#▫️Jedi Ultra+ and Emotional Support Group
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*LODS 😂
omg i have brain problem
i just washed a bag of cashew nuts with a load of washing 🤔
but the problem with this is it still doesn't solve the asset streaming issues, because they switch the assets using blueprints
The critically acclaimed #StarWarsJediSurvivor is coming to Xbox One and PlayStation 4 on September 17, 2024!
Pre-order now!
Xbox ➡️ https://t.co/wFlNBQefB2
PlayStation ➡️ https://t.co/EduLFc6RMK
Well I be damned
They have been preparing an update on Steam for a while now looking at its SteamDB page... maybe they did some proper optimization and fixing many of the game's systematic flaws?....... 🤣 Sorry, don't think so.... expect the last-gen port to be a technical disaster honestly...
it's unreal engine though. maybe they stripped all the custom stuff and let unreal do its thing. maybe it's not the same team porting
EA sounds like the type to do contract work
To my knowledge Panic Button did the porting to the then current-gen of Fallen Order: https://panicbuttongames.com/games/star-wars-jedi-fallen-order/ So, likely them again, but god that port had large stuttering and performance issues.... so not that hopeful honestly...
May god have mercy on us all
Honestly amazes me that these technically bad games are even allowed on the PlayStation Store, while CP2077 got removed from sale because of issues like that...
CP2077 was crashing constantly IIRC
In addition, the developer confirmed that a new update for the PC version of Jedi: Survivor will be available "in the coming weeks," teasing that the update will improve the game's technical performance and controls while also introducing a slew of quality-of-life improvements. https://www.ign.com/articles/star-wars-jedi-survivor-is-coming-to-last-gen-consoles-next-month
So, an update is really comming, but honestly don't expect that much myself of it
@dense thunder 😉
they just stole all of @ocean hollow 's work and put it in a patch. half joking. Bethesda also did some LUT scaling for Starfield like I had done for their "HDR" support
so this game came out almost 1.5 years ago
and finally they decide they'll patch it
🤔
oh my bad i somehow missed that. i should learn how to read
Lol, don't pop a stiffy just yet; could be incredibly disappointing with only minor fixes and the absolute minimum.
I think we could better expect the minimum so it can only work out better than we expected
You don't have overwhelming faith in EA?
Not after Fallen Order and Dead Space Remake no... but then just better in my opinion to lower expectations so things can only surprise you
Avalanche did that for Hogwarts Legacy
the used all my frame timings and RHI thread changes verbatim
i suppose i should release my latest update now 😂
okay, this should be installed directly into Paks (not under ~mods)
3.0-rc2
- Reintroduced scalability (Epic = Ultra+, High = Epic, Medium = High, etc.)
- 10+ GB VRAM use Texture Quality Epic
- 8GB use Texture Quality High
- 6GB use Medium
- 4GB use Low
- Reworked literally everything
(includes source and the ability to build your own)
Welcome to gaming
Where you wait 2 years or more for games to actually be finished
No interest in this game. Looks like utter trash
Well, Avatar: Frontiers of Pandora was to my knowledge a very stable Snowdrop engine game with good visuals and performance. Star Wars Outlaws is also made by them with the same tech. I'm confident it will be technically impressive. Regarding gameplay it might feel a bit Far Cry-like from the reviews, but the footage itself looks good to me.
Season pass is basically just a bad name here for some single-player story DLC.
They just get flack for it because they announced it pre-release....
At least how it comes over to me
I'm usually just put off when i see a game coming out and there are season passes and pre order exclusives advertised
like in my opinion, season pass dlc should be for future dlcs
in this case they're just paywalling a main mission that they already made
that pisses me off
this isn't DLC
it's just making people pay extra for stuff that's in the base game
The gameplay I’ve seen looks horrendous
Yeah, that is bad practice...
yep. i'm done with them. sorry, there will be no U+ for this one. they can work out how to fix it themselves (or not)
You mean Outlaws or Survivor?
Outlaws
i know how to fix survivor, in fact i'm pretty sure it's "fixed" except for the blueprints issue where it's sidechaining mesh loading outside of the streamer
I think that will be ok... Avatar game was already very ok, so, don't expect huge issues in Outlaws. Same devs, same tech
in v3.0 above, this is the only remaining stutters, when you move through specific locations, there is a script that switches out the cliffs, and because it's outside of the UE streamer this means the textures and shaders can't be made ready, causing a stall
okay, well if they cross the line of ethics, i won't deal with them
that is a hard line for me. my values don't bend
It is one single quest though... but not nice still indeed to keep a main quest exclusive day one to a season pass
yes, i don't like it
what about the camera stutter
Downloading Survivor again to test the mod
try it, tell me what you think
yay 😊
just remember, if you used to play on Epic, that's now High
Epic will extend draw distances, especially Foliage, View Distance, and Shadows so be careful with those two especially with ray tracing. I've been careful, but be warned 😊
Plus the early access shit.
I might just let them scam me 18€ so I can play for a few days and then move to Space Marine 2 on Steam. I doubt this game will hook me enough to purchase it at full price on the Ubi store.
Although the 109,99 € edition is on top sales in many regions already.
💀
To be the devil's advocate; you don't have to pre-order the game though and you don't have to buy the season pass to enjoy the game... you would only miss one single quest
Back to myself: still not fan of early access periods as it then often contains more bugs and is just a tool to gather more pre-orders....
But calling it a "scam" is a bit exaggerating in my personal opinion
You could also just wait a few months till it gets released on Steam with a big discount....
It's not a scam. A scam would be like the studio never gives you the mission
More just "fucking bullshit"
lol
or "exploitative"
18€ for a month and then maybe 45 on grey market is cheaper still than paying the 109,99€ second tier edition. God! It's even cheaper then the 70€ basic edition.
Of course "scam" is an exaggeration. But this is still a Jedi Games Emotional Support games, so emotions are high of course when it comes to Star Wars.
I'm not seeing reviews or nothing and is interesting how many people got codes to try it out. YouTube is full of videos of it. I just want to play it as soon as possible and see it with my own eyes. Don't have great expectations but Snow Drop is a great engine to build detailed worlds. I played a lot of The Division games and always thought to myself... Imagine this in a Star Wars universe....
I hated the division
thought it was the most boring game i've ever played in my life
rofl
but a lot of people liked it
Was amazingly beautiful. The atmosphere it created of Now York during almost Christmas all empty and devastated is really hard to forget.
Lets continue this conversation at #💬chat 🙂
Which new epic settings are most taxing?
And are high settings close to vanilla epic or are some still improved?
definitely view distance, I extend it to 1.4x ... and lighting gets extended to the same. the second would be shadows, I extend them to 2x, but they weren't too bad for me. if I don't sprint around the map like a lunatic it's actually very smooth for me, the biggest problem is still when the script switches HLOD1 for HLOD0, there is a hitch or stall
if it's working you should notice the intro movie is smooth for the first time, and whatchamacallit turning around shouldn't stutter most of the time now
we need to find a way to disable the scripted HLOD switching, it's not a good way to do it Respawn
I know on my version it still stuttered for me.
Not going on nexus?
We are the test guineas afaik
yes I'm waiting for feedback. otherwise I can put it on nexus as an experimental version
v3 is completely redone, it has basically nothing to do with v2
I want donuts
Good luck when the new patch soon arrives... you might have to redo a lot of work...
Or not if it turns out they actually did very little haha
I know :/ rrghh
I mean really I hope they fix the game
I don't really care I just want people to be able to play it
when does the patch come out again?
Probably in September, around the release of the last gen ports
only problem i've seen so far, barely touched the game to be fair (game's native HDR was on, SK injected)
that's very orange 😂
how's it running?
A lot lot better, hoping this and the patch next month will finally make this game playable. Did see some heavy brief drops on camera cuts but I assume that’s due to shaders loading
no it's Respawn scripting LOD changes, which afaik is the last thing breaking things (causing hitches)
i need someone who can do blueprint and asset modding to help me fix it because it's not directly an engine problem
ah right, i noticed it dipped a bit when the elevator opened and the tall droid grabs you at the start
might be worth waiting and seeing if the official patch improves things first i guess before spending a bunch more time on it
right now the fix helps a lot which is awesome
i don't think it will.. they've made the decision to switch out LODs/HLODs using scripts because they think the engine needs it (it absolutely doesn't)... what's happened is they've misconfigured the engine and then tried to fix it by scripting asset loads... if they haven't realised this in 8 patches they're not going to, not unless something changes
Yeah that’s my worry as well 🥲
I suppose I could try and contact them
Wait, didn't Respawn also get some "personel-reduction" a while back?
no idea i dont follow that stuff
Stig Asmussen left to form a new studio, possibly some employees followed him
Ah yeah, that could explain
Quite some open spots for tech staff, hope they are more capable than the ones previously working on Fallen Order and Survivor haha
Would be amazing if EA also went back to Dead Space remake to improve its very regular loading-related stutters 😅
It's not that the people working on those games where incompetent, but they where pushed out the door too early and EA has no interest in funding patches beyond what they are contracted to
Idk about that honestly, both Fallen Order and Survivor having very similar issues... would in my opinion indicate a systematic problem
Many of those are systemic UE4 problems
But yeah, crunch and not getting enough time to fix the underlying issues by EA could contribute
Yeah, but with time and effort, even that could be fixed.
See games like HiFi Rush, Gears 4, Gears 5 etc.
no, it's specifically how they've built the game and modified the engine
Do you have any knowledge about why they modified the engine this way? Was UE4 really uncapable of the things they needed?
Maybe, but stuttering is emblematic to UE at this point
Especially late UE4
UE5 seems noticeably better in this area so far
Yeah, seem like many defaults in UE4 are set extremely inefficient and the blueprint system being very much single-threaded etc. But again, there are many examples where devs managed to fix all that.
Yeah, but UE5-development as of late also has gotten focus on fixing those issues
yes... the short version is they
- set up the streamer wrong (most of the pre-streaming, shader baking, and background workers are off)
- tried to modify the source code to fix it
- broke it in a much worse way
same as Hogwarts
UE4 is not an open world friendly engine ootb, it's probably related to creating a large, detail rich environment
the root causes are a) bad defaults by Epic that nobody knows to change and b) nobody understanding the streamer
it is if it's set up right
Epic themselves admitted so when they announced partnership with CDPR
the problem is there is no single guide on how to do it
I'm aware and I still disagree
Not per se, not really, they just announced a partnership to IMPROVE capabilities of the engine for open worlds. The agreement concerns the terms under which the Company is permitted to make use of Unreal Engine and provides a framework of collaboration with Epic Games on further development and improvement of this engine in order to adapt it to the requirements of open-world games
UE4's defaults settings are:
- 1024x textures
- most background workers off
- stall the CPU every 30MB
- stall the CPU every 100 requests
- allow 30ms per frame for (33 fps) background shader compilation
- allow 15ms per frame for foreground shaders
a lot more problems. it's all wrong
"in order to adapt it to the requirements of open-world games"
no it's fine as is tbh
I'm not concerned I'd have any problems getting stock UE4 working well in a large detailed open world game
....and improvement.....
Have you seen this before?
https://www.linkedin.com/posts/jaroslaw-rudzki_ufpresentation-activity-7219420743015514113-A94e/
Yes, they are improving the engine to make it open world friendly
Which is exactly what I've said
So, like I've said, it's not open world friendly Out Of The Box
Keep in mind that in all cases just because a user can't get something done when using something doesn't mean it CAN'T be done. For example, just because I can't shoot someone from 10 meters, my neighbor can't and my mother can't, doesn't mean someone else can't either. Pumbo might be very good at it... Get where I'm going?
Seems that is also the way it is with UE4
I interpreted it more as improvement instead of having at that moment no support for it at all..
Adjusting some internal settings should be able to get you quite far, but seemingly some devs overlook that...
no. that's really nice
The thing about UE is that it allows you to make anything you want, but it also makes it incredibly bloated and inefficient unless you put a lot of work in optimization
I'm not saying it can't be improved. I'm saying the large open world games I've worked on so far did not need to have any problems
and also, I doubt their original frame time graphs had all of the correct optimisations
so once again, we are optimizing a non-ideal setup
True, but also of the opinion while even though the defaults might be wrong, it also gives me the feeling that many devs simply don't (want) spend time actually looking into it.
I can't say it more clearly. Epics defaults are wrong
they don't
and I don't even think Epic remembers about those settings
I've seen threads where epic staff recommend various fixes, but not the basic ones
Would it be possible to make a universal UE mod that fixes a bunch of bad default settings that devs often seem to not change?
I think some adjustements have been made now in later UE5 version right?
yes... kind of
I could write a set of instructions
a lot of the edits are internal ini files (not engine.ini)
But not every setting is applicable to every game right?
ah, hmm
@quiet oriole https://youtu.be/WGv_BjxvJ8M?t=2600
Faced with the challenge of building massive environments from over 60,000 mesh components, including fields of real-time simulated debris, the engineering team at Creative Assembly needed to find a way to reduce level streaming costs and optimize rendering of unique instances.
In this talk, Grant Johnson, Senior Graphics and Engine Programme...
no... because games are built differently, then there's plugins and source code changes
I think so in 5.3 and 5.4
it's about 4.18 to 5.2 that were the problem
where they improved the performance of the streamer massively and left old settings that choked it
it's a drum buffer rope problem (Theory of Constraints)
I would be very interested in such a mod. There are so many games suffering from shader comp and traversal stutter that something universal is almost needed lol
Probably very very true, but if you make your own implementations that work very very badly, like Survivor, idk if this worked out well haha
Epic defaults for the streamer has been a bane for the PC games since the original Gears of War release
It's stuttered like crazy one even the top end hardware of the period
And that game came out almost 20 years ago
ugh, fuck Lyme disease, seriously
yes but back then the streamer was so slow
it struggled loading one texture per frame lol
okay, I'll write something up
the reality is I can't mod every game 😂
nice
and the drum buffer rope problem is, if there are small stops and starts at the beginning of the render pipeline, they result in massive hammering by the end of it
like cars in heavy traffic
Still waiting for the patreon page
They aren’t doing a sequel so I doubt there’s any budget for fixing that anymore
You have that?
yes
Ugh, chronic?
okay, maybe 🤔
😥
I'm so sore today
Gears 5 says hello
the other problem is game devs don't bake their games properly
https://www.eurogamer.net/star-wars-jedi-3-is-on-the-way-according-to-cal-kestis-actor-cameron-monaghan Uhm, u sure?
what you're supposed to do is play every corner of the game and record the movements
then let the engine bake all the shaders etc.
My point
I haven't seen a game yet with complete shaders
Gears 5 uses a fork of UE4.11 with some stuff backported from the newer versions of the engine and a lot of custom tech
yaye 😊
It's as far from ootb as you can get
You're 100% sure, source? Not questioning it really, just curious about it 🙂
I was talking about dead space
Didn’t really have shader comp stutter though, just some microstutter at high frame rates
Oh sorry, didn't see what reaction of me your quoted
that might be fixable with r.FinishCurrentFrame
Hmm, any more details how? It has EAC as well but I have no idea if the game even respects Engine.ini changes
Afaik it's using the same base engine version as Gears 4
the best way is to use UUU and do it live
way too many people edit the engine.ini and reload the game and it's almost all confirmation bias
Nice, you're making my point for me then haha
But honestly, comes over to me as devs really want UE to be the one-for-all solution with actual not many changes needed, how it actually should be of course. Devs and companies seem to really focus on that, causing tech-knowledgable people becoming less and less in existence over time... when UE then craps, nobody knows how to properly fix it... at least how it comes over to me.
this is the irony of the situation
the stuff I've learnt hasn't been easy to find either
nn guys 😊 x
heh i cant even see the gears5 process in UUU, greaaat
Maybe a combination of many?: unclear and incomplete Epic documentation AND maybe some devs not having the tech-know-how AND not having the time/budget/priorities to even look into it?
rip This game has Easy Anti Cheat. The tools won't work if you just start the game. You need to bypass the EAC. This also means you can't run a multiplayer game.
r.FinishCurrentFrame=1
that's enabled, right? not 0?
enabled is 1 yes
you'll likely lose 10% fps but microstutters should be gone
If the game respects a Engine.ini change...
the game has EAC so I can't use UUU for MP.
Cheers.
hmm I don't know, you can try putting it in the engine
or it might need to be baked into a pak
It uses custom UE 4.11 engine
right, well, try looking for an engine.ini and let me know?
Engine.ini only contains following ignoring bit I've added
[WindowsApplication.Accessibility]
StickyKeysHotkey=False
ToggleKeysHotkey=False
FilterKeysHotkey=False
StickyKeysConfirmation=False
ToggleKeysConfirmation=False
FilterKeysConfirmation=False
[/Script/Engine.RendererSettings]
r.FinishCurrentFrame=1
[SystemSettings]
r.FinishCurrentFrame=1
main game settings appear to be in GameUserSettings.ini under [ScalabilityGroups] and [/Script/GearGame.GearGameUserSettings]
just add it under system settings is fine
see if that helps?
there's no [SystemSettings] in the files
i tried adding it to both gameusersettings and Engine.ini but I'm not sure it's making a difference
Gears 5
there's almost no mods for it I think, so I doubt it will work
you could try making a section [ConsoleVariables] and put it under there but again, I doubt it
Jedi Survivor is getting good feedback
then the only way i know how is to enable a console and type it
when is the PC patch supposed to drop for survivor
"in the coming weeks" i believe the quote was
eta wen son
just hack steam depot
oooh nice logo
Does this mod have a way to disable the post process sharpening adjustment mentioned in the changes?
Still no update, damn it.
coming weeks probably means 2 months lets be real its respawn
True
v2.6
Much smoother again...
- Reduced lighting and shadow pop-ins
- Fixed a texture-related hitch (tiled textures were trying to pre-tile, but it's too intensive for the non-Oodle streamer)
- Reduced face texture sharpness
- Increased texture loading speed
- Fixed a shader-related hitch
- Slightly improved fog
- Fixed stretched intro movie
- Fixed some grass shadows missing
Finally out of beta?
Denuvo DRM has been removed.
just in time for my GPU to bork. starting RMA process
I wonder if that's where those CPU optimizations are coming from
We’re live folks
i think it was proven awhile ago denuvo doesn't impact performance
But do we will need sammis fix on top 🧐
even if im still personally skeptical of that. there's a lot of confirmation bias there though
sami's updates also change graphical quality and fidelity
and they are really nice changes
Well yes but if it don't work well with the new update
yeah no we'll see
On new update, DLSS version is: 3.1.13
Dont know if changed
Shitty phone recording but I didn't wanted recording to take any resources
It's not perfect but it's a massive improvement
Animation stutter gone?
No, the camera still skips frames in some places
3840x2160, 13700KF+4090
DLSS Quality, no frame gen, RT ON
Can lock to be about 80fps with relatively flat frame graph
RT is very heavy, can do 110FPS without
Memory utilization is still absurd, I need to drop textures to low at 1440p to fit into 12GB of VRAM
4K60 RT DLAA (with dips)
or
DLSS Q 110fps no RT
😫
Also couldn't get the shaders thing to pop up
Is this in the main village on Koboh? Pretty good if that's the case. On 1440p with a 4080 I had to use Frame gen to get acceptable framerate previously. I don't have the game installed right now so can't check out that patch yet.
But then of couse the hitching ruined the experience no matter what the framrate.
RT still trashes CPU performance (12600K is not enough for the stable 60fps on Koboh)
Probably won't be revisiting the game unlit I get 16gb card
Nah this is like the very beginning, in a room and then you go outside and knock troopers off a roof
Sammis fix is very broken with this update 😅
Textures were all muddy
Oh I see, that part of the game has always been running fine for me. It is Koboh where the real issues arrive.
Kinda wish I didn't upgrade lol
Sammis fix on the last version worked really well
For the start anyway, can't speak to the rest of the game
well hi
they have actually fixed some things
PhysX, Blueprints, and frame time fixes
but they've also reduced particle light quality
most importantly they seem to have fixed the bug where per texture biases are being thrashed (queried too many times)
per texture biases aren't even used, afaik
i think i can actually work with this patch
Bit annoying that quite some (in my opinion) toxic people on Steam forums and X seem to attribute the improved performance and reduced stuttering blindly to the removal of Denuvo...
Not realizing actually systematic issues within the game were the main cause of these issues
Some people are seemingly extremely biased because of their hatred for Denuvo
yes... i'm not saying it doesn't have some impact... but i didn't notice a major difference with Hogwarts
No better placebos than self-validating ones
Well, maybe not placebos considering this is a performance upgrade, but people will believe what they want
yes well the comparison videos I've seen th fps and stutters are basically.... the same
in terms of where jedi is, it honestly doesnt feel much different
sammi's work is still better then what they've cooked
hmmmm making some progress. i'm getting crashes with DXGI_ERROR_INVALID_CALL. turning on debugging so i can see what's causing it
there's some weird changes they've made, i can't set a fixed pool size
and i don't think Denuvo has the performance cost it used to
why is this so crashy
The game still has problems with memory allocation, even on low textures and 1440p res with dlss I will eventually run out of VRAM when running around koboh
So most people are probably seeing VRAM related stutters
But before my memory gets flooded completely the game runs significantly better than before (see the video I posted earlier)
Before the ranch run would result in the major stutter every few steps no matter the settings
yes and the command to limit the streamer pool to VRAM is now broken, so we have less control over this now too
I'll see if I can find a workaround
I guess this also means it's not releasing memory or possibly not hitting garbage cleanup triggers. ty I'll look at this too
I've just got everything working, it took me a while to bifurcate the but with forcing the streamer pool to stay in vram. what a pain bc without this as soon as it goes over vram it will swap back to CPU memory which puts huge overhead on PCIe. anyway back to it tomorrow! 😂
*bug not butt
Sammi, stop making Star Wars dirty 😂
i still have no shader compilation at the start, no idea whats going on there, i had like a 5s pop up and then i've not seen it since
I had one as I did a clean driver install a day before but not since then
It's how it should be
they even said in the patch notes they fixed that
im mostly confused when it compiles them then
thank you for your tireless work 🙂
Why is shader pre-compilation confusing in this case?
because i thought its done prior to the game launching but it popped up for like 5 seconds for me, so is the rest just done async?
Some games have it done at boot/launch, some do async
they have added r.ShaderPipelineCache.StartupMode= which is Precompilation is enabled in the 'Fast' mode ... it should work
but if not try this
So how is the patch anyway
it's okay. they've done some things behind the scenes. they have actually analyzed the game and frame timings to see where the biggest hitches were, like garbage collection clustering, which i had tried to fix another way, they've done it better
and i suspect they've improved their ray tracing code/pipeline to remove the bottleneck we've talked about in the past, which i don't have any control over because we don't have source code
but there are still many things remaining causing frame time instability which i'll try and solve... for example grass has too many polgyons, so i've forced it to be +1 LOD (which you can't even see) to reduce polys. Respawn ray tracing doesn't seem to have a big problem with intersecting meshes from kitbashing (grass and trees which intersect the landscape usually cause rays to be recalculated more than once, which is BAD, but the Respawn engine doesn't seem to have a huge problem with this) ... however they do have an RT global illumination / transparency effect on grass and trees which is quite expensive... this is one of the big reasons Koboh grinds to a halt, especially up high... because the amount of vegetation gets dense. so i'm trying to reduce polys without modifying meshes. thankfully UE has the ability to bias mesh group LODs so this is easy
and there are several other settings they've left that are wrong, and cause frame time instability in late pipeline stages
if you want the technical explanation ... this is the problem
CPU memory > CPU (stall every 30MB or 100 requests) > PCIe > GPU memory (streamer pool) > GPU (never wait/stall) > GPU Scene (never wait) > screen (wait for scanline)
this is the UE default and it's WRONG
to go into why it's wrong i'd have to go into drum-buffer-rope from Theory of Constraints, but stalling a pipeline at the beginning is a really bad idea. you can do it, but it will be much harder to fully fix hammering/hitching/stuttering issues at the end of the pipeline, because they become amplified
what should happen is
CPU memory (always primed/ready and waiting for requests) > CPU (always primed) > PCIe (always primed) > GPU memory (always primed) > GPU (always primed) > GPU Scene > Screen (_pulls_ requests from the preceding queue)
this is a simple explanation of the problem ... it's pretty cheesy, but it fantastically explains it https://www.toc.tv/player/the-goal-movie-excerpt
in addition, what Respawn are doing is
CPU memory > CPU (stall every 30MB or 100 requests) > PCIe > GPU memory (streamer pool) > GPU (never wait/stall) > GPU Scene (never wait) > screen (wait for scanline)
and also
(try and sneak meshes (and hence textures) outside of this pipeline)
So-So
It's better than it was, still far from perfect
Memory usage seems to be the biggest issue now
they enabled blueprint garbage collection clustering... look at my notes
the problem i have is... trying to optimize a game that's been optimized the wrong way 'round
i'd love to hear @sturdy fractal opinion on the drum buffer rope issue in terms of graphics pipelines, because you have far more experience with graphics pipelines i'm sure
i'm a systems engineer, so i see something like this and... how to explain
it's like taking 1000 cars on a highway, and starting and stopping the first car, then trying to make the 1000th car smooth... it doesn't make any sense
make the first car smooth!
it waits until buffer is full on CPU before piping to GPU?
pix will tell you what shader specifically is taking longer per draw, but to catch a hitch is likely some CPU/GPU code choke. frame rate issues are much easier to target than "random" hitches
i'm stuck on cyberpunk nonsense again, so i'll have to read up what's going on here.
yes... causing hammering in later pipeline stages
i need donuts for this work 🙄
I see the ghosting issue with native HDR support and frame gen still isn't fixed 😩 . Is their any decent alternatives to the built in HDR support that don't cause issues with DLSS framegen?
can you give a screenshot of the ghosting?
download the 1.0.7.0 DLL from https://www.techpowerup.com/download/nvidia-dlss-3-frame-generation-dll/ and use it to replace the one in the game's folder.
also what's this about. why are LOD1 (i assume) textures so blurry?
i'm far too grumpy to be doing this 😂
It isn't visible in screenshots for some reason, but can see the issue on this clip I took - https://youtu.be/7mZoqFnByDk
i can't even see the ghosting... i think i'm not sensitive to it
Thanks, that fixed it.
If it wasn't for Kobo I'd just leave framegen off, but that planet is inexplicably demanding. 😆
it's because they're sideloading assets outside of the streamer
RGGHHH i give up
no i don't really
CDPR break cyberpunk and Respawn break Survivor on the same day

but on the other hand, i have pizza
i have pizza too!
cdpr actually broke film grain in their game. that's why i couldn't find it where to inject my film grain
the patch needs a patch
omg how!
do these people not do systemized regression testing?
i think i've fixed the crashes at least in survivor. i might just have to do a lightweight and visual only fix
https://www.diffchecker.com/SYZr3dih/ straight up missing. probably a DEFINE
what did cdpr break
HOW
nope i didn't fix the crashes lol
yeah, my gpu actually broke. if you think debugging is hard, try on integrated intel graphics
wait on the RMA response
Sounds like a typical CDPR experience
Except the next patch will break something else and will need another patch, which will brake something else...
damn
dare me to send this to their HQ? 😂
i do screenshot diffs for my web components.
a big game like this should honestly have that super early in testing. a cmd line to start the game with a save (already exists), and take snapshot. diff
100%
film_grain_off.png vs film_grain_on, with all the variations (fsr, none, dlss, etc)
you would normally have automated testing in the form of unit tests and systemized tests (like you just said), manual regression testing (proceduralized), and freedom testing
also, discord is full of free beta testers
yes!
I think I've got it running pretty good
i keep finding hitches
nice
if anyone wants to test progress so far
this will be a little slower than normal, i've increased raytracing samples from 1 to 2 because in several darker places there's a lot of flickering due to too few samples
several hitches are fixed, but it's not perfect
😛
Is the in game HDR good enough or can it be improved?
Ive just got a DisplayHDR 1000 monitor and i want some eye candy 😀
Also on my 7800xt - The central koboh area (around pyloons) is still stuttery,. Its definitely better but still enough to annoy 🤔
The other areas though are much much better.
How gracious. Also considering gigabyte appears to scam warranties, it doesn't seem like it would make a difference
F rating on BBB
Battle for Bikini Bottom? What does that have to do with this?
Better Business Bureau (US)
Wtf is that for a kind of name?
Sounds like a scam company
I liked Battle for Bikini Bottom more
In the US companies use it as a an accreditor for good business practices
And is it just like every "stamp" that supposedly validates a business/brand/food's validity compleeeeetely objective?
No. Because people file complaints and the BBB logs them. Companies respond and accreditation is based on responding to customers and whether custom felt the were able to reach a solution. Companies can ask BBB to weigh in as well as third party
It doesn't take much to have a B.
That sucks right? Push a bit and you get a good stamp...
ah
Like I have a client who needs tech assistance with Vonage (a VOIP company) and I've called 6 times and none of the techs know what they're doing and ask me to leave voicemails on their departments. BBB complaint would light a fire under them. I'd do it, but I rather provide them VOIP myself and cut Vonage out completely.
Basically, BBB is like "we're going to review this custom transaction" so you know they're going to behave.
PayPal is similar with disputes
using 3.2?
Nope vanilla. Ill try it now 🤞
it may be worse or better lol
because I've increased shadow draw distance
then again it could be better 🤔
it's definitely better or worse
Quick run through the central area : stuttering is abit better but performance is much worse.
Performance worse compared to vanilla
So what's the verdict on the patch?
I'll add the better ray tracing and shadows to the Video menu in the next version so you can turn that down
it's still fairly broken, with a few fixes
yes 🙄
I might try a different approach
damn this game is so good though
Jedi Games Emotional Support Group
Jedi Ultra+ and Emotional Support Group
- fixed irises/pupils
- added most options to scalability (in-game Video/graphics menu)
Do you know what caused the pupils to be always dialated?
What did they change likely that caused this regression?
Drugs
For a Jedi, the line between the light and dark side can often become blurred, especially after a few beers. Join us in this alternate Star Wars universe. LINKS TO PURCHASE "DANCE OF THE FATES" BELOW (click show more)
Website: https://www.auralnauts.com/
Patreon: https://www.patreon.com/auralnauts
Merch: https://www.auralnauts.com/shop
Podcast: ...
- fixed shadow hitches
- enabled pre-streaming system (fixes more hitches)
nope! it's fixed, but i don't know how either!
Ko is correct, @quiet oriole was on drugs 😄
quick fix for potato textures at some quality levels
How did you fix it?
You lying b*tch, I wasn't on drugs... I still am 🥳
A mix of orange juice, aspirine, ketamine, XTC and a bit of coke is completely healthy right?
- fix some white flashes
- improve rock/cliff shadows
please share 😂
i noticed that the in the base game with no sammifix, slowly move the camera left and right and it seems to warp the textures on the edge of the screen. saw this indoors. like shadows going crazy, kind of hard to explain, wonder if sammi can fix that
Isn't that the vignette?
Or the thing simulating a camera lense?
it was on a wall texture
it looked like a shadow warping around at 100x speed
perhaps some aggressive culling?
Could be the vignette I suppose
it does. is it the anamorphic lens distortion? would help if you can give a screenshot
Frame gen wasn't on, I'll get a video
was more aggresive the other day and seemingly "caught" on shadow. can't reproduce that now but you can see this on left edge
this is vanilla game, no sammi fix
That looks weird haha
Sorry had HDR on
Brrrrr, never a good idea
9 patches and they ain't fixed that shit? Incompetence
It's to reduce CPU usage
It's probably too aggressive tho
RT is so heavy in this, like ridiculously so
RT is always stupidly heavy in UE4
@ocean hollow can you add this?
r.MotionBlurQuality=4
r.MotionBlurSeparable=1
r.MotionBlur.Max=5
r.MotionBlurPerObjectSize=0.5
r.MotionBlur.TargetFPS=0```
are those the best UE motion blur settings?
Likely missing all the massive amounts of RT-optimizations in recent UE-versions and general recent RT-innovations
i've fixed that
It's custom
try this. motion blur separable was already added. i've added the maximum screen percentage amounts. the quality is conctrolled by graphics settings (maximum r.MotionBlurQuality=4)
the culling white edges? no it's incompetence 😊
it's normal to increase occlusion boxes a bit to prevent this. it's partly Epic's fault for not having this as a default, but it's fairly easy to fix with no performance cost
note: in 3.2.3
- anti-aliasing "Epic" should enable 2 samples for raytracing. this costs a fair bit but fixes most RT flickering in dark scenes
if you don't want that, reduce AA to High (it doesn't reduce AA 😊)
if there's anything that can be done to make RT less heavy that would be great lol
cries in 4090
no unfortunately... but do lower AA to High if it's too heavy
i've made a few changes which save a few fps, but that's all we have control over, most of the ini settings make no difference to FPS
if you're running at 4k you should generally use DLSDR and use DLSS performance
well that's annoying
RT samples aren't changed by graphics settings. choose your poison 😊
i've included 3 samples because it fixes ALL instances of flickering, but it costs a LOT. 2 fixes 90% of them
got frametimes? 
ill try 3 tomorrow, plus 4K DLAA 🙂
i will try 3 later! im in raid in WoW atm. thanks for the hard work sammi. also glad you're doing better
you're welcome! 😊 thanks
i enabled motion blur for frame gen, it's sooo nice
enabled motion blur for frame gen. other small tweaks and cleanups
so on nexus it says to place in swgame/paks, but that folder is in swgame/content/paks. Is it a typo or do we have to make a paks folder there? 
ah, seems the full path is in the actual instructions, guess that answers that
lol, np
I'm seeing some black splotching on the ground
southern reach meditation point on koboh
I just booted it up with the mod so idk if this is anywhere else
this is with 3.3.0 above
do you have any other mods installed?
it looks like a post process/alpha channel bug but I don't modify that
no, I do have special k injected though
I can try without that
didn't fix it. But uh, in-game vsync isn't working either. Maybe my install is fucked someway, lemme verify that...
I'll just reinstall
I'll get back to you one 130 GB download later lol
okay yeah still seeing that splotching with the mod installed, gone when it's not. Also vsync is broken only with the mod
nothing else installed or injected
maybe I need to clear shader cache
same result
idk why it would differ but this is with the EA launcher version (game pass)
black splotching gone with 3.2.3, vsync still broken though
vsync is no longer used with DirectX Flip presentation 😊
it will automatically sync to the frame draws
without forcing in special k I was getting screen tear and framerates higher than my screen though, so something seems screwed up still
Uhm, what do you mean? 🙂
vsync is deprecated
look up DirectX Flip presentation 😊
everything I know about directx flip presentation suggest vsync is still an important part of it tbh 🤔
Deprecated doesn't mean it no longer works or is used. It still functions in every game the way it should right?
I could be misunderstanding some semantics about frame synchonization though
most games won't use it any more
Why does every game that releases still have this option?
god donkey why is post process running as a compute shader 🤔
i didn't tell it to
I don't know why they still support it
you can override it in the per game settings in Nvidia or AMD control panel
I guess you encountered the issue too lol
yes 😂
something I've changed has forced the post processing to run as a compute (CPU) shader
which doesn't work because it doesn't have access to alpha
fixed
okay. if this works, the ray tracing is a LOT faster
IF it works
this is 3 samples per pixel, with full caching enabled
(and fixed the alpha issue)
it's working here but it's night time
i am also a bit confused what this means
Yeah, suspect Sammi is mistaken here this rare time
Vsync is required for proper gsync support
btw jedi survivor launches twice through the EA app, even without SK injected
absolute garbage software
check it's not running 2 game instances when testing, cause it seems completely random
how is the new patch?
The release notes mention that the gameplay is smoother and that they fixed a lot of the hitching and stuttering
is it true? lol
better than before, although sammi's fix before the update worked well
The RT is the main source of the bad framepacing in this game tbh. I can do 4K60 DLAA with flat frametimes without RT.
Can do DLSS quality at like 90FPS lock.
Yea RT is heavy on the CPU too
too heavy even on a 13700kf
"a lot". they fixed a PhysX hitch, a shader hitch, and a garbage collection hitch. 3 hitches. there were also shadow hitches, mesh building hitches, other shader compilation hitches, other garbage collection hitches, and ray tracing hitches that were not touched
no, they're not the same. they both sync to vertical scanlines. let me explain.
VSync
- GPU renders a frame
- GPU waits for the monitor to finish scanning the old frame (for the "scanline" to be ready to start a new frame")
- GPU "presents the frame, synchronized with the top of the monitor "scanline"
- GPU starts rendering the second frame. GPU waits for the monitor to be ready for the next frame
in this mode, the GPU waits for some percentage of the monitor frame. this doesn't necessarily show as lower GPU usage percent, because GPU % measuring is not so simple. frame presentation is synchronous. sometimes a single frame is presented for 2 monitor refreshes, because the GPU was waiting. the GPU has to be frame-locked to the monitor. as we know, VSync often costs 20 or 30% fps.
DirectX Flip presentation
- GPU renders a frame
- frame is held in a buffer waiting for the monitor to finish the previous frame, GPU starts on 2nd frame
- monitor finishes scanning the previous frame, displays already completed 2nd frame
- GPU finished 3rd frame to the first buffer
- monitor flips to the 3rd frame
in this scenario, there is no performance loss, and the GPU is always running at full speed. also, two other things can happen:
- the GPU can often present the next frame at e.g. 90% of the monitor scanline (a little in advance of the next frame), without the user noticing (I'm doing this in Jedi)
- the monitor can change its scan rate (Hz) to sync with the GPU
both methods are sync'd to the vertical sync. the old method is very inefficient, and doesn't support fsync/freesync.
wait, what? but vsync does support gsync/freesync?!
no it doesn't. using VSync, a few things commonly happen:
- the same frame is displayed twice
- the GPU stops and waits for the next frame
- the monitor syncs to the GPU (ideal)
it's much more difficult to get right.
the first two cause unstable frame time (which you may not see, but you feel it).
those things don't happen with Flip.
probably the easiest way to think of DX Flip, is it's like triple buffer. it's more efficient than triple buffer, but it's a very similar idea
old VSync sucks
enable vertical sync in the AMD/Nvidia control panel, and use DX flip. most new games come with DX flip (and if your monitor has variable refresh rate, will not tear when VSync is disabled)
did you guys try the 3.3 ray tracing?
it's working really well here... except after an hour or so of playing the game starts to crap itself and needs a PC restart. I'll see what I can do
(and I've needed to restart my whole PC... which is super weird)
I appreciate the technical explanation, but surely vsync is used as an anachronism then? flip model has presentation intervals, right? Presentation interval 1 being ideal. All I'm saying is on my non-vrr screen I'm getting screen tear and no frame synchronization unless I force it via sk or the driver, which isn't ideal. I can force it, it's not a big issue to me, it just seems like good behavior for the end user to make that vsync toggle work as expected is all.
yes i can probably enable the old behaviour
yes UE 4.27 allows flip to be enabled separately
(4.21 did not)
so for Survivor i can enable both... Fallen Order - not (with Flip enabled, you have to force vsync in the GPU CP) 😜
being dx12, isn't flip the only way it can work anyway?
then again devs manage to add exclusive fullscreen to dx12 so who knows
no..
it requires the game to support it i believe
a game can also do whatever they want, really..
gotcha lol
tbh this is actually becoming a lot simpler on Linux, which is getting really good and fairly universal support for VRR (variable refresh rate)... games just tend to work even without explicit support for it, because they're rendering to Linux's framebuffer, which handles the VRR transparently
you can mess around on windows and hopefully get a game smooth... but then on a really new build of Linux, it's just smooth to start with. like, crazy smooth
and the other thing that's happened is VRR monitors have mainstream support. the experience is so much better on them, in general
does linux vrr support work on multiple monitors yet?
and normally I'm hooked up to a vrr monitor, I just have my pc out at an older LG OLED right now lol
i think it does for either the latest Gnome or KDE (i can't remember which, but "one of them" just got support i think)
you can also run a game on gamescope
(which can do DLSDR type stuff)
hmmmm that makes me kinda interested in trying out linux again on my main rig 🤔
that was the deal breaker for me in the past
yes i'm super curious to see how Survivor runs under (Linux) Vulkan, too
i wiped my Linux i'm about to reinstall it
But if this is all really true, then why?:
- Does Vsync in all games still make a difference seemingly and is still included in all games as an option?
- What you describe as step 3 of the flip presentation model results in tearing right? As it starts displaying a frame what was completed before the previous one got fully displayed? Isn't that exactly what VRR and/or Vsync are made to combat?
Or is the Vsync toggle kinda "hacked" in into games using the flip model to make users able to turn this vsync behavior off to allow for VRR?
- i think the confusing thing here is the naming. Flip includes vertical synchronisation by design. both methods have vertical synchronisation. but VSync is the name for the old presentation tech. confusing!... i much prefer Linux's naming which is basically VSync or VRR...
- that is the question ... if you display a little early, usually the user doesn't notice. some sensitive users might. if any tearing happens it's right at the bottom of the screen so out of the central vision. this has to do with what's called "fovea" .. the highly sensitive part of the retina, which is actually seeing ... a lot of the vision around that area isn't necessarily what you think you see, the brain partly constructs it based on what it's expecting to see. so you can often hide things in it. this is similar to what illusionists/magicians do
complex topic 😜
It's worth remembering that Windows 10 and 11 can already convert games to flip model by default with windowed optimisations although I don't think that's the case for DX12
But you can also have flip model without vertical synchronisation right?
no..
DX Flip is a specification... afaik the specification includes sync
i wonder why there seems to be so much conflicting information on whether window optimisation helps or makes things worse
i thought window optimisations was to do with multiplane overlay... but i actually don't know
So the flip model is thus disabled when people disable the "vsync" option in-game?
now i'm trying to make the game run with the oodle 9 dll 😂
i think it's actually an improvement
Does the game use an older version of the oodle compression library then? Is the game really forward compatible by just dropping in a newer dll?
yes
- increased pak cache from 128MB to 512MB
- disabled DLSS auto-exposure, hopefully reduces ghosting
- disabled shader draw debugging (probably not enabled in shipping, but who knows)
- enabled thread resuscitation
- disabled multi-threaded GC as it's hitchy
- disabled forcing DX Flip presentation
- reduced PSO cache size back to 100, 150 causes memory issues
- enabled lazy loading of shaders, hopefully should work now PSO cache is configured correctly (but may hitch first time as user PSO cache is built)
Is there any public documentation regarding just dropping in a newer oodle dll and if that is really supported without any issues? Where do you see improvements with it?
I'd like to know what vsync on and off means with the mod too
I think it doesn't change this behavior
the same as vanilla
i think you're overthinking it
But directx 12 games requires flip, so I don't understand what you're forcing on
i'm not............
Pre 3.4.0 I mean
i'm tired of talking about it so i've stopped doing it
Ok
It is not important for this mod anyways...
exactly 😊
- Hopefully fixed issue for low VRAM (4 and 6GB) due to conflicting settings I'd missed
this is the latest oodle 9 https://drive.google.com/drive/folders/18RkiVETjooHxqBhlCWRi7cDcoKuconhu?usp=drive_link in theory it's allowed to be distributed but only for use with UE... so afaik okay to distribute
are the eyes meant to be like that? i have no idea 😄
ah yes this game is the worst when it comes to VRR flicker
- attempt #2 at fixing textures not streaming with low vram
no....
I've always heard of that, but never really noticed until I played this game. Haha.
One good thing about not using VRR is I never have the flicker, haha
of course the downsides.......
can limiting the FPS resolve some of the flicker? Helps in Cyberpunk and Alan Wake 2
nope lol
frametime is never 100% stable
even when the framerate is rock stable the flickering still happens
ooof ok
im gonna try and pick this game up soon
Sammi's mod helps a lot but it can't fix it unfortunately
sounds like a terrible optimization job... or skipped over it completely
Ive seen worse though recently
yup and I bought it day one...
it used to be super broken
I loved fallen order even with the stuttering issues
denvu nonsense yeah
but this game is soo much worse
maybe I'll just wait lol but HDR looks soooooo good
didnt I see a movie accurate lightsabers mod recently
welp im getting ahead of myself, I dont have the game yet but just lining my ducks in a row for when I buy it
I guess it's HDR what messes up the saber colors
I will
i'm not seeing any, but i'm not on OLED..
this is why i was setting GTSync to 2
r.GTSyncType | Int32 | 0 | 0x0 (SetByConstructor)
Determines how the game thread syncs with the render thread, RHI thread and GPU.
Syncing to the GPU swap chain flip allows for lower frame latency.
0 - Sync the game thread with the render thread (default).
1 - Sync the game thread with the RHI thread.
2 - Sync the game thread with the GPU swap chain flip (only on supported platforms).
it's the most stable option once you've made frame time stable
Oh nice! I would not consider the game "playable" without your mod, it's a lot more stable with it.
Thank you! 🙏
you're welcome ❤️ ... with 4.0.1 i'm getting really stable frame times now
there's still a few hitches i haven't figured out
RT seems unstable no matter the framerate. I cannot get RT on with flat frametimes even capped at a really low framerate.
what GPU do you have?
and what CPU?
13700KF / 4090 / DDR4 3600 32GB RAM
is Control Flow Guard disabled for JediSurvivor.exe? and is the JediSurvivor.exe and game folder and shader cache folders excluded from AV scanning?
Were these conclusions added by default for you after installing the game?
Sure it wasn't done manually by you or by a mod?
you have to disable CFG manually
If I remember correctly, it's recommended to disable it for DX12 games
Source?
As the performance costs of these security options have changed a lot over the years
Not to be annoying, but you could be right actually
forums like guru3d or blur buster, it could be a placebo not sure
I think it really helped FF7 remake's DX12 mode
Wish that reputable news outlets would research things like this
Probably not. I already disabled core isolation.
Shouldn't there be a way to have the game do that if that's the case?
it's all manual. i'm not aware of any game that adds them. but you always should
and it's important to exclude both the folder AND the exe, because most AV hooks those separately, so if either one is used, it will be scanned
In general?; poor advise as it is there to improve the security of Windows....
i.e. it's an OR not an XOR
you can see my full guide here (Full Troubleshooting) https://www.nexusmods.com/starwarsjedisurvivor/mods/236
which really applies to all games
me 😂
(CFG may not help all games, it depends on how they're made)
also if you have AMD, i believe the advice i still to disable core isolation
Please don't people, it basically disables a very important part of the security of Windows itself
Frames tho
Even if it gives you a tiny bit of performance, sacrificing your security for it is worth nothing
Fine I'll turn it back on 😛
Newer hardware and improvements within Windows also reduced the performance impact of these security features by a lot
These older Reddit posts about it are hugely speculative and often hugely outdated
wasn't core isolation off by default before?
But from what I remember they optimized it a lot through one of the Windows 10 feature updates and then decided to enable it by default as it improved security
tested with ~UltraPlus_v3.2.3_1RTSample_P.pak
SK injected DLSS 3.7.1
SK forced vsync on (game off)
3840x2160p, DLSS Balanced, limited to 60FPS via SK
and RTX on
you can see the ships being all juddery
- completely reworked audio renderer (it was causing hitches, too)
intense combat frame times (no FG)
now to fix the textures issue 🤔
How do you do something like that btw without access to the source code or project files?
API access (CVars)
; ----- audio -----
; command audiomemreport
AudioThread.EnableAudioThreadWait=1 ; (1)
au.DisableParallelSourceProcessing=0 ; (1) enable async source processing
au.FlushAudioRenderThreadOnGC=0 ; (0)
au.ForceRealtimeDecompression=0 ; (0) 0=force decompression on load, 1=force realtime while playing
au.NumPrecacheFrames=128 ; (0) default is 256 or ~5 seconds at 50 fps
au.RenderThreadPriority=1 ; (0) 0=normal, 1=above normal, 2=below normal, 3=highest, 4=lowest, 5=slightly below normal, 6=time critical
au.UnderrunTimeoutMSec=5 ; (5)
au.WaitForSoundWaveToLoad=0 ; (1) TRY 0 - don't wait for USoundWave
au.adpcm.ADPCMReadFailiureTimeout=64 ; (64) try 64 times?
au.nrt.RenderEveryTick=0 ; (1) TRY why would you call RenderAudio every single tick??
au.nrt.RenderFrameSize=128 ; (256) TRY number of frames to render in a single callback
au.streamcache.BlockOnChunkLoadCompletion=1 ; (0) CPU memory and CPU is not a concern
au.streamcache.DispatchToGameThreadOnChunkRequest=0 ; (1) TRY 0
au.streamcache.SoundWaveDefaultLoadingBehavior=1 ; (0) TRY, or 2
au.streamcache.priming.BypassRetainFromSoundCues=1 ; (0)
au.streamcache.priming.PrimeDelayNodes=1 ; (0)
au.streamcache.priming.PrimeRandomNodes=1 ; (0)
au.streamcaching.BlockForPendingLoadOnCacheOverflow=1 ; (0)
au.streamcaching.PrimeSoundOnAudioComponents=1 ; (0)
au.streamcaching.StreamCacheSizeOverrideMB=512 ; (0.0) what's the default??
the defaults in UE 4.27 are fine for 8 year old computers
they're terrible for todays computers
(defaults are in brackets)
same test with 4.1.0 beta, rtx off
rtx on
yes and no. core isolation is very important if you don't keep your PC patched. but it's only one part of the security stack. i would consider it important if 1) you fail to not click on suspicious things, 2) you fail to keep the PC patched
yes... you're not really going to know until you're in Koboh and running around and fighting things though
honestly i dont think the RT is fixable at this point, incredibly cursed implementation 😄
i mean, you can see my frame times in the screenshots above, which are very stable with RT on 2 samples
i think it depends on whether you're focused on getting perfect frame times, or actually playing the game
its probably just a UE4 RT thing
my eyes are just sensitive to stutter tbh and you can see the ships in my rtx on video juddering around
no, it's not at all. Survivor doesn't use UE's ray tracing
here you go, try this
you will lose 15% of FPS
that is the version i tested..
no it's a special version for you
oh
you need to remember, i am not optimising for 1% lows. it's pointless to try. i'm trying to balance between visual quality and frame stability.. very different goal
ok fair, brb
But pull out a part of a stack and whole thing can collapse
depends which part you pull out
by far the most important is not falling for scams, not going to dodgy websites, and keeping the OS patched
rtx off
rtx on
rtx off = 60fps cap
rtx on = 50fps cap to hold fps (couldnt hold 60)
still juddery ships with rt, i'm just going to play without 🙂
i wonder how they're animating the ships 🤔
Dno but it's seems super broken with RT
i'm not going to argue with you, i'm just going to do this
classic clip from Dumb and Dumber
there is also still shader compilation instability entering new areas 🤔 everywhere else i'm running around like a lunatic and FT is completely flat
i suspect the shader batch size is still too big. WHY did Respawn choose a shader batch size of 520? ... how did they come up with this number?
mmm mochi
Is it just me or are pupils still dilated? Cal looks freaky as shit whenever a cinematic shows him up close.
okay. it
took jedi survivor away from me?
i can still launch it via the ea app
well, not from the app itself
okay. there we go. bizarre. anyways, trying it now - textures look fantastic again. environment. far more smooth then vanilla patch 9
i have a 4090/13900K myself - i use RT. i do not play at 4k DLAA, though
if you can get it feeling better then this, i probably won't notice much personally. some of the traversal stutters? this is a playable experience. it looks good, too. 2 RT count
good lord this game guzzles memory, huh. this makes me wanna go 48G
yes i haven't exactly told it to use less memory 😂 ... some of the defaults aren't actually clear from Epic's documentation like audio cache ... 0 = use default. what's the default? i don't know but UE 4.0 was released in 2014 i think, so "whatever was sensible 10 years ago. probably 16 MB. so i just go "okay, give it 512 MB ¯_(ツ)_/¯
shh
if they are.... HOW !?
also, i forgot 4.1 is using DLSS preset E
hmm
oops i missed restricting shader precompilation
which by default has... however much time UE wants
HOW are the eyes broken again 😭
seriously, it was fixed in 3.2.3 wasn't it?
i seriously don't know! are we sure it's not a vanilla bug?
it’s off by default and it does hurt CPU performance
That's ok, but I would like to request from now on to not give as a general advice to people to completely disable it as it can put users at an increased security risk in the hunt of a tiny bit of performance 🙂
In later versions of Windows 10 and in Windows 11 it is on by default
It uses virtualization, hence why Windows 11 increased the system requirements to only list CPUs with hardware acceleration for virtualization 🙂
Hmm I wanted to disable it and it was off on win 11
To make sure it impacts performance as little as possible
Is Windows 11 really supported on your hardware?
As in the upgrade wasn't forced?
its a fresh install and yes ofc
Weird, possible that you ever disabled it yourself as a part of a guide?
I mean fresh as one year old
nope
I think that it was enabled in my older win10 installation
and I had to disable it
but it was off in win11
https://support.microsoft.com/en-us/windows/core-isolation-e30ed737-17d8-42f3-a2a9-87521df09b78 In most cases memory integrity is on by default in Windows 11, and can be turned on for Windows 10. Maybe you had a driver that was incompatible with the memory integrity part of it?
That likely stuck during the upgrade
Ah, then I suspect an incompatible driver or something
but it doesnt really matter tbh
maybe, not sure
But I wanted to disable it anyways haha
This, Reddit is already filled with advice on disabling many security features blindly... don't want that happening here too
Probably based on claims about huge performance gains with it off?
It does increase CPU performance its not a placebo, it does impact the security of your PC sure, but it’s not likely to cause issues unless you are specifically targeted
Never store important/sensitive data on your gamer PC imo, use a secure NAS or other server and have a second offline backup of your stuff too
But it has been optimized so much, and is accelerated by hardware, so the cost is minimal. And quite curious how everyone is so sure it isn't doing much for them; would assume a yet undocumented virus could be contained a bit by it not having direct memory access to Windows.
Well I would not recommend people to touch any of these settings if they are not power users
Agree
Its very hard to get viruses if you are careful
I mean people can decide on the risks they want to take. I Dont have a third party AV installed on my gamer PC either
My laptop is fully secure
but I use that for work
Till you ever by accent DO download something...
Idk, having your device secure under the mantel "I'm just not gonna get a virus" is ehhhhhhh in my opinion haha
btw if you sont have SVN enabled then core isolation is off by default
But I'm ok with people's view on this, as long as you don't give the blind advice to everyone to disable it too 🙂
SVN?
secure virtual machine
bios setting
if you disable it virtualization is disabled
you cant use software which require virtualization
Hence windows disables Core Isolation as a whole, as it otherwise would have to emulate its function, which slows down Windows
yea
So, please don't disable this, anyone hahaha
SVN was disabled in my bios by default so yea thats it
Ah, then it is a BIOS issue as that should definitely be on by default
We're starting to talk in circles now haha
you are more paranoid than the rest of the power users which is not a bad thing I guess, but you are not goong to convince power users to enable something which degrades performance imo
or to not disable it
I agree that casual PC users should bot touch anything in the bios or anywhere tbh
Paranoid?; just want our users not to blindly disable it without knowing the risks. So, I tried to outline those. Everything good right?
No one said that there are no risks but we just dont care haha
I know that people don’t follow best practices, and they store everything in an unprotected folder and that they have full admin rights all the time
That is muuuuuuuchhhh worse than what we are talking about... no AV or security measure is gonna protect against that
Haha
Nothing protects against stupidity
Nothing surprises me anymore, I was part sysadm for 15+ years lol
My old boss asked me to disable UAC on their home PC because it was annoying
i shut it off and i don't really care for it. that said - im pretty sure if you want to guarantee it is off, you need to check bios settings
lmao
i get that
At my previous work (quit two weeks back) they often ran outdated unsupported versions of Windows 10 on their spare laptops...
Also forced Windows 11 on non-supported devices
Causing those crappy old laptops to slowdown even more in order to emulate the proper virtualization features
And yeah, you definitely can use those in combination with crappy unknown teachers and students hahahaha
Core isolation is a Windows feature, disabling virtualization in BIOS is not a good idea as without it, if you enable core isolation, you get huge slowdown of your OS
IF you want to disable Core isolation, just disable memory integrity and you should be golden 🙂 Wouldn't touch the BIOS settings for this.
They also neglected to update any BIOS of any system they owned themselves as a school, missing out on sooo many fixes regarding issues and security; the automatic update tool from Dell craps it pants 80% of the time, but they simply did not care at my previous work.
Regarding things that slow down games; from what I've seen at DF quite a few times, Hyper Threading actually slows down many games....
Hence why Intel is gonna release CPUs without hyper threading I assume
@lusty dock Do you have hyper threading disabled by default?
no
But I do disable virtual cores per-
game basis
Ah, through the taskmanager?
Smart
But you leave HT enabled by default because you need it for non-gaming applications?
yea and there is an app which does it automatically
yea I have it enabled for rendering for example and it also helps with shader compilation
I cant remember the name of the app I’m at work haha
and it can increase performance in games too, depends on the engine
Yeah, totally valid cases for having it enabled, sad that Intel and AMD seemingly didn't work out how games should handle HT/SMT properly
Give me the info at end of day or I'll eeeeeend you (pretty please 😉 )
Do games actually utilize HT?
It can improve 1% lows on AMD platforms not sure about intel
sorry, no.
it costs between 0 percent performance and 30%, depending on factors that don't seem to be understood. it's up to individuals to make their own informed decisions on security, since security is about balancing usability with security
Hmmm, wish there was much proper testing done regarding this by proper outlets
Agree, but as the factors don't seem to be understood, maybe good then to be cautious and just share you own experiences, but maybe best to not give it out as a general advice to others 🙂
I'm a security consultant, and known in some circles as a hacker, so I'm well equipped to give security advice. I realise this is your discord, but I believe I've always given balanced advice
in the case of stuff.mkv, I was taking a diagnostic step. I hadn't even gotten to the point of advising anything
Well, as long as you don't give out general advice regarding this, I'm ok with it.
in diagnostics, you need to determine "what is changed, unique, or different". we know core isolation can cause issues on some platforms (even if we don't know why)
there's general advice on all my mods mrtnptrs...
In this Discord I meant
it's a little bit difficult for me to determine what you consider general advice. I recommend disabling control flow guard for games, which you didn't seem to have a problem with
I'm not being argumentative, I just don't think I can actually follow your guidance
If you only add it as a game-specific exception to SP-games only, nothing should really go askew
If the game is reputable
but if I was writing malware, I could masquerade as a game exe
in fact knowing people exclude games, that's exactly what I'd do
True, but that chance is so much more less likely causing a risk than disabling whole security features as a whole
I think this argument is pointless, tbh. I'm mature enough to say when I don't have knowledge on a topic. I have significant knowledge on security
Whatever you may think, please abide by this please as I don't want users to possibly be guided into a security risk
🤷♀️
I think you should discuss this with ShortFuse.
and my general advice is if you want a secure system, use Fedora.
I'll see you for now
Why specifically ShortFuse btw?
I'm taking this to DMs
So core isolation on or off 🤜🤛🤔
From what Sammi said, it is likely that it could bring a performance-gain on AMD CPUs especially, but public data is inconsistent, seemingly differs per game and hardware and disabling it will impact the security of your device. Microsoft recommends it to stay on.
Up to people themselves if they want to disable it or not
Their very own choice
wow. the frame gen implementation in this game is still so so rough
most of the time disabling core isolation won't make any difference, you should leave it on
is it still completely broken with hdr?
yes sometimes it breaks and goes all flickery
working here
if it is the usual issue, r.Streamline.TagUIColorAlpha 0 should work around the bug
ui composite mode was discarding ui alpha in hdr so the dlss plugin would treat the entire screen as ui
ooh ill give that a whirl, thanks
#1236636890543689759 message
You can try this too
it was definitely the case when they added official framegen. not sure which patch tho
yeah, that also works because that dll is old enough to not use the optional ui texture
hmm, maybe i should add this to U+ ?
depends if they fixed the ui shader so it doesnt discard alpha
i'll add it to my list to try
it's also because alpha isn't maintained on compute shaders in UE
but, like, it is really broken if it is the case so i'm surprised you wouldn't have noticed
mm... i haven't been running with FG enabled because it gives misleading frame time data
it definitely does give misleading frame time data, yeah
but if you intend on playing its not awful
barring the shortcomings
nice 😊
on the topic of Core Isolation... this patch includes improved AMD branch prediction, which improves core isolation performance by ~10% ... apparently ... Microsoft seems to have forgotten to include this information in the patch notes, because they're bad engineers 😕 https://catalog.update.microsoft.com/Search.aspx?q=kb5041587
i guess we won't be seeing the issue anymore in a few years, at least 😔
24H2 should also include the fix
which issue?
the broken framegen in hdr
Thanks for messaging me through DM. This whole thing was apparently based on a misinterpertation of a message by me.
oh! ... yes ... your patch looks like it was only several months ago, too
idk why they don't pass alpha to the compute shaders for post processing either. postprocess could be done on the CPU
but then shaders are not really my field
yeah i'm not even sure it is in 5.4
5.5 i guess
i suppose all this time i've been complaining about UE's wrong default settings, i could have just been contributing to their git?
i guess, but good luck getting your changes merged any time soon. pumbo used dev channels to get attention to this pr
otherwise it'd probably still hang there unnoticed
they finally did the YFOV merge though right? 🥳
UI seems to be working with FG and HDR
yes and i don't suppose me explaining to them how their thinking about a pipeline is wrong will be taken well...
it wouldnt just be UI that would ghost. basically everything on the screen would be terrible
right. i'm not having that problem then. idk which Streamline dll i have
the dlss plugin has an optional input that is supposed to be a hud-only texture. and it would get the entire screen
it's the nvngx_dlssg.dll that matters
some people have reported horrible ghosting with FG... but i suspect their game hasn't updated properly
yes
ah, i'm not on the stock one
the included Streamline is 3.1.13.0 by the looks
that would have the bug if the engine is doing the thing
it's anything after the super old 1.0.7.0 dlssg dlss
even the version number is weird
this pupils/iris thing is driving me mad
hiya good folks, looks like there was some intense convo's yest lol
Im just here for some good HDR settings for now though pls
for Jedi Survivor - im running default 50 brightness and shadow details around 25. Any way to set my TVs peak brightness in game?
i run stock tbh
It reads peak from windows calibration
excellent
So 50 and 50...
no raised blacks or anything to compensate for?