FINAL FANTASY X/X-2 HD Remaster

FINAL FANTASY X/X-2 HD Remaster

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Ratload May 12, 2016 @ 6:36pm
Anyone else having issues with FPS?
Game starts with all the graphics pumped up and I'm getting 15fps at the most. It only gets up to 30FPS when I change the resolution to 720p or if I disable all antialiasing.
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Showing 1-8 of 8 comments
The One May 12, 2016 @ 6:49pm 
You might wanna try the mod in the forum topic called "Untitled Project X". There is a problem with the frame pacer in the game and that fixes it. All though, if you are trying to play below minimum requirements then there might not be much you can do. Good luck!
Kaldaien May 12, 2016 @ 6:53pm 
0.0.1 doesn't actually address any major framerate limiter problems yet.

For seriously low-end hardware that cannot handle borderless window mode, I am going to fix the game's "Fullscreen" mode. That VSYNC setting is a complete placebo because the game doesn't support actual fullscreen mode right now.
The One May 12, 2016 @ 6:56pm 
Originally posted by Kaldaien:
0.0.1 doesn't actually address any major framerate limiter problems yet.

For seriously low-end hardware that cannot handle borderless window mode, I am going to fix the game's "Fullscreen" mode. That VSYNC setting is a complete placebo because the game doesn't support actual fullscreen mode right now.

What exactly does your mod fix at the moment in terms of frame-rate issues? Anything?
Kaldaien May 12, 2016 @ 9:08pm 
The dxgi.dll itself increases reserved VRAM in windowed mode, and the game always runs in windowed mode. These are very minor things typically, because most people don't alt+tab in and out of their games enough for that to matter ;)

The fact that these games are both capped to 30 FPS and Square Enix's framerate limiter isn't bloody awful like Namco's means there's a very limited population who will see any performance benefits right now.

You'd probably have to be running an integrated GPU to really need any help with performance.
The One May 12, 2016 @ 9:16pm 
Originally posted by Kaldaien:
The dxgi.dll itself increases reserved VRAM in windowed mode, and the game always runs in windowed mode. These are very minor things typically, because most people don't alt+tab in and out of their games enough for that to matter ;)

The fact that these games are both capped to 30 FPS and Square Enix's framerate limiter isn't bloody awful like Namco's means there's a very limited population who will see any performance benefits right now.

You'd probably have to be running an integrated GPU to really need any help with performance.

Thanks for the reply. While I have your attention and we're on the subject, do you think any of these tricks would help with Lightning Returns? My computer is WAY over reccomended spec but I get massive stuttering in towns. It turns out the game is only allocating 512mb in video ram and therefor has to aggressively swap out texture files on the fly for every 20-30 in game feet you walk. I switched the game to my SSD, and that helps a little, but the stuttering is still very noticable. Is there anything that can be done to mitigate this?
Kaldaien May 12, 2016 @ 9:33pm 
Well, based on what I've seen so far in _this_ game, Square Enix actually looks up the amount of installed VRAM after it creates the render window.

Typically you would do those two things in reverse order, you want to select the device with the most VRAM, not pick the first device Windows gives you and then deal with problems later.

This was part of what my original Batman "Fix" mod did. For SLI systems, VRAM was being reported wrong and the game was mismanaging memory. It's possible that Lighting Returns needs a memory management fix too.
The One May 12, 2016 @ 10:03pm 
Originally posted by Kaldaien:
Well, based on what I've seen so far in _this_ game, Square Enix actually looks up the amount of installed VRAM after it creates the render window.

Typically you would do those two things in reverse order, you want to select the device with the most VRAM, not pick the first device Windows gives you and then deal with problems later.

This was part of what my original Batman "Fix" mod did. For SLI systems, VRAM was being reported wrong and the game was mismanaging memory. It's possible that Lighting Returns needs a memory management fix too.

That's odd because I only have one GFX card and it has 4gb of VRAM so there's no other device for it to detect. Other people with similarly powerful (single) cards were reporting the same thing. So, it seems like the engine just defaults to using 512mb VRAM no matter how much you actually have. Would changing something like that be a lot of work? Isn't there a chance you could just change a hex value in the executable to tell it to use more VRAM or something?
Kaldaien May 12, 2016 @ 11:02pm 
Spoofing the VRAM numbers is pretty easy actually, that's part of what ENBoost does.There are some games that actually use the VRAM capacity to determine when to stop streaming textures in/out.

I'm guessing that's not the case here then. They probably just used the same resource management for the PC version of the game as the Xbox 360, which has 512 MiB of RAM total.
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Date Posted: May 12, 2016 @ 6:36pm
Posts: 8