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
Changing settings or even opening the map can fix or break the performance for me.
When the game eats up VRAM, the texture data continues to overflow into the shared video memory in large quantities and will not be effectively cleared and released, resulting in a continuous decline in performance. this is why some people say that when testing the Spider-Man, you need to restart the game every time when change the graphics settings, I don't know why such a serious VRAM management problem is rarely mentioned, they need to fix this bug as a top priority.
I never encountered this with Spider-Man or Miles Morales, was the "high GPU utilization-low power consumption" thing also present in them?
You need to fill up your VRAM for this to happen, when there is enough VRAM, the texture data will not keep overflowing into shared video memory, this kind of VRAM management issue can easily happen on 6GB or 8GB graphics cards with ultra texture settings.
with OBVIOUS stutter and lagging certain "fast loading between warp" sections of course i'm waiting 1-2 mins to load the maps but it's been playable, up till controlling riviet the first time
Any ported PS exclusive will be like that. Look at the specs of consoles and upgrade the GPU to meet the level or more(now it is VRAM and 8 core CPU).
This game uses a fixed VRAM pool size for texture streaming, it'll fill about 8 GiB of VRAM and then stop. That leaves no room for the Bounding Volume Hierarchy needed for Ray Tracing. You could possibly set textures as low as they'll go, but the streaming pool size isn't going to shrink by that much :-\
This is problematic for users with large amounts of VRAM too, BTW (i.e. my 4090 with 24 GiB of VRAM, only using 11 GiB of it). Game doesn't fill VRAM, so we've got unnecessary overhead from loading textures that could have been kept in VRAM.
Then why they recommended a 3070 for "ray tracing high with dlss" when it's obvious that doesn't cut it, hell even on 1080p i can't run it with dlss and ray tracing and the rating was for 1440@60fps lmao
Obviously I'm not running RT, but with everything set to 1440p high or very high, I'm getting anywhere from 100-240 fps depending on the scene.
Can you guys take a screenshot of the area that's problematic so we can compare apples to apples?
The devs themselves are recommending an 8 GB card for their 1440p RT/high settings requirements with DLSS. And they're only really saying DLSS required for RT shadows/AO which I'm not even using.
I typically don't have issues running ray-tracing and decent textures on my 3070 Ti.
I can also play with RT reflections + high textures for a good while, like 30-45 min. before the frame rate tanks. Then a simple texture settings swap clears up performance again. Like High -> Medium -> High. Something just looks broken here, like a garbage build up in memory or a leak that degrades performance over time.