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The stutter isn't minor for me, it makes it look like the game is playing at 30FPS. If I set my monitor's refresh rate down to 60hz (from its default of 144hz) it's ALMOST normal, but still stutters what I'd consider closer to "mildly." I cannot get a stutter free experience and it's driving me mad because the game is quite gorgeous.
If it helps any, I have two monitors. One is a 144hz, the secondary is a 60hz. I obviously only play on one screen. Vsync on or off in the game doesn't make a difference, it's very stuttery either way.
The game is installed to an SSD. I'm playing in 1080p and don't have vsync and while I've tried forcing vsync through other programs (RTSS, nvidia control panel) that didn't make any difference, so those aren't active or turned on.
The Witness - x64 - D3D11 - Final
Version 0.944M
Built 2016/01/23 14:35:20 from 131468
Init app:
Init core:
Init asset loader:
Using unbundled processed asset list
35.64 ms elapsed
38.82 ms elapsed
Init render:
OS: PlatformId 2, Version 6.2, Build 9200
D3D11: Found 2 adapter outputs.
D3D11: SDK version 7
D3D11: Adapter = 'NVIDIA GeForce GTX TITAN Black'
D3D11: Output device = '\\.\DISPLAY21'
D3D11: VendorId = 0x10DE (NVIDIA)
D3D11: DeviceId = 0x100C
NVAPI: Driver 361.75
NVAPI: 2 attached displays, 4 unattached displays.
Render_Profile: profile_to_set is -2
Render_Profile: profile_actually_set is -1
WIN: Refresh rate = 144.00 Hz (0.01 s)
D3D11: Created D3D11 device with feature level 11.0
win32_create_window(in_windowed_mode = false)
D3D11: hwnd is 0a890776
D3D11: Dedicated Video Memory = 6220480.00 MB
D3D11: Dedicated System Memory = 0.00 MB
D3D11: Shared System Memory = 8349680.00 MB
NVAPI: 1 AFR groups.
D3D11: concurrent_resource_creation = true
D3D11: max_texture_size = 16384
D3D11: max_texture_buffer_size = 16384
Render extents = 1920 x 1080
4.36 s elapsed
Minimal initialization:
Set up shaders:
cache file operations (shaders):
14.15 ms elapsed
Set up shader flags:
198.61 ms elapsed
214.14 ms elapsed
217.03 ms elapsed
WM_DISPLAYCHANGE 1920 1080
GetClientRect: 0 0 - 1920 1080
Init catalogs:
37.18 ms elapsed
Load global assets:
187.99 ms elapsed
Init shared resources:
Allocated 512 KB for translucent vertex buffer.
Allocated 128 KB for translucent index buffer.
Loading footsteps.
7.94 ms elapsed
Init game:
CPU clock frequency: 4.008 GHz
GPU clock frequency: 1.000 GHz
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 1 (w/2.0, h/2.0), decals 1, blur quality 2
Load asset dependencies:
49.22 ms elapsed
Load common assets (package):
609.35 ms elapsed
Load shared assets (package):
1.13 s elapsed
Init level:
Loading processed entities.
25.69 ms elapsed
Lightmap asset failed to load: 'save_249756_00'
Process queries
6.49 ms elapsed
Loaded 48689 entities.
- 248 cluster entities.
Load campaign:
Process queries
0.07 ms elapsed
9.67 ms elapsed
world bounding box (-389.959, -372.600, -225.943) to (365.146, 352.906, 549.984)
Game_Resource_Manager::on_post_load:
Streaming entities:
248 clusters
7540 unclustered entities
1122 dynamic
11.59 ms elapsed
234.47 ms elapsed
Warm up streaming data:
Lightmap asset failed to load: 'save_951_00'
Lightmap asset failed to load: 'save_186031_00'
5.28 s elapsed
7.49 s elapsed
12.59 s elapsed
Lightmap asset failed to load: 'save_231018_00'
Lightmap asset failed to load: 'save_231018_00'
Other shortcut.
Lightmap asset failed to load: 'save_951_00'
Lightmap asset failed to load: 'save_231018_00'
Lightmap asset failed to load: 'save_231018_00'
Lightmap asset failed to load: 'save_951_00'
http://steamcommunity.com/app/210970/discussions/3/458607518210883805/
Are you cloning your displays?
Does the stuttering only occur when your frame rate is lower than the refresh rate? I would think vsync would be stutter free as long as you're not dropping below the refresh rate.
And the stuttering absolutely happens more when the framerate is under the refresh rate, but even when I set it to 60hz (and it NEVER dips below 60) it still has significant stuttering. It's driving me mad.
The max RTSS value that you choose would be the min FPS value that you typically get, so either 60 or 30 FPS depending on your rig. According to what you said ("it NEVER dips below 60"), you should lock it at max 60 FPS.
http://i.imgur.com/OYOjGKw.png
Also, it shouldn't be stuttering anywhere near the levels it is even with frame drops from 144 to 120, which is the typical framerate variance I get. In the just-released Tomb Raider I get way bigger framerate variance and (no vsync) I get no visible stutter. And if I did, I can guarantee it'd be much rarer and less... disastrous than this.
Something is very wrong.
I have a second monitor attached to my graphics card, but it's disabled at the Windows level (i.e. win+P, select main screen only). When I get home I will try disconnecting it and see if it makes a difference.
Naysayer/The Invisibl (if either of you are about), is there a way for us to force real (not borderless) fullscreen? Could be worth a try.
Xbob42, could you try disabling gsync at the driver level then try running with the application vsync and see what it does? I will do the same when I get home.