The Talos Principle

The Talos Principle

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[CT]Robert  [developer] Feb 14, 2017 @ 8:37am
The Talos Principle - Update 291145
Build 291145 for The Talos Principle is released.

Here are the changes:

- General stability and performance improvements on Vulkan API.

Bug fixes:
- Fixed a rare crash in multi-threaded instanced rendering.
- Fixed potential artifacts when using occlusion culling.

If you experience serious issues, you may switch to "previousversion" branch.
Here's how:
- locate the game in the Steam's "Library" panel
- right click and invoke "Properties"
- select the "Betas" tab
- choose "previousversion"
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Showing 16-30 of 32 comments
aufkrawall Feb 14, 2017 @ 5:22pm 
I had a system freeze too with Vulkan GTX 1070 (378.13) on Linux 4.9. Hope you can sort this out together with Nvidia, maybe it's the driver's fault?

Nice job on improving Vulkan performance, there is hardly any stutter now after a few seconds of caching. A massive improvement for Linux players.
However, it would also be great if the remaining stutter could be fixed entirely, and also the average fps are already very good with Vulkan, but DX11 is still faster (79fps vs. 87fps in my tests).
Oh, and Vsync on Linux with Vulkan still doesn't work (it does work in Dota 2).

A visible effect of the occlusion culling can still be observed when quickly moving sideward, e.g. at the end of a wall.
Last edited by aufkrawall; Feb 14, 2017 @ 5:23pm
Lupo89 Feb 14, 2017 @ 8:01pm 
screen still vibrates and is zoomed in, also i can not enter fullscreen mod when using Vulkan

i7-4770k 16 gb ram r9 390 win 10 x64
Last edited by Lupo89; Feb 14, 2017 @ 8:21pm
Serious Sam Feb 15, 2017 @ 12:08am 
I'm also on AMD and have that flickering screen problem, but no reason to complain about it again. As the other guy in this thread suggested, changing your monitor refresh rate seems to make everything work as it should... until the next time game is started when it has to be done again. But at least it's something.

I tested the game with all graphical setting maxed, including CPU options. Only things I kept turned off were supersampling and fxaa. Benchmark result on Vulkan was 46 fps, while DX11 still kept a miniscule lead with 48 fps.
Win 7, FX6350, R9280X, 8 Gb ram.
This is great considering three updates ago the gap used to be much bigger, somewhere around 8-10 fps.

I've also noticed that out of all stuttering game used to do, now it still retains only one noticable stutter, when you pick up your first sigil. And even this stutter is minimal, only a few frames. Though I have to say that DirectX still has a bit more stable framerate, it varies a bit less.
Still, great job Croteam!
mphuZ Feb 15, 2017 @ 4:48am 
Originally posted by Serious Sam:
I'm also on AMD and have that flickering screen problem, but no reason to complain about it again. As the other guy in this thread suggested, changing your monitor refresh rate seems to make everything work as it should... until the next time game is started when it has to be done again. But at least it's something.
Every time now when entering the game and change any settings to switch ?

I have created a topic in the AMD community. Who are not indifferent to this problem, please support her.
Freezy Feb 15, 2017 @ 11:39pm 
To the guys with the low refresh rate problem: Does your monitor report the wrong capabilities to the OS? Check your advanced display settings on the desktop to see what your monitor reports to Windows Hz-wise. There was a similar problem with Crysis and TVs, it defaulted to 24 Hz when using DirectX 10.

mphuZ, check that checkbox below the refreshrate in your display settings. Otherwise windows sees settings your monitor doesn't support, resulting in the exact behavior your describing, if a game defaults to the lowest possible Hz reported by the OS.
Last edited by Freezy; Feb 15, 2017 @ 11:41pm
mphuZ Feb 16, 2017 @ 2:40am 
The Crimson are no settings refresh-rate value.
And again, the problem is not just me..
Last edited by mphuZ; Feb 16, 2017 @ 2:50am
AlenL  [developer] Feb 16, 2017 @ 12:08pm 
This was reported to AMD and I sent them your logs. Fingers crossed. :)
Nicholas Feb 18, 2017 @ 4:00am 
Originally posted by AlenL:
Originally posted by mphuZ:
its publicbeta ???
We are not using public beta by default now. It is shipped to everyone immediately.
Just to clarify -- if I want to use Vulkan, are you saying I can now do it by opting out of all betas? Is there any reason to continue using [publicbeta]? Thanks!
AlenL  [developer] Feb 18, 2017 @ 2:27pm 
No, you can stay in publicbeta. Just that there's nothing special in it, so it is same as default. You can stay in that branch if you want to make sure you get eventual future updates that may go to beta first.
Nicholas Feb 18, 2017 @ 3:45pm 
That's good info. I'll stay in the publicbeta then. Thanks for your reply, Alen.
the_death Feb 20, 2017 @ 7:20am 
How to know if i play beta or not? Because after i choice beta or normal, noting changes.
Linux(Ubuntu 16.04) with Steam.
When i choice 'No Beta' first option, i still see that i'm in publicbeta. Cannot change.

Need choice previousversion, then 'no beta' (chioce option 1).
And game finally has no beta installed, or there is something messy with game files. ....
Last edited by the_death; Feb 20, 2017 @ 7:27am
Nevertheless Feb 23, 2017 @ 8:18am 
One question out of curiosity..(and because I gather information for an Article about OGL, Vulcan, etc.) I heard and thought the biggest advantage (performance-wise) of Vulkan vs OGL would be the ability to push more data to the GPU via multithreading. I just ran the Talos-benchmark at 1360x768, no AA to not limit the GPU (NV 1060), at both Vulkan and OGL on Linux. I deactivated Hyperthreading, because I wanted to see real CPU load. I got a lot more FPS with Vulkan as expected( 158 vs 85), but I see no real difference at the CPU loads. Both times there is one core near 100% and the other at approximately 20-25%. Can you (Croteam) explain that to me ?
AlenL  [developer] Feb 23, 2017 @ 10:23am 
You are getting 100% CPU load because the CPU is not stalling and waiting for GPU. But you are getting better performance because it uses less cycles to generate rendering commands on Vulkan. That's completely logical.
You are not seeing additional core performance because we haven't implemented native multithreading on Vulkan in that build yet. We have that in the works, but it is not yet ready for release. So your Vulkan and OpenGL are running same threading engines for now.
Nevertheless Feb 23, 2017 @ 10:55am 
Thank you! So the CPU is working on one thread, on full capacity, and much more efficient than with OGL..
Do I assume correctly that there is nothing in Vulkan that makes the GPU work more efficient (except for async compute maybe?) ?
AlenL  [developer] Feb 23, 2017 @ 1:26pm 
Nothing significant that I'm aware of. But nowadays, most games are more limited by CPU overhead. Hence Vulkan.
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Date Posted: Feb 14, 2017 @ 8:37am
Posts: 32