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Αναφορά προβλήματος μετάφρασης
-Make sure the settings in 3rd's configuration tool completely match the previous games, and that the previous games still run perfectly if you've had any hardware changes since then (if so, it's possible they don't anymore, either)
-Try an external way of capping the game's frame rate to exactly120 FPS or exactly 60 FPS instead of relying on the game's built-in frame limiter (if it's giving you issues) -- Nvidia Inspector, can probably do it well.
-Test to see if it lags/stutters in all areas or just a couple specific ones (the Lusitania at the start of the game in particular often can be one such 'specific' place, when walking around on its outside)
-Try the different FPS cap settings of the game -- Automatic/60/30 (even though 30 isn't what we'd hope for, it's always worth trying just to see if it makes a difference)
-Try disabling G-sync for the game through the Nvidia Control Panel (I know that you disagree about this, but I do need to offer it as a suggestion anyway)
(SC and 3rd use the same frame limiter by the way, FC's is a little different but has similar oddness about it and still runs at unusual frame rates when frame rate isn't capped)
First are my specs, followed by observations of game behavior, anti-aliasing, and lastly what I've done to deal with it.
I apologize for such a large post. TL;DR at bottom.
I have an extremely powerful computer (i7 6700k OC'd to 4.85GHz, DDR4 RAM at 3866Mhz, NVME M.2 Samsung 950 pro SSD, GTX 1080 "FTW").
My display is an LG OLED 65" E6, which is a "4k" display.
But before continuing on, I would like to mention something about resolution for the game.
THERE ARE TWO (2) RESOLUTIONS KNOWN AS "4K".
4096x2160, aka DCI 4K
3840x2160, aka UHD-1 4K.
Simply put, the former is a projection standard while the latter is consumer media standard.
Game set to automatic limiter and vsync on (driver@app controlled), the game was capped at 128 fps.
This alone says something is wrong with how the engine, there is no way for my display to ever go above 60Hz without modifying the EDID.
At first glance it looked as if vsync was not working (visible tearing), and frame times appeared to be terrible (juddering, inconsistent dropped frames).
This behavior reminds me of what I encountered years ago when emulating Dragon Quest VIII via PCSX2 (Playstation 2 emulator).
Basically the game engine was rendering and processing at 128 fps but the video card was only working at 60fps, causing dropped frames and inconsistent frame times and perfectly explains the judder despite constant framerate... which also means there was no way to accurately measure framerate.
Changed from automatic limiter to 60 fps limit.
No vsync problems, fps was capped at 60. Everything else was the same (judder, frame times).
Forcing vsync via driver was no different.
I repeated the same above at a lower resolutions, 4:3 (800x600, 1280x960) and 16:9 (1024x600, 1440x960) variations, same results.
Next, I tried Nvidia's "DSR" feature
My display has both 4K resolutions as supported in the EDID, with 3840x2160 flagged as NATIVE.
However, DSR does NOT use the "NATIVE" flagged resolution for DSR and instead uses 4096x2160. This is a problem with Nvidia and others have complained about this for at least a year or so.
Good news is that we can manually set DSR resolution via registry, as explained by Guzz at Nvidia's forums[forums.geforce.com]
Anyways, I also checked the above with a true 4x DSR (7680x4320!) and had the same results. I didn't bother to try 8x DSR (15360x8640 !!!!) simple because I could barely read the fps overlay at 4x.
I'd like to mention that I REALLY would like to use SGSSAA with this game, as I could with FC and SC.
*****
I noticed ed6_win3.ini has an "FullAntiAlias" option. I've tried 1/2/4, and only WITH DX8 wrappers, which totally screws with the depth buffer (may not happen without wrappers, haven't checked--too busy enjoying the game at the moment).
Without forced driver AA, effects like the distortion/haze (effect around Lusitania's propellers) are drawn on top of everything (not culled or masked by geometry), or not at all (driver set to "enhance" application AA).
FullAntiAlias=1/2/4 WITH driver forced AA (override), there were no distortion/haze effects anywhere. As the camera pans along the bottom of the Lusitania during the intro, I could see inside instead of seeing the outside, and when the camera looks down at the Lusitania, with the exceptions of the trees/shrubberies and the walkway light strip and NPCs the whole ship is not rendered. Once inside the Lusitania, or at the Garden or 2nd plane, I've only noticed problems during screen fade in/out during map transitions (Noticed because I forgot to undo changes made the day before).
Again, this was with wrappers, and I don't know how the game engine works, but I think this also hints at something is amiss and most likely related to the flashing bloom effects in the Jade Corridor (monolith glow, the blue swirly cloud thing by the bottom right teleporter, and warp effects (cube and teleporter).
*****
Even at 7680x4320 I see aliasing that SHOULD NOT be there, which to me indicates that the engine does need to be looked at as something is not right with the rendering pipeline. Aliasing is quite easy to see on the windows at the head of the Lusitania in the intro and I think there is some strange tessellation of curved geometry which can also be seen in the intro--shield/emblem and directly below it on the interior edge of the walkway.
Vertex/LOD issue?
Quick summary so far:
Game has framerate problems regardless of resolution/vsync/forced-by-driver options.
Kami misses SGSSAA.
My previous display (LG 55LM7600) was calibrated via 3D LUT with an eeColor box. The eeColor only supports 1920x1080 60Hz 4:4:4 (chroma) 10/12bit and lower. In fact there are no 3D LUT boxes for "4K" 60Hz 4:4:4 (60Hz 4:2:0 8-bit is possible on Lumagen Radiance Pro models, but expensive as hell--$5000-8000!!!)
Since PC games are NOT color managed (unlike Photoshop/Lightroom/BlackMagic Resolve/etc), and 3D LUT boxes are not an option, the only option is left is to make a 3D LUT with DisplayCal[displaycal.net] (and is free!), which can then be used with Reshade[reshade.me].
But this game is DirectX 8, and reshade needs at least DX9 to work.
Because I can't force SGSSAA, I cannot use 1920x1080 and thus my eeColor box because of aliasing and shimmering. I'm sure you can understand why it's important that I get Reshade working.
To get Reshade working, all that's needed is a DirectX8 wrapper (translates DX8 instructions to DX9+).
My first wrapper of choice was dege's dgVoodoo2[dege.freeweb.hu] wrapper.
This is the closest thing to an "official" wrapper, as GOG has become affiliated with dege, and GOG will use his wrapper for future games when and if a game needs it to work on modern systems.
Unfortunately this game's engine is not very compatible with it (another possible indication that something is amiss with the game).
Next, crosire's d3d8to9[reshade.me] wrapper. Crosire is developer of Reshade, and this wrapper works!
The intro looks identical to vanilla (no wrapper). AA behavior is the same (no forced or ini AA for best results.... ugh).
But what is REALLY interesting is that the wrapper has fixed every single performance issue I had.
Smooth as silk frametimes, no drops, vsync options (game or driver forced) work as expected, automatic limiter caps at monitor's refresh rate, and no judder!
Also, Crosire has made this wrapper OPEN SOURCE.
Sara, I think this may be worth looking into or even implemented (like an option in the config tool).
TL;DR:
Got performance issues? Try Crosire's d3d8to9 wrapper.
Don't force ANY anti-aliasing options, forcing adaptive vsync with game set to automatic limiter with vsync on should reduce judder and improve frame times.
Have you tried using Antialiasing Compatibility bits? Try 0x004000C1
I did not check these without crosire's dx8to9 wrapper, because I MUST have reshade for color correction (I got lazy, I didn't want to spend few more days redoing this process again without the wrapper).
I'm really sorry about my wall of text post, it's confusing to follow and the sentence-structre flow is annoying.
But in that mess I tried to explain, which by the way is only my opinion, that the engine itself has problems and may contribute to antialiasing behavior (ed6_win3.ini option or forced by driver).
I think using a wrapper is a good way to check for problems in a way that you could compare a software renderer to a hardware accelerated renderer.
I've almost beaten the game now, and using crosire's d3d8to9 wrapper looks identical to default (no wrapper), but fixes performance issues like frame pacing and wrong fps cap.
And since this particular wrapper is open source, I think it would be a good tool to aid dev team/testers/etc in finding and addressing these problematic points.
I'm using d3d8to9 wrapper along with reshade. The game will sometimes ( kinda often ) go from 58-59 fps to a stable 30 without any reason and give visual lag (along with lag when characters are speaking, the text is slow ).
MY best guess is that the engine is switching to vsync 30 fps by itself , therefore bringing lag along with it.
This does not happen for me (same wrapper).
I have the game set to Automatic frame limiter, with driver forced as "adaptive".
Constant 60 fps as expected, best frame times (compared to without wrapper and forced 60 limit) and no input latency issues from droping input if it was outside of a frame buffer swap.
Perhaps this may help your random fps dips?
You can try setting the max number of pre-rendered frames from application controlled to 1 or 3 which may also help stabilize frametimes.
The only thing I use reshade for is a 3D LUT and I avoid it's other (primary usage) features entirely. And as I've described above this particular wrapper appears identical to the game without it while fixing the performance issues I had with the game as released (read: wrapper is not creating problems).
From what I've seen while playing with nearly every combination of AA options, I believe any reshade shaders that access the depth buffer may cause problems.
If you would like to check this theory, don't just disable a specific shader in the GUI/options, remove it completely. this way reshade never tries to hook into it to begin with.
------------------
If anyone is curious about Reshade for color correction purposes, see : url=https://hub.displaycal.net/wiki/3d-luts-for-direct3d-and-opengl-applications-e-g-games-under-windows-using-reshade/]3D LUTs for Direct3D and OpenGL applications (e.g. games) under Windows (using ReShade)[/url]
***DisplayCAL is free, but the tools you need to use it are not (either or both a colorimeter or spectrophotometer). If anyone is even slightly interested in this, please understand that this subject is more complicated than you think. You can learn all you need from the "avsorum".