Hell Let Loose

Hell Let Loose

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iamjay 17/ago./2020 às 9:59
Attention Devs - DX12 question -
I run a 9900 cpu with a 2080ti. My question to you devs, is why does my game run really well with DX12 and strong FPS, but crashing on FOY map, and crashing when alt tabbing out.

Is any attempts being made to fix this? With dx11, i'm running max at 50-60fps and eventually get the FPS killer bug where i drop down to 5fps and stay there..What in the holy hell is going on here. We love the game, but help us love it more, by fixing these issues please.

When dx12 is enabled, i'm running 150-160 fps, easily.

To enable DX12 for you folks who don't know how, go to your hell let loose game, right click, properties, set launch options and type -dx12. You will crash on FOY, and you will crash if you alt tab out.
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TBTB|Filtertip 17/ago./2020 às 10:48 
DX12 makes better use of your CPU so that's the main reason why the fps is higher compared to DX11

I think the DX12 suppot game n the engine update but it not fully tested or certified by Black Matter yet.

If anyone wants to run in DX12 is really is an at your own risk for now.
Fopa™ 17/ago./2020 às 13:37 
Escrito originalmente por iamjay:
I run a 9900 cpu with a 2080ti. My question to you devs, is why does my game run really well with DX12 and strong FPS, but crashing on FOY map, and crashing when alt tabbing out.

Is any attempts being made to fix this? With dx11, i'm running max at 50-60fps and eventually get the FPS killer bug where i drop down to 5fps and stay there..What in the holy hell is going on here. We love the game, but help us love it more, by fixing these issues please.

When dx12 is enabled, i'm running 150-160 fps, easily.

To enable DX12 for you folks who don't know how, go to your hell let loose game, right click, properties, set launch options and type -dx12. You will crash on FOY, and you will crash if you alt tab out.

I have a similar setup, i easily average around 100 fps on DX11 and i have not had any significant FPS drops, when i tried DX12 it resulted in to many crashes so i was more than happy to revert back to DX11 until 12 is officially supported.

There was a post (credit:Damien) on here where i added a few system changes to my engine.ini, they are as follows:

[SystemSettings] r.TextureStreaming=Disabled r.DefaultFeature.AntiAliasing=2 r.TemporalAACurrentFrameWeight=0.2 r.TemporalAASamples=64 r.TemporalAASharpness=0.8 r.Tonemapper.Sharpen=1.1 r.PostProcessAAQuality=4 r.SSR=0 r.Tonemapper.GrainQuantization=0

C:\Users\YOURUSERNAME\AppData\Local\HLL\Saved\Config\WindowsNoEditor

I also made a few changes within the game too, such as removing dead player model display times. Since applying those changes, i have only had one crash. You may also want to have a play with your launch parameters, such as:

-refresh 200 Note: Change the 200 value to match your own screens refresh rate.
-USEALLAVAILABLECORES -malloc=system

More here:

https://steamcommunity.com/sharedfiles/filedetails/?id=2196494132

Edit: Fix mong spelling.




Última edição por Fopa™; 17/ago./2020 às 13:45
DannyArt 17/ago./2020 às 16:06 
Change the display option to WindowedFullscreen or something like that, this will stop the crash on the ALT+TAB. Also, the DEVs are aware of the DX12 Foy crash and are working on it! For now, DX12 is not officially supported, but you can try this at own responsibility.
FadedA.I 17/ago./2020 às 17:45 
The reason WHY is because dx12 isnt officially supported.
Cylixx 17/ago./2020 às 20:56 
DX11 - single threaded IPC dependent, computations for game happen on 1 CPU core.

DX12 - breaks game process into multiple threads, computations for game are worked on by multiple cores.

I don't know why DX12 isn't just native to all UE4 titles as of yet, I'm not very schooled on that stuff, so I can't really speculate on when or if they will be able to do it.

But at this stage, everyone has a DX12 card, and everyone has a CPU with multiple cores and hyperthreading. There's literally no reason not to support DX12 because the overwhelming majority of us have compatible machines; and DX12 is just free performance.
Última edição por Cylixx; 17/ago./2020 às 20:56
DuckOnBow 18/ago./2020 às 1:17 
Escrito originalmente por Cylixx:
DX11 - single threaded IPC dependent, computations for game happen on 1 CPU core.

DX12 - breaks game process into multiple threads, computations for game are worked on by multiple cores.

I don't know why DX12 isn't just native to all UE4 titles as of yet, I'm not very schooled on that stuff, so I can't really speculate on when or if they will be able to do it.

But at this stage, everyone has a DX12 card, and everyone has a CPU with multiple cores and hyperthreading. There's literally no reason not to support DX12 because the overwhelming majority of us have compatible machines; and DX12 is just free performance.

Yeah Multicores + Shader Rendering has more features for 12, clearly, since development goes forward. But the big and probably only effect here is the multicore.

Why it crashes:

When your software expect V11 which provides different function (peace of codes) but for V. 12 they aren't anymore (by example because old cold wasn't that efficient) or need different parameter or parameters varies, well, this can lead to a crash. Others might occur too, but at least its the problem of what UE expects V11 and actually there is V12. Its not only more code, the code might differ.
By example: Lets say since V11 you can simulate a lamp/light. Since V12 you can also decide the color of the lamp. Now you don't pass the parameter color to DirectX code, thus it crashes.
Why Foy? By example might be that FOY has some light calculations others Maps dont have. This calculation might need different parameter on V12 than V11. Thus it crashes for FOY not for the other.

Why not simply use DirectX 12:

Because it isn't simply done. Lets say by example the devs are using UE Version 4.3.1. When now UE V 4.3.1 should use DirectX 12 the UE has to change code since code into X12 has changed. This leads to that game developers who use UE 4.3.1 has to change their code too. Instead of changing Code of UE 4.3.1 UE makes a new Version. So developers dont have to change code all the time (Unity3d other game engine has ~15 Versions by year, ya just run behind new code). Ya dont need always the newest version. Would be work for nothing.

Its often anounced that an upgrade to a new Version is done because it can be a lot of work to adapt your code.

And using always newest Version has one disadvantage. Not all bugs are fixed.

Its free performance for ppl. with very good graphic cards. My RX580 runs on 90%, my processor on 30% with 48fps. DX12 doesnt have any effect for me and crashes on each map. Can't even load the game.
Reducing Vertices of gras which they anounced helps everybody.
Última edição por DuckOnBow; 18/ago./2020 às 1:28
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