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Could that be it? This game is some kind of stress test on every possible "weak point".
OP's i7 9700KF has 12MB of cache, my Ryzen 7 5800H has 16MB of cache.
A 5800X3D has a whopping 96MB of L3 cache.
In this case, the assets and file sizes of what needs to be rendered and loaded in for the game tends to be larger than what most games normally use, meaning you will need more system RAM and video memory to mitigate. I will say though, the devs can do more to optimize the asset sizes. This isn't something that's necessarily an issue on the PS5 due to the low hardware latency and faster GDDR6 memory it uses. But this is a dominant issue with users with GDDR5 video memory, limited video memory, and lower system RAM capacities because the game engine isn't designed for this type of PC hardware.
And Bill's Town and the Bus Depot use what, 16GB of VRAM?
I ordered a PlayStation 5 spec machine for this game and Ghost Recon: Breakpoint. I'm supposed to have GDDR6.
https://store.minisforum.com/products/elitemini-hx90g?variant=43300585832693
It is only 8GB of GDDR6, but I am doing everything in my power to keep it under 8GB.
For two, that's still not GDDR6 memory. It has GDDR6 8GB of video memory on the mobile GPU that is using.
For three, even though this is probably closer to the actual PS5 hardware than the Digital Foundry rig they used for comparison, this rig still has ample hardware latency that without direct SSD to GPU performance and full shared GDDR6 system and video memory, you won't still get par performance to the PS5 on the same exact settings.
This card that handles every. single. other game in my library perfectly fine without these problems??? But this game is SPECIAL and we now all have to replace our GPUs for three times what buying a PS5 and the game would cost?
Now, with this very game, anything at 8GB or below of VRAM is hopelessly last century??? Even though said cards have absolutely no issues dealing with other games of the same or better visual quality?
Try to sell it to somebody who cares. I mean, I'm done.
I'll spot you the driver issue, though, particularly since nVidia have admitted it themselves. They need to get their stuff together too, so that's definitely fair.
Outside of Bill's Town and the Bus Depot, the game is very playable. After Bill's Town I have to drop down to Medium to keep VRAM below 8GB, but I can get 50 FPS minimum frame rates through the bulk of the game.
A mobile GPU that benches extremely close to its desktop counterpart.
The discussion is about whether or not that is the problem, or if these sections of the game are harder on the CPU cache. Or if it is DirectX11on12 shader pipeline related...
This last point is why people are demanding refunds.
Intel took forever to get into actually making proper multi-threaded CPUs and the first few generations of multi-threading they have (they call it hyperthreading) is rather inefficient at it. These Intel CPUs are gonna struggle much harder than most AMD CPUs since AMD has been multi-threaded for a long time now.
Certain game processes are beginning to capitalize on the features of modern hardware and one of those is the multi-threading capabilities of CPUs and parallel processing. If your CPU is poor at performing these types of functions, then it doesn't matter which graphics API you use, you're gonna see higher CPU usages period because these CPUs are in a constant state of playing catch up with the rest of the game engine.
This is a legitimate challenge for developers to do. How do they optimize a game without either nerfing performance or nerfing the visual fidelity too much either way? One way or another, a lot of hardware is gonna have to sacrifice some performance or visual fidelity to play (either aim for 30fps higher resolutions or 60fps lower resolutions) because of these actual limiting hardware challenges the majority of the PC gamer demographic is still running.
Back in Bill's Town I tried different graphics settings, and it just kept getting worse. Same thing happened on the Highway Exit of the Bus Depot chapter. Frame rate dropped to 30 FPS, and I lowered my settings until I couldn't get higher than 30 FPS.
An exit and reload of the game on the Bus Depot seems to have resolved the issue.
Might not be flushing VRAM between chapters.
And the Hotel and Bill's town are both rather CPU extensive scenes in the game. I wouldn't expect your CPU to get anywhere near the performance of mine (I have the desktop version of your CPU) but I never had these issues. The 1% lows it caused for me was a microstutter. Again, having extra vRAM, system memory and just a more capable CPU goes a long way here. But you may need to ramp up your page file on that system you got to help compensate for these memory leaks and just overall larger file and asset sizes.