming very janky/annoying at times
Agree with the platforming. It’s the weakest link in this game.
Sometimes movements just do not trigger
the last boss in HFW is fucking brutal
Oh yeah it’s amazing. It’s long too. Probably 30 minutes to do the whole thing
the DLC?
No main game
ahh the DLC final boss is even more epic
it's probably the best final boss ever? maybe not. but it's kinda awesome
i just turned down the difficulty for the main game final boss. It was annoying me.
lol
the rate at which alloy gets up when knocked down is like 5x too long
it was pissing me off
haha
Oh I thought y meant the final dlc boss.
I agree
no i just found the base game boss very annoying
like aloy gets knocked down, takes 900 years to get back up, then i get hit like 5 more times before i can even get away
it's just BS
lol
The other bosses felt properly balanced
this one was just BS
The main game final boss took me literally 3 hours to beat. I was streaming it so it was embarrassing. It was because I was severely underprepared. I skipped a lot of the side quests and rushed through the main story. Second time I was prepared and was able to kill it in 5 minutes
I had good weapons and i was the level recommended for the quest
and it was still impossible
ran out of ammo and supplies before the fuck was even at 50% health
i probably should have leveled up 5 more levels proir
prior
i think the recommended level should have been like 38-40 instead of 35
35 was grossly disadvantaged lol
Yea i didn't do enough leveling
And the upgrade system for weapons and armor is such a grind
So i didn't really go out of my wY
Way*
Overall this game is very good though. It suffers from a lot of issues that the first did, but it's way better. You actually need to use elemental damage unlike the first game
I just wish aloy didn't take an hour and a half to get up once she's knocked down
The issue is not the levels, it’s the weapons. You gotta use the right kind, which is mostly poison traps and poison arrows, then you finish her off with spike throwers.
Hahah. Yeah you’re right, you gotta use elementals. It’s difference between grinding or not
So I recommended leveling up and mastering the weapons available cause burning shorted is a tad harder
yea i'll do some side quests
the side quests don't really interst me though
also the one where you get the data so that guy can make a new arm was dumb
cause at the end he's just like "eh....i'm not gonna use it really"
lol
yea okay i definitely am not using the right weapons
also is it just me or is the shredder blade weapon cap af?
Yes. It’s useless
because he realized that he have to accept who he is now, he is tribal warrior after all 😄 not a fan of augmentations
Zzzzzz lol
🤷♂️ Kotallo was one of the better written characters imo
Yea his character was decent
The one dude is super annoying
the one that loves aloy
Overall I like all the characters
||Not a huge fan of the "nemesis" twist though. I feel like they keep convoluting the storyline just for the sake of making more games :(||
Oh I finally realized what you’re talking about. I liked that quest but he does use the “item” just not every time.
Ha yea
So the spike thrower thing is good?
it's a funny yeet thing
is it good against machines tho lol
Absolutely. And if you use those when the enemy is under an effect, like on fire or freezing, then you get to detach their parts easily
Hey everyone, Patch 1.5 is out now for Horizon Forbidden West Complete Edition on PC. This update adds AMD FSR 3.1 including frame generation, contains various performance optimizations and introduces new options in the settings menu. We have been working closely with AMD to incorporate FSR 3.1 in Horizon Forbidden West Complete Edition. This pe...
Honestly this game runs pretty dang well for me on a 4080 super, without reflex/framegen. Although once in a while it turns into a stutterfest and i have to reload the save. Haven't figured out what causes it. Happens very rarely
no vram/ram leakage
fps is fine
it's weird
maybe this patch will fix it
Double patch, wow
I think it actually may be vram. But I notice that too
Hope framepacing is improved now too. And am lookinf forward to try fsr 3.1 here.
Since the mod didn't work with upscaling.
Let me know guys if your issues with performance and frame-pacing are improved... very curious to know 🙂
It's not though. Vram never goes above like 10gb. I have 16
Yeah but still, it's as if it refuses to move some stuff from system memory to vram.
Yea definitely possible
Game could have an internal vram cap
Which would make sense since FG causes more stutter and FG uses more vram
But I'm speculating
Nixxes statically links libScePad, so their games aren't going to work when a PS6 controller is released.
At least they go back and patch old titles, even if they've started gimping them with statically linked libraries.
Just tested it. Still stuttering in areas with lots of NPCS but it’s much less noticeable. FSR3 is pretty good. But still, lossless scaling is better than both solutions. It’s kinda embarrassing that a $5 app was able to fix the game perfomance but the developers could not.
FS3 is looking better than dlss3 in this game, which is very surprising. And it causes less input lag.
Only downside of fsr3 is that UI elements are jittery , as if frame gen isn’t working on them
no way lsfg is better, it demolishes performance and doesn't support VRR
that's normal, framegen can't handle UI very well so devs mask the UI off from the frame generation
It does support VRR. It’s running smooth as butter for me with it. Have you tried it with their version 2.1??
It will make performance worse if you don’t have enough vram. It uses about 10% of your GPU.
idk what to tell you, it doesn't work. it's literally stated by the devs and the toggle in the UI for VRR is a leftover setting that doesn't do anything. there is some support for VRR if you have an AMD gpu in DXGI capure mode, but it's not reliable.
it uses much more, for reference, on my 3080 I lose about 30% of my base framerate to it
oh and the disocclusion artefacts on the window borders and in movement are actually disgustingly bad.
I can tell you that for me it’s running better
No need to be rude man.
am sorry
am just super tired of the lossless scaling astroturf. since they released the 3x mode everyone is talking about it, huge marketing move and everyone is singing praises, until you test it and figure out it's a bunch of broken shit
So try to figure out if it isn’t something on your end. Ive been testing it in a ton of games and they’re mostly really good. But in Horizon it’s better than the dlss3 and fs3, because of the frame pacing issues. I also use it on assassins creed odyssey that is heavily cpu limited in big cities full of NPCS. Works like a charm. And ofc, in emulators it works great too. But I don’t think it works well in every game.
I also don’t use the 3x feature.
this is what I mean, the well of discourse is already poisoned. the app is not broken, even if the devs say it doesn't support VRR, it's on my end, it's my computer that is wrong. even though I already tried everything until I literally asked Hybred and he said it doesn't work on nvidia
There’s one more thing I noticed in Horizon… the effect only works well if I cap the game half my refresh rate with Rivia. The nvidia cap feels kinda weird
because HFW has horrible framepacing
What monitor do you use and what refresh rate?
a 240 hz oled, what would it matter?
Trying to investigate.
Ok
Currently, the Nvidia G-sync activation algorithm does not trigger for any Window/Overlay that doesn’t hook into the game, while AMD and Intel’s VRR do. Use any application that creates an unfocused Window. G Sync will be disabled for the game. See an Example of “Lossless Scaling” Below: LS creates a fullscreen, unfocused overlay window that ...
I wasn’t trying to make VRR work. I guess didn’t notice it wasn’t on because I get consistent 60fps.
(fyi i've never seen it in action) I just can't imagine it working acceptably at all without having access to motion vectors, let alone being comparable to native framegen
I think I need to give some context as to what I’m claiming. I’m not claiming that lossless scaling is better than frame gen by no means. It does have some more noticeable ghosting, similar to fs3. I’m just saying overall, in Horizon Forbidden West, given the issues with frame pacing everyone’s been talking about, lossless scaling was a better option for me. The stuttering almost entirely stopped. But the downside is ghosting, which is less noticeable to me than the stuttering.
i thought kaldaien said you can fix the stuttering by capping to a lower framerate than what you can get
so use fg and cap it to twice that
Compare both videos. First is the one with frame generation and it doesn’t have any ghosting, but the game judder is noticeable. The second has ghosting on Aloy but no camera judder on the background
I recorded them both in slow motion so you guys can not itch the difference
Sorry, it’s backwards. First clip is lossless scaling, second is dlss3


