The Witness

The Witness

View Stats:
Spongman May 26, 2020 @ 2:08am
how to change which GPU is used?
I have 2 GPUs in my machine:
- Intel(R) UHD Graphics 630
- NVIDIA GeForce GT 520

and i want the game to use the Intel GPU (since the nvidia is a potato). however, i cannot seem to force the game to use it. I have tried setting the windows 'Graphics performance preference' for the .exe to use the intel GPU, but it still does not work.

The Witness - x64 - D3D11 - Final (Steam) Version 1.070M Built 2019/01/23 12:30:49 from 172984 Date: 2020/04/26 Time: 02:05:15 Args: Init app: Init core: Init asset loader: Using unbundled processed asset list 25.93 ms elapsed 41.26 ms elapsed Init render: OS: Windows 10, PlatformId 2, Version 10.0, Build 18363 D3D11: fullscreen_mode: requested 1, got 1 D3D11: Enumerating adapters: - 0 adapter 'Intel(R) UHD Graphics 630' (0x8086, 0x3E92) with 1 outputs. - 1 adapter 'NVIDIA GeForce GT 520' (0x10DE, 0x1040) with 1 outputs. - 2 adapter 'Microsoft Basic Render Driver' (0x1414, 0x8C) with 0 outputs. D3D11: Found 1 adapter outputs. D3D11: SDK version 7 D3D11: Adapter = 'NVIDIA GeForce GT 520' D3D11: Output device = '\\.\DISPLAY4' D3D11: VendorId = 0x10DE (NVIDIA) D3D11: DeviceId = 0x1040 D3D11: Dedicated Video Memory = 992576.00 KB D3D11: Dedicated System Memory = 0.00 KB D3D11: Shared System Memory = 8212444.00 KB NVAPI: Driver 391.35 NVAPI: GPU count = 1 NVAPI: GPU(0) has 48 cores NVAPI: GPU(0) is a desktop NVAPI: GPU(0) is discrete WIN32: Screen extents: 1920 x 1200 D3D11: Created D3D11 device with feature level 11.0 D3D11: concurrent_resource_creation = true D3D11: max_texture_size = 16384 D3D11: max_texture_buffer_size = 16384 NVAPI: 1 AFR groups. D3D11: Automatic profile for this GPU: low D3D11: Automatic profile for amount of video memory available: high OS: 134217727 MB of virtual addressing space detected. GPU-DB entry found: recommending 'low' profile. Applying user settings: render_profile = 0 fullscreen = false vsync = false resolution = dynamic_resolution multisampling = disabled shading_quality = 0 reflection_quality = 0 texture_quality = 0 texture_detail = 0 geometry_detail = 0 WIN: Refresh rate = 60.01 Hz (16.66 ms) win32_create_window(in_windowed_mode = true) D3D11: hwnd is 001f0f96 Validating render extents: Screen aspect ratio is 1.600 Render extents = 1280 x 720 5.81 s elapsed Minimal initialization: Set up shaders: Set up shader flags: 0.64 ms elapsed cache file operations (shaders): 226.37 ms elapsed 227.41 ms elapsed 227.87 ms elapsed CPU clock frequency: 2.904 GHz GPU clock frequency: 1.000 GHz Init catalogs: 5.84 ms elapsed Load global assets: 107.93 ms elapsed Init shared resources: Allocated 512 KB for translucent vertex buffer. Allocated 128 KB for translucent index buffer. Loading footsteps. 6.19 ms elapsed Init game: Sound Caps: NON-EMULATED driver. dwTotalHwMemBytes: 0 dwFreeHwMemBytes: 0 dwPlayCpuOverheadSwBuffers: 0 DSBCAPS for primary buffer: GetCurrentPosition2: NO LocHardware: NO Static: NO TruePlayPosition: NO DSBCAPS for fill buffer: GetCurrentPosition2: YES LocHardware: NO Static: NO TruePlayPosition: NO validated foam buffer settings: buffer 0 (w/4.0, h/4.0), decals 1, blur quality 2 Load asset dependencies: 4.88 ms elapsed Load common assets (package): 267.58 ms elapsed Load shared assets (package): 531.72 ms elapsed Init level: nav_mesh_load_from_file: loading Nav_Mesh from "data/worlds/save/save_nav_data": 11.94 ms elapsed Loading processed entities. 32.88 ms elapsed error : Unknown material 'default' Creating Fog_Marker #252605 Lightmap asset failed to load: 'save_249756_00' Process queries 8.40 ms elapsed Loaded 49491 entities. - 248 cluster entities. Load campaign: Loadable_Files::refresh update_local_files 1.40 ms elapsed update_cloud_files 0.00 ms elapsed 1.42 ms elapsed i1 13, i2 6, separation 3 VIDEO: Starting 'data/videos/rupert.bk2', total frames 64340, total minutes 35.780, aspect 1.800, dimensions 864x480, frame_index 46971 Process queries 0.16 ms elapsed 56.91 ms elapsed world bounding box (-389.959, -372.600, -226.402) to (365.146, 352.906, 549.984) Game_Resource_Manager::on_post_load: Streaming entities: 248 clusters 7538 unclustered entities 1122 dynamic 10.96 ms elapsed 322.79 ms elapsed Warm up streaming data: unload_far_away_entities: 0.01 ms elapsed shar_RiverBedRock-blend : error : texture asset failed to load. Loading Inanimate #51752 shar_DirtSandy01-blend : error : texture asset failed to load. Loading Inanimate #151451 shar_concrete_bunkerwall-A-blend : error : texture asset failed to load. Loading Inanimate #195973 error : Shader asset failed to load: 'grass_blocker' (ECF0FDFA) Loading mesh save/resources/252480 error : Shader asset failed to load: 'grass_blocker' (D3EFFAAC) Loading mesh save/resources/252480 shar_stone_cobblestone-blend : error : texture asset failed to load. Loading Inanimate #51568 1.52 s elapsed 2.75 s elapsed 9.10 s elapsed
< >
Showing 1-5 of 5 comments
soose May 27, 2020 @ 6:31pm 
Hi Spongman,

For starters I would recommend trying to change to the Intel GPU in the Nvidia Control Panel under Manage 3D Settings > Program Settings > The Witness (or under Global Settings if you prefer).
Spongman May 27, 2020 @ 8:28pm 
Originally posted by fd thekla:
Hi Spongman,

For starters I would recommend trying to change to the Intel GPU in the Nvidia Control Panel under Manage 3D Settings > Program Settings > The Witness (or under Global Settings if you prefer).

i don't see how to do that. i see the 'Manage 3d Settings' (both global, and app-specifc) in the nvidia control panel, but i don't see anywhere where i can select the intel GPU. I'm running gefore 391.35 which is the latest for my GT 520.
Last edited by Spongman; May 27, 2020 @ 8:37pm
Spongman May 28, 2020 @ 3:03pm 
ok, so i broke down and decompiled it. it looks like there's an explicit check to disable intel GPUs, which sucks. so i NOPed that out and now instead of ~5fps in low quality, i have nearly constant 30fps in high quality...
seriously, this should have been a drop-down in the config dialog.
n0v0leg Jun 1, 2020 @ 2:37pm 
Originally posted by Spongman:
i don't see how to do that. i see the 'Manage 3d Settings' (both global, and app-specifc) in the nvidia control panel, but i don't see anywhere where i can select the intel GPU. I'm running gefore 391.35 which is the latest for my GT 520.

Maybe it's not under 'Manage 3D Settings'? Try searching somewhere else.

I had a Microsoft Surface Book laptop with a descrete nvidia GPU inside a detachable base. In the Nvidia Control Panel I could specify what GPU (nvidia/intel) I want for each app to use. I'm pretty sure that apps can not override this setting, since I might select all or specific apps to run only on Intel in case I need to detach my base at some point.
Spongman Jun 3, 2020 @ 9:33pm 
that must be in a newer version of the driver. it's nowhere in 391.35 which is the latest that's supported on my GT520.
< >
Showing 1-5 of 5 comments
Per page: 1530 50