Batman™: Arkham Knight

Batman™: Arkham Knight

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Kaldaien Jun 25, 2015 @ 9:37am
Batman Tweak - Utility to Tweak Performance (v 1.01)
A new project is in early development
Please take some time to read about the other community project here. It addresses memory management issues (Windows 10) and some other render-related game-breaking issues (on all versions of Windows).


Download BMT 1.01 (x64)[github.com]

Please read the manual and leave any questions, problems or general feedback in this download thread.
http://steamcommunity.com/sharedfiles/filedetails/?id=484128370

Version History
v 1.01 (9/9/2015)
-----
+ Re-enabled Texture Streaming Profiles
> They need re-tuning, but still perform better than the base config on my test machine
+ Replaced Optimized TexGroups with Max Quality
> Forces maximum anisotropy and may hurt lower-end GPU performance.
+ Should now be fully compatible with the recent patch

v 1.0 (9/6/2015)
-----
+ Disables streaming profiles (will be re-enabled in a future release)
+ Removes read-only flag from saved config files
+ Adds High Texture Resolution option
+ Lists DXGI Adapters in GPU Info on NVIDIA systems in addition to NvAPI Adapters
* Should be compatible with the patch on 9/3/2015

v 0.55 RC3 (8/28/2015)
+ Improved detection of NVIDIA SLI logical adapters
+ Added GPU / Memory Clock, CUDA Cores and SLI Array Size to GPU Info
+ It is no longer possible to enable PhysX-based GameWorks features with hardware PhysX disabled
+ SLI options in the NVIDIA Driver Tweaks sub-tool are disabled unless an actual SLI configuration is detected (no longer simply counts number of physical GPUs found).

v 0.54 (8/13/2015)
-----
+ Experimental fix for wonky file permissions in Windows 10
>> GSA errors should be fixed by running this program once as administrator, and then clicking "Save".
* From that point forward it should no longer be necessary to run the game or this application as administrator!

v 0.53 (7/26/2015)[steamcommunity.com]
+ Fixes issues associated with backing up and restoring read-only configuration files
>> Read-only attribute is still preserved, but the program can work around it

v 0.52 (7/24/2015)
-----
+ VSYNC options now only apply in Fullscreen mode
>> Eurogamer's suggested 1/2 or 1/4 refresh Adaptive VSYNC frame pacing can be done completley using this tool now - no need to mess with your driver's control panel (NV).

None of these changes will apply themselves automatically; you must click one of the corresponding buttons (e.g. Balanced, Optimized, Tune PhysX Memory).

Source Code
The source code is available under the GPLv3 License: here[github.com].
Last edited by Kaldaien; Sep 19, 2015 @ 1:37am
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Showing 1-15 of 4,311 comments
HolyDeath3000 Jun 25, 2015 @ 10:33am 
This worked marvelously and don't see any texture poppins at all. Normally I was forced to Lock fps at 30 but these settings made the game super smooth. No matter if it dropped from 60 to 40 it didn't even stutter or do weird crap.

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
AMorassOfPixelz Jun 25, 2015 @ 10:37am 
About to try this w/ my GTX 970, but also you migjt want to add:

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.
Paladin Goo Jun 25, 2015 @ 10:38am 
Originally posted by AMorassOfPixelz:
About to try this w/ my GTX 970, but also you migjt want to add:

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.
Nvidia triple buffer only works on openGL.
HolyDeath3000 Jun 25, 2015 @ 11:09am 
Originally posted by ♛ Paladin Goo:
Originally posted by AMorassOfPixelz:
About to try this w/ my GTX 970, but also you migjt want to add:

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.
Nvidia triple buffer only works on openGL.

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.
ShadKing Jun 25, 2015 @ 11:59am 
for some reason, after doing this tweek my textures are all blurry as hell, why?
Jonny Sparta Jun 25, 2015 @ 12:02pm 
I had just given up on 60 fps last night, found it was causing all kinds of weirdness.

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.
Arkham4ever Jun 25, 2015 @ 12:03pm 
its a shame that we gamers need to tidy up devs ♥♥♥♥!
HolyDeath3000 Jun 25, 2015 @ 12:04pm 
Might want to set UseTextureFileCache=False to true again b/c I ran into an interesting glitch. A friend told me a little explaination on how that setting could mess with game. See in this spot I have two Robins.

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.
Last edited by HolyDeath3000; Jun 25, 2015 @ 12:09pm
nightblade628 Jun 25, 2015 @ 12:28pm 
There is more intelligence in this thread than I can handle. Kudos to you guys, you're doing God's work.
nulian Jun 25, 2015 @ 12:34pm 
Wow the texture streaming fixes did insane improvements to my fps my dips are almost gone and running around 50 fps now.
HolyDeath3000 Jun 25, 2015 @ 12:52pm 
Originally posted by nulian:
Wow the texture streaming fixes did insane improvements to my fps my dips are almost gone and running around 50 fps now.

Same here. Just make sure TextureCache is set to true. Don't know if that will drop performance but I did run into bug.
Fleabag Jun 25, 2015 @ 1:06pm 
Great thread - thank you ... getting an average of 53FPS with a GTX970 & i5 with all effects on ... min is 38FPS on the perf test now
AMorassOfPixelz Jun 25, 2015 @ 1:21pm 
Can we get a sticky on this? Works wonder for me... Funny how we seem to outsmart the dev team that ported it...
Kaldaien Jun 25, 2015 @ 1:32pm 
Originally posted by HolyDeath3000:
Might want to set UseTextureFileCache=False to true again b/c I ran into an interesting glitch. A friend told me a little explaination on how that setting could mess with game. See in this spot I have two Robins.

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.

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.
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