安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
The game's engine is ♥♥♥♥♥♥. 60 locked, your CPU is barely making an effort as your GPU and the frame time is a mess, as it is on my machines as well. On consoles, the frame time is also a mess at 30 fps, look up for Digital Foundry analysis and you'll see what they say; in fact, the frame pacing or frame time on this game is so insanely bad that even with RivaTuner it's still bad.
Did you ever use RTSS (and MSIAfterburner) to see if your frametime is really perfect (or at least without spikes) in DS3?
Because some people do not notice microstutter that much and this also depends on the montitor/TV. I play DS3 on a large 4K OLED TV, sitting very close for max. immersion. This way microstutter is way more noticeable and annoying than on my small gaming monitor.
The DS3 microstutter issue is not GPU related. I have a GTX 1070 and tried EVERY resolution, driver setting and ingame setting, the frametime spikes are always the same! A lot of people pointed out that DS3 is very CPU heavy (or badly optimized for CPU).
Here are my specs:
i7-2600k@4.2Ghz
8GB Ram DDR3-1333
GTX-1070@2.1 Ghz
SSD
W10 64bit (completely new installation, with only DS1RE, DS3 and some software like steam, Afterburner, Nvidia stuff)
I did a lot of research on this topic: "Microstutter and DS3". Some people reporting microstutter are on older SandyBridge CPUs (2500,2600), like me, but there are also a lot of people with newer i5 or i7 CPUs with the exact same issue. AMD CPUs are even worse.
What about memory/RAM/pagefile? Can faster RAM help people to get minFrames up and more consistent 60fps and frametime?
May I ask you a second question: If you monitor your frametime - could you make a video for us to see how your frametime is in DS3?
Thank you!
Interesting, how fast is your RAM?
I did a new W10 SSD installation; all drivers are up to date. There is almost nothing running in the background...
The ONLY software on those new W10 installation is: DS1-RE, DS3, Steam, Afterburner (RTSS), Soundcard-Software, DS4Windows, Nvidia software.
This is "macrostutter": Everybody has it, even people with state-of-the-art hardware. It has to do with the DS3 engine and the way it streams assets. Even Sekiro (updated DS3 engine) has this kind of "macrostutter" when running on a fast CPU and a RTX 2080TI (mentioned in a "Digital Foundry" benchmark video). The engine goes down to 55-58fps for a second or so, when assets of new areas are loaded, or sometimes when killing an enemy...
What we are talking about here is "microstutter": the un-even/improper delivering of frames. This microstutter is happening regularly, no matter if you are in a busy area or "at the end of the world" looking at just a dozen polygons: there are always frametime spikes!
Thanks for your replies! So you get the same microstutter and bad frametime on your old i5 2400, i5 4590 and i7 4770? My latest plan was to upgrade my hardware, but buying a new pc for 1500$ to get the same microstutter would be a disaster!
And you are right, even with an additional RivaTuner framecap, the frametime spikes are the same! The only way for me to get a perfect frametime is to cap DS3 @30fps, but I refuse to play 30fps on a PC capable of 60fps.
The most important thing:
There are people who can play without microstutter @60fps - and the Digital Foundry benchmark video (i7 6700K, GTX 980TI) has a perfect frametime whenever the 980TI can maintain 60fps:
https://www.youtube.com/watch?v=zfVWHRWTkXk
So there IS a way to get such a perfect frametime, without microstutter in DS3 (macrostutter will always happen, when entering new areas)! The Digital Foundry video is the proof. There are no further details on the benchmark pc, but for those GPU benchmarks they will use a highly overclocked system to prevent any kind of CPU bottleneck. The video is from 2016...
I have been encountering this issue since the past few months too, I have also noticed the same in a few youtubers' stream. It has to be a problem with the recent steam client update for this game.
DF PC analysis videos always have perfect 16.6 ms frame time at all games. It's either the monitor they use, RAM speed or something. I would love to ask them on this regard, but is hard to get a direct answer from them since they are always so busy.
I mean, a hardware upgrade will always benefit you a lot. Don't feel discouraged for only one game, most games respond greatly to better hardware, honestly, DkS3 is the most severe case I've seen of stutter that does not seem to have a simple solution or a general fix.
Yes, but the point is: I only play Soulsborne games. Since DeS, DS and BB all other games seem uninteresting and shallow... I buy some other games, yes, but almost never play them. Instead I go back to Soulsborne, again and again... :)
Plus: I only play one or two games per year. DS3 and Sekiro for this year (and maybe the next).
So, if I would upgrade, I would do it "just" for DS3 and Sekiro. And the problem is, that I do not know how to upgrade for DS3. It should run perfectly on my current pc. Its not "high-refresh-gaming", its just 60fps. And the old i7-2600k@4.2Ghz should reach 60fps easily...
But maybe I should just get faster RAM for the 2600k - instead of buying a completely new pc.
Maybe faster RAM will get rid of those constant split-second 59fps drops. The macrostutter (55-58fps when assets are loaded) will always be there, and I can tolerate it.
Its just the constant microstutter that drives me mad...
Do you know any settings for better DS3 performance (Nvidia, W10, etc.)? Is the W10 "Game Mode" good for DS3; or some special GPU driver settings?
Thank you very much!
Yes, I also asked them in some videos about the settings for perfect 16.6ms frame time... I never got an answer... But they use another software, not Afterburner, so maybe this software is not showing the "fine" details of the frametime and this is why it looks so clean and perfect?
Well, from what I know, yes, faster RAM will reduce stutters on area changes, after all, when you play a game most of the assets are stored on your RAM, so I think that could help.
As for DkS 3 performance, I don't know, try setting max pre-rendered frames to 1, try all settings medium or high, I think this game hates ultra settings no matter the hardware.
Try disabling/enabling full screen optimzations; right click DkS3 .exe, check the mark that says "Disable fullscreen optimizations" on the Compatibility setting.
Thank you very much! I have never heard of "Disable fullscreen optimizations", I will try that!
Btw.: Regadring "fullscreen": Did you ever try "Souls "Unsqueezed" aka "Dark Souls 3 Tweak Utility":
The mod uses an advanced feature for improved frame pacing and input latency in borderless windowed mode, called "Flip Presentation Model". [1]
For the "max pre-rendered frames to 1": If I set it to "1", it will reduce input lag and increase stutter, because the CPU is not allowed to pre-render more than 1 frame. And the problem is the "stutter". I found this explanation: [2]. I am not sure about this setting, some say it should be set to 1, some to 4 (default for DS3 is 3).
Same with the "triple buffering " setting: There are so many different opinions on what to turn on and off... :(
------------------------------------------------------------------------
[1] https://steamcommunity.com/sharedfiles/filedetails/?id=663922936
[2] The Max Pre-rendered Frames setting controls the size of the flip queue.
For each frame rendered, the CPU has to create a command buffer - which is then fed to the GPU. The Flip Queue is a queue of such command buffers.
Why a queue? Because sometimes the CPU might not be able to create a command buffer on time (maybe it got interrupted by some OS task ... etc.) the queue would give a buffer of sorts and the GPU can continue to knock out frames - the CPU can then try to "catch back up" to keep the Flip Queue full.
A large queue would buffer against frame rate inconsistencies due to the CPU not being on time but would add latency since the command buffers sent to the GPU process are "old" vs what is being simulated by the game.
A small queue would have low latency but if the CPU fails to keep up, the GPU won't have anything to process and will idle until the command buffer arrives (late) resulting in stutter.
You can use a lower queue if your CPU is good and the game isn't too demanding on the CPU - default is 3, lowest in DX is 1.
I used "Souls Unsqueezed" but sadly it did nothing for me in terms of fixing the game's stutter problem and as max pre-rendered frames set to "1" has helped me at some games; either I get correct 16.6 frametimes or the stutters get fixed, but generally I use the "3D appplcation setting" configuration. DkS3 seems to be the same regardless of these setting anyway; I mentioned it to you because it could have helped you, it's a shot in the dark, but it would be worth trying since there is nothing to lose.
Trilpe Buffer as far as I know, does not work on DX11 or DX12 games unless the developer has the option build in at the game, forcing it does nothing in terms of v-sync on games that don't support it.
- Thank's a lot! That saves me all the trouble installing "Souls Unsqueezed". Did you try the "borderless window" option combined with "FlipMode" for improved frame pacing and better performance?
- "triple buffer": I have the same impression, when it comes to "triple buffer"; I enabled it some time ago - and did not notice a n y difference at all! I really wonder why all those DkS3 performance guides say:
"NVIDIA Control Panel: Go to Manage 3D Settings. First, change Vertical sync to Adaptive. Next, enable both Triple buffering and Threaded optimization. Last but not least, change the Maximum Pre-rendered frames to 1. Repeat this for Virtual Reality pre-rendered frames."
Others say for Virtual Reality pre-rendered frames:
"By defult this will be set to 1, which is not working properly for Dark Souls III, so turn this off to use the 3D Application setting. Doing like this, your game should be running much better, since this option limits the amount of frames your CPU can prepare before your GPU processes them."
Isn't that extremely confusing?
- "Max pre-rendered frames": There was one occasion, when setting it to "1" made a big difference in DkS3: When running it @30fps (via RTSS or the Nvidia Half-Refresh setting) there suddenly was a perfect frametime AND huge input lag. Setting the max pre-rendered frames to 1: The input lag was gone...
1070ti
1440p
Installed this game on an SSD
I'm getting very frequent stuttering/hitching at random times. What's the deal?
No idea, I wish I could help you. It's funny, since Sekiro uses the exact same engine and runs miles better than DkS 3.
Sekiro uses the same engine, but it is better optimized. Officially Recommended CPU:
SEKIRO: Intel Core i5-2500K
DS 3: Intel Core i7-3770
The older game needs a stronger CPU... lol