Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Running i7 2600 3.8GHz
GTX 970 FTW KBOOST Forced (Main GPU)
GTX 670 FTW OC at 1241MHz (Dedicated Physx Card) KBOOST Forced
8GB 2133MHz DDR3 Corsair Platinum Dominators
3TB Seagate Barricuda HDD
In Nvidia control panel, enable v-sync and triple buffering (don't use in-game) if you want v-sync.
Then, change 'max prerendered frames' to 4. Smooths it out, by allowing the CPU to do some of the work BEFORE it gets to the GPU, keeping lower framerates to appear smoother.
Actually it works on DX games as well. It gets rid of stutters. Its not placebo. You have to though combine nvidia inspector to cap framerate for it to work.
and going back to stock ini settings was better for me than a glitchy 60
Just made ur tweaks and did a 5min test, results seemed very clear. 60 fps and MUUUCH more stable, I need to finish a mission to get back into the city to drive....
but i think u nailed it buddy, props to u man. i could feel the stuff that was set for 30fps but i had no idea what to start looking at.
http://steamcommunity.com/sharedfiles/filedetails/?id=469027093
if the game was using this for check:
check.UseTextureFileCache for collision_event60{
if(collision_event60 === true){
display userprofile_rendmodelb;
}else if{
display userprofile_rendmodela;
}
}
Because the cache is turned off, both renders are true
Then if you go to that area it might glitch. And knowing the devs they might have coded it like that.
Same here. Just make sure TextureCache is set to true. Don't know if that will drop performance but I did run into bug.
Hmm, I really am not familiar enough with the engine / this particular game to know what that all entails. The reason I turned the file cache off though was because it was working counter-productively, it was actually increasing the file I/O bottleneck (which accounts for almost all performance issues in this game if you have a good GPU). It might be useful for non-SSD drives, but my computer can read the compressed textures from disk and load them quicker than messing around with a separate cache. The last thing you really want to do on an SSD is write a lot of data unnecessarily - there's next to no time savings loading cached textures versus doing the full load on my SSD/CPU combination, but there's a big old penalty for writing that cache.