CODE VEIN

CODE VEIN

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Fealow Oct 13, 2019 @ 12:04pm
FPS drops with camera movement
I've tested this vigorously at 60fps 1080p.

- It still occurs even when i limit my fps to 30 so my GPU and CPU are running at ~40%.

- The frame drops occur in the same places and with the same camera angles regardless of graphics settings.

- The GPU and CPU spike to 80-99% during these drops for no apparent reason (30fps & 60fps).

Has anyone else been experiencing this?

MSI GTX 960 2GB overclocked
i5 2500K overclocked
16GB RAM
Game installed on SSD
RTSS for frame cap
Last edited by Fealow; Oct 13, 2019 @ 12:18pm
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Showing 1-15 of 18 comments
Drukaris Oct 13, 2019 @ 12:20pm 
turn off motion blur - it doesnt play well with temporal AA

unless you are in a loading area ... there is nothing you can do
Last edited by Drukaris; Oct 13, 2019 @ 12:21pm
Rock Oct 13, 2019 @ 12:20pm 
So you tested for example if you flip everything to low/off will this still happen ? What's your fps normally then if you do not move the camera ? It's always at 60fps regardless where you are looking at (fires etc other particle intense areas) ?
Fealow Oct 13, 2019 @ 12:21pm 
I already tried. Even with everything set to low and at 30fps the drops and spikes still occur. and my frame rate is perfectly stable with stable frame times when not moving the camera.
Last edited by Fealow; Oct 13, 2019 @ 12:23pm
Drukaris Oct 13, 2019 @ 12:22pm 
what are those places?
Fealow Oct 13, 2019 @ 12:24pm 
Originally posted by Drukaris:
what are those places?

Happens in all locations. For example i can stand in the middle of the home base and spin the camera 360, the frames will drop and frame time will spike at the exact same angles even at 30fps & low settings.
Rock Oct 13, 2019 @ 12:25pm 
You on a PC or a Laptop ?
Fealow Oct 13, 2019 @ 12:25pm 
Originally posted by Rock:
You on a PC or a Laptop ?

PC
Drukaris Oct 13, 2019 @ 12:31pm 
i'm an nvidia guy so i dont know ... but maybe its RTSS

is there an option to let the game handle every setting?
having frame cap on top of ingame frame cap might be the reason
same with vsync on top of ingame vsync

have you tried to fiddle around with that?
Last edited by Drukaris; Oct 13, 2019 @ 12:31pm
Rock Oct 13, 2019 @ 12:34pm 
Well I don't know man. Hardware, software etc. A lot of things can play a part here and troubleshooting is difficult. I'd almost would want to say it's your hardware. Even though it looks like you pass the requirements.

What's the most hardware intense game you have played with your PC and how was the performance ?



Originally posted by Drukaris:
i'm an nvidia guy so i dont know ... but maybe its RTSS

is there an option to let the game handle every setting?
having frame cap on top of ingame frame cap might be the reason
same with vsync on top of ingame vsync

have you tried to fiddle around with that?

RTSS is my last guess aswell. Never used it but on a quick glance it could cause some issues like you pointed out.
Fealow Oct 13, 2019 @ 12:39pm 
The issue occurs without RTSS. I use it because the game's native cap has god awful frame times. Only other thing I can think of is trying without the overclocking, they might not be perfectly stable.
Drukaris Oct 13, 2019 @ 12:46pm 
if you have latest drivers and played around with the nvidia system settings already then i don't know :/

hope you can figure it out
Fealow Oct 16, 2019 @ 1:42pm 
I've managed to fix my issue. I added these lines to the scalability.ini


.TextureStreaming=1
r.MaxAnisotropy=16
r.Streaming.PoolSize=2048
r.Streaming.HLODStrategy=0
r.Streaming.MaxEffectiveScreenSize=1296
r.Streaming.Boost=0
r.MipMapLodBias=15
r.Streaming.MipBias=15
r.Streaming.UsePerTextureBias=0
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.ScaleTexturesByGlobalMyBias=1

The game seems to want to stream textures and assets constantly by default rather than loading them into memory. My GPU can't keep up with how quickly my SSD is able to load them so theres always a short drop in frames when something new gets streamed in.

Best part of this is that I'm not noticing any difference in terms of visual quality!
Drukaris Oct 16, 2019 @ 2:09pm 
hey hey, pretty gud! how did you figure that one out tho?
seems like a pretty specific solution ...
Fealow Oct 16, 2019 @ 2:21pm 
Originally posted by Drukaris:
hey hey, pretty gud! how did you figure that one out tho?
seems like a pretty specific solution ...

Just researching how unreal engine handles code vein and a lot of trial and error.
El Rivio Sep 21, 2022 @ 12:11pm 
Originally posted by Fealow:
I've managed to fix my issue. I added these lines to the scalability.ini


.TextureStreaming=1
r.MaxAnisotropy=16
r.Streaming.PoolSize=2048
r.Streaming.HLODStrategy=0
r.Streaming.MaxEffectiveScreenSize=1296
r.Streaming.Boost=0
r.MipMapLodBias=15
r.Streaming.MipBias=15
r.Streaming.UsePerTextureBias=0
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.ScaleTexturesByGlobalMyBias=1

The game seems to want to stream textures and assets constantly by default rather than loading them into memory. My GPU can't keep up with how quickly my SSD is able to load them so theres always a short drop in frames when something new gets streamed in.

Best part of this is that I'm not noticing any difference in terms of visual quality!
Thank you very much ! Works for me.
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