Is there any good way to record benchmark numbers? So I'm not just looking at the screen approximating. Possibly misleading everyone :P
I think there is a significant difference with 3dmigoto automatic mode = 1
Using maximal settings
2560x1440
Reflection MSAA off
MSAA off
FXAA off
Post Processing Normal (you have to run this at normal or else 3dmigoto does weird stuff so I benchmarked both version with it disabled)
Advanced Graphics, all set to off or minimum value.
Everything else at maximal values
35-120 FPS, AVG is around 55 with 3dmigoto automatic mode=1. with constant dips to around 48
35-95 FPS, AVG is around 45 using in game with constant dips to around 38.
However, when i did a benchmark earlier using the settings I usually play with. Like lowering some settings like population variety, shadow quality, etc and other things.
53-120 FPS, generally with an average around 90 using 3dmigoto. There was one dip to 53 FPS.
35-95 FPS with about 45 FPS average using ingame 3d
The main problem with this game was even if I set everything to low, I would get like a 45 FPS average.
My specs are
i5@4.6 GHZ
Titan X pascal
16gb ram
ssd drive...
Obviously my config is not the best for doing multicore since I have a highly overclocked i5... instead of something with more cores. Also, it would probably be better for me to test CPU bound things by testing at 1920x1080 resolution.
Is there any good way to record benchmark numbers? So I'm not just looking at the screen approximating. Possibly misleading everyone :P
I think there is a significant difference with 3dmigoto automatic mode = 1
Using maximal settings
2560x1440
Reflection MSAA off
MSAA off
FXAA off
Post Processing Normal (you have to run this at normal or else 3dmigoto does weird stuff so I benchmarked both version with it disabled)
Advanced Graphics, all set to off or minimum value.
Everything else at maximal values
35-120 FPS, AVG is around 55 with 3dmigoto automatic mode=1. with constant dips to around 48
35-95 FPS, AVG is around 45 using in game with constant dips to around 38.
However, when i did a benchmark earlier using the settings I usually play with. Like lowering some settings like population variety, shadow quality, etc and other things.
53-120 FPS, generally with an average around 90 using 3dmigoto. There was one dip to 53 FPS.
35-95 FPS with about 45 FPS average using ingame 3d
The main problem with this game was even if I set everything to low, I would get like a 45 FPS average.
My specs are
i5@4.6 GHZ
Titan X pascal
16gb ram
ssd drive...
Obviously my config is not the best for doing multicore since I have a highly overclocked i5... instead of something with more cores. Also, it would probably be better for me to test CPU bound things by testing at 1920x1080 resolution.
Easiest way to measure is to use built-in benchmark. Go to Settings and Graphics, and you'll see Tab for Benchmark. You can also fire it up from the "commandline.txt" settings file.
The interesting number is the 99% number in the benchmark files that can be found in Documents/Rockstar/GrandTheftAuto5/Benchmarks. That 99% number is a very good 'minimum' frame rate for the game. It removes some weird outliers like during loading that otherwise make the min not that helpful.
Even with a 4 core i5, you should see all four cores maxed out. With normal Rockstar 3D, the best it ever gets is 3 cores, which shows as 75% usage in Task Manager.
Easiest way to measure is to use built-in benchmark. Go to Settings and Graphics, and you'll see Tab for Benchmark. You can also fire it up from the "commandline.txt" settings file.
The interesting number is the 99% number in the benchmark files that can be found in Documents/Rockstar/GrandTheftAuto5/Benchmarks. That 99% number is a very good 'minimum' frame rate for the game. It removes some weird outliers like during loading that otherwise make the min not that helpful.
Even with a 4 core i5, you should see all four cores maxed out. With normal Rockstar 3D, the best it ever gets is 3 cores, which shows as 75% usage in Task Manager.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
Appreciate the research guys!
Seriously this core usage bottleneck through app or 3D Vision possibility is the only thing holding GTA 5 back from being one of the best smoothest 3D experiences.
Appreciate the research guys!
Seriously this core usage bottleneck through app or 3D Vision possibility is the only thing holding GTA 5 back from being one of the best smoothest 3D experiences.
Asus Maximus X Hero Z370
MSI Gaming X 1080Ti (2100 mhz OC Watercooled)
8700k (4.7ghz OC Watercooled)
16gb DDR4 3000 Ram
500GB SAMSUNG 860 EVO SERIES SSD M.2
...
So unfortunately it doesn't get rid of the bottleneck. If I alt tab while benchmarking CPU usage is still around 75% :-/
But, I wasn't hallucinating...
There must be extra overhead using ingame 3d or something. The minimum through repeated runs didn't really seem affected much between the two. The averages using 3dmigoto in the 5 sections was about 5-7 FPS above using ingame. I got overexcited I think.
using 3dmigoto
Frames Per Second (Higher is better) Min, Max, Avg
Pass 0, 21.555544, 63.057491, 52.871807
Pass 1, 36.570248, 58.903446, 50.905254
Pass 2, 36.692593, 82.751999, 55.506313
Pass 3, 30.362448, 90.597778, 73.089119
Pass 4, 21.845911, 221.165848, 62.210766
Time in milliseconds(ms). (Lower is better). Min, Max, Avg
Pass 0, 15.858544, 46.391777, 18.913671
Pass 1, 16.976934, 27.344633, 19.644337
Pass 2, 12.084300, 27.253458, 18.015968
Pass 3, 11.037798, 32.935421, 13.681927
Pass 4, 4.521494, 45.775158, 16.074389
using ingame 3d
Frames Per Second (Higher is better) Min, Max, Avg
Pass 0, 22.805677, 53.782818, 47.618252
Pass 1, 32.938461, 51.214985, 45.136177
Pass 2, 32.210155, 72.844666, 50.816521
Pass 3, 29.936380, 78.908752, 65.985283
Pass 4, 22.435749, 110.898300, 55.758537
Time in milliseconds(ms). (Lower is better). Min, Max, Avg
Pass 0, 18.593298, 43.848732, 21.000351
Pass 1, 19.525536, 30.359646, 22.155178
Pass 2, 13.727841, 31.046108, 19.678640
Pass 3, 12.672866, 33.404171, 15.154895
...
So unfortunately it doesn't get rid of the bottleneck. If I alt tab while benchmarking CPU usage is still around 75% :-/
But, I wasn't hallucinating...
There must be extra overhead using ingame 3d or something. The minimum through repeated runs didn't really seem affected much between the two. The averages using 3dmigoto in the 5 sections was about 5-7 FPS above using ingame. I got overexcited I think.
Thank you ishiki.
On an indirectly related note, bo3b, out of curiosity, how much overhead is 3D Migoto? I have noticed (anecdotal, not tested) that in some games, the overhead is quite significant.
Would it be possible, (if not already implemented) to have 3D Migoto work on a completely separate thread so that the core responsible for the primary game thread is not also working on the 3D Migoto thread?
Along the same lines, what do you feel would be advantages of hooking vs. wrapping in relation to CPU performance (and eventual bottlenecking)?
On an indirectly related note, bo3b, out of curiosity, how much overhead is 3D Migoto? I have noticed (anecdotal, not tested) that in some games, the overhead is quite significant.
Would it be possible, (if not already implemented) to have 3D Migoto work on a completely separate thread so that the core responsible for the primary game thread is not also working on the 3D Migoto thread?
Along the same lines, what do you feel would be advantages of hooking vs. wrapping in relation to CPU performance (and eventual bottlenecking)?
Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.
[quote="RAGEdemon"]Thank you ishiki.
On an indirectly related note, bo3b, out of curiosity, how much overhead is 3D Migoto? I have noticed (anecdotal, not tested) that in some games, the overhead is quite significant.
Would it be possible, (if not already implemented) to have 3D Migoto work on a completely separate thread so that the core responsible for the primary game thread is not also working on the 3D Migoto thread?
Along the same lines, what do you feel would be advantages of hooking vs. wrapping in relation to CPU performance (and eventual bottlenecking)?[/quote]
Actually, the performance impact of 3Dmigoto is quite modest. IIRC, the last time I profiled it, it is at 0.8% of CPU. I did extensive performance profiling using the visual studio tools, and worked out the best ways to minimize the impact. This included changing the texture CRCs to using the CPU based that is 10x faster than any others. Ironically found because of performance profiling specifically in GTA5.
There are probably some scenarios using advanced 3Dmigoto techniques like HUD separations and other texture based filtering that can have a larger impact. Those might be the scenarios where you see higher cpu usage.
You can prove this out yourself by doing things like game benchmarks with a fix installed, and the same benchmark with no fix (broken 3D). If you find scenarios where there is anything significant, I'm happy to look at them.
We can't use alternate threads for our work because we need to intercept the drawing pipeline, and force it to be what we want instead. There's no place for overlap, because we need to work on the exact same data that is about to be drawn.
That is also the crux of the multi-threading problem for game engines- it's relatively rare to have things that can be done in parallel, it's usually a pipeline with data passed to the next stage.
For hooking versus wrapping, I think there is no difference in terms of performance. The wrap or hook is only done once. The main reason to do one or the other is compatibility with different games and engines. Some games only accept one or the other.
On an indirectly related note, bo3b, out of curiosity, how much overhead is 3D Migoto? I have noticed (anecdotal, not tested) that in some games, the overhead is quite significant.
Would it be possible, (if not already implemented) to have 3D Migoto work on a completely separate thread so that the core responsible for the primary game thread is not also working on the 3D Migoto thread?
Along the same lines, what do you feel would be advantages of hooking vs. wrapping in relation to CPU performance (and eventual bottlenecking)?
Actually, the performance impact of 3Dmigoto is quite modest. IIRC, the last time I profiled it, it is at 0.8% of CPU. I did extensive performance profiling using the visual studio tools, and worked out the best ways to minimize the impact. This included changing the texture CRCs to using the CPU based that is 10x faster than any others. Ironically found because of performance profiling specifically in GTA5.
There are probably some scenarios using advanced 3Dmigoto techniques like HUD separations and other texture based filtering that can have a larger impact. Those might be the scenarios where you see higher cpu usage.
You can prove this out yourself by doing things like game benchmarks with a fix installed, and the same benchmark with no fix (broken 3D). If you find scenarios where there is anything significant, I'm happy to look at them.
We can't use alternate threads for our work because we need to intercept the drawing pipeline, and force it to be what we want instead. There's no place for overlap, because we need to work on the exact same data that is about to be drawn.
That is also the crux of the multi-threading problem for game engines- it's relatively rare to have things that can be done in parallel, it's usually a pipeline with data passed to the next stage.
For hooking versus wrapping, I think there is no difference in terms of performance. The wrap or hook is only done once. The main reason to do one or the other is compatibility with different games and engines. Some games only accept one or the other.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
Does anyone else have problems with foliage rendering at screen-level i.e. in mono with 368.69 on Windows 10 (pre-Anniversary)? This is driving me nuts.
Edit: well the alt+enter trick worked to fix it.
Does anyone else have problems with foliage rendering at screen-level i.e. in mono with 368.69 on Windows 10 (pre-Anniversary)? This is driving me nuts.
[quote="aeliusg"]Does anyone else have problems with foliage rendering at screen-level i.e. in mono with 368.69 on Windows 10 (pre-Anniversary)? This is driving me nuts.
Edit: well the alt+enter trick worked to fix it.[/quote]
I haven't gotten foliage, but I did have lights rendering at screen depth. Ctrl-T on/off got it back to completely clean. Driver 372.54.
It looks to me like recent drivers have changed how GTA5 starts up, so you have to jack with it a bit.
aeliusg said:Does anyone else have problems with foliage rendering at screen-level i.e. in mono with 368.69 on Windows 10 (pre-Anniversary)? This is driving me nuts.
Edit: well the alt+enter trick worked to fix it.
I haven't gotten foliage, but I did have lights rendering at screen depth. Ctrl-T on/off got it back to completely clean. Driver 372.54.
It looks to me like recent drivers have changed how GTA5 starts up, so you have to jack with it a bit.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="bo3b"][quote="aeliusg"]Does anyone else have problems with foliage rendering at screen-level i.e. in mono with 368.69 on Windows 10 (pre-Anniversary)? This is driving me nuts.
Edit: well the alt+enter trick worked to fix it.[/quote]
I haven't gotten foliage, but I did have lights rendering at screen depth. Ctrl-T on/off got it back to completely clean. Driver 372.54.
It looks to me like recent drivers have changed how GTA5 starts up, so you have to jack with it a bit.[/quote]
Yes, indeed, a little toggling gets it working perfectly. Amazing experience in first-person 3D. It's like a whole new game. I could see them giving this game a VR workover in conjunction with PSVR. Maybe we could get some trickle-down gains in efficiency in 3D, but, as you said, the game doesn't really require a locked 60 fps to be playable. There's supposed to be news about GTA during the PS conference today, so we may yet hear something interesting.
aeliusg said:Does anyone else have problems with foliage rendering at screen-level i.e. in mono with 368.69 on Windows 10 (pre-Anniversary)? This is driving me nuts.
Edit: well the alt+enter trick worked to fix it.
I haven't gotten foliage, but I did have lights rendering at screen depth. Ctrl-T on/off got it back to completely clean. Driver 372.54.
It looks to me like recent drivers have changed how GTA5 starts up, so you have to jack with it a bit.
Yes, indeed, a little toggling gets it working perfectly. Amazing experience in first-person 3D. It's like a whole new game. I could see them giving this game a VR workover in conjunction with PSVR. Maybe we could get some trickle-down gains in efficiency in 3D, but, as you said, the game doesn't really require a locked 60 fps to be playable. There's supposed to be news about GTA during the PS conference today, so we may yet hear something interesting.
Hello Community :-)
After upgrading my pc i have desided to replay GTA V. But i ran into some very weird issues. Despite the 3d was on, i have got brocken 3d picture and other weirds stuff. I have tried the game on 4k passive display (optimized for 3d vision) and with normal 3d vision shutter glasses. The issue appears on both (tried different drivers too). Finaly, after almost a day of fighting with settings of driver and the game i found the solution. Somehow the game now can not (at least mostly and on my system) initialize direct 3d mode if the game's refresh rate is set to the highest possible (120 Hz (dont even ask why not 60 :-)) on normal 3d vision monitor and 60 Hz on passive display). The game always change the value to max Hz - 1 in this case on start (at least that value can be found in the config.xml). So if any other refresh rate besides the highest is set, it will work. (tried at least 10 times in a row).
The issue can somethimes also be fixed by changing any graphics setting that reloads the screen (like vsynch, resolution or frame scaling or just simple alt+tab). But if you use the passive 3d mode, then you will run into color shifting to blue (seems like the driver tries to apply anaglyph mode). On windows 7 this can be simple resolved through alt tabbing again. However this trick does not work any more on windows 10 (with aniversary update).
The workaround (via refresh rate settings) seems also to resolve the out of memory issue (or i was very lucky :-))
Please sorry for the very long post! I think it is important to share this information. Maybe someone of you have similar troubles.
I use Windows 10x64 (with aniversary update). The driver version is 372.70.
Hello Community :-)
After upgrading my pc i have desided to replay GTA V. But i ran into some very weird issues. Despite the 3d was on, i have got brocken 3d picture and other weirds stuff. I have tried the game on 4k passive display (optimized for 3d vision) and with normal 3d vision shutter glasses. The issue appears on both (tried different drivers too). Finaly, after almost a day of fighting with settings of driver and the game i found the solution. Somehow the game now can not (at least mostly and on my system) initialize direct 3d mode if the game's refresh rate is set to the highest possible (120 Hz (dont even ask why not 60 :-)) on normal 3d vision monitor and 60 Hz on passive display). The game always change the value to max Hz - 1 in this case on start (at least that value can be found in the config.xml). So if any other refresh rate besides the highest is set, it will work. (tried at least 10 times in a row).
The issue can somethimes also be fixed by changing any graphics setting that reloads the screen (like vsynch, resolution or frame scaling or just simple alt+tab). But if you use the passive 3d mode, then you will run into color shifting to blue (seems like the driver tries to apply anaglyph mode). On windows 7 this can be simple resolved through alt tabbing again. However this trick does not work any more on windows 10 (with aniversary update).
The workaround (via refresh rate settings) seems also to resolve the out of memory issue (or i was very lucky :-))
Please sorry for the very long post! I think it is important to share this information. Maybe someone of you have similar troubles.
I use Windows 10x64 (with aniversary update). The driver version is 372.70.
[quote="ColAngel"]Hello Community :-)
After upgrading my pc i have desided to replay GTA V. But i ran into some very weird issues. Despite the 3d was on, i have got brocken 3d picture and other weirds stuff. I have tried the game on 4k passive display (optimized for 3d vision) and with normal 3d vision shutter glasses. The issue appears on both (tried different drivers too). Finaly, after almost a day of fighting with settings of driver and the game i found the solution. Somehow the game now can not (at least mostly and on my system) initialize direct 3d mode if the game's refresh rate is set to the highest possible (120 Hz (dont even ask why not 60 :-)) on normal 3d vision monitor and 60 Hz on passive display). The game always change the value to max Hz - 1 in this case on start (at least that value can be found in the config.xml). So if any other refresh rate besides the highest is set, it will work. (tried at least 10 times in a row).
The issue can somethimes also be fixed by changing any graphics setting that reloads the screen (like vsynch, resolution or frame scaling or just simple alt+tab). But if you use the passive 3d mode, then you will run into color shifting to blue (seems like the driver tries to apply anaglyph mode). On windows 7 this can be simple resolved through alt tabbing again. However this trick does not work any more on windows 10 (with aniversary update).
The workaround (via refresh rate settings) seems also to resolve the out of memory issue (or i was very lucky :-))
Please sorry for the very long post! I think it is important to share this information. Maybe someone of you have similar troubles.
I use Windows 10x64 (with aniversary update). The driver version is 372.70. [/quote]
Thanks a lot for the info. I have mine start at 24 hz then change refresh rate to 120 in-game now. It does seem much more reliable this way. (no anniversary update, driver 368.69)
ColAngel said:Hello Community :-)
After upgrading my pc i have desided to replay GTA V. But i ran into some very weird issues. Despite the 3d was on, i have got brocken 3d picture and other weirds stuff. I have tried the game on 4k passive display (optimized for 3d vision) and with normal 3d vision shutter glasses. The issue appears on both (tried different drivers too). Finaly, after almost a day of fighting with settings of driver and the game i found the solution. Somehow the game now can not (at least mostly and on my system) initialize direct 3d mode if the game's refresh rate is set to the highest possible (120 Hz (dont even ask why not 60 :-)) on normal 3d vision monitor and 60 Hz on passive display). The game always change the value to max Hz - 1 in this case on start (at least that value can be found in the config.xml). So if any other refresh rate besides the highest is set, it will work. (tried at least 10 times in a row).
The issue can somethimes also be fixed by changing any graphics setting that reloads the screen (like vsynch, resolution or frame scaling or just simple alt+tab). But if you use the passive 3d mode, then you will run into color shifting to blue (seems like the driver tries to apply anaglyph mode). On windows 7 this can be simple resolved through alt tabbing again. However this trick does not work any more on windows 10 (with aniversary update).
The workaround (via refresh rate settings) seems also to resolve the out of memory issue (or i was very lucky :-))
Please sorry for the very long post! I think it is important to share this information. Maybe someone of you have similar troubles.
I use Windows 10x64 (with aniversary update). The driver version is 372.70.
Thanks a lot for the info. I have mine start at 24 hz then change refresh rate to 120 in-game now. It does seem much more reliable this way. (no anniversary update, driver 368.69)
I'm playing the unmodified game in 3D Vision on a GTX 1080 SLI system. I'm only getting around 45 looking around. All 4 CPU cores seem to be used 50% so there doesn't seem to be any 3-core limit. The GPUs are also underutilized.
[url=http://imgur.com/xmiEnmz][img]http://i.imgur.com/xmiEnmzt.jpg[/img][/url]
I'm playing the unmodified game in 3D Vision on a GTX 1080 SLI system. I'm only getting around 45 looking around. All 4 CPU cores seem to be used 50% so there doesn't seem to be any 3-core limit. The GPUs are also underutilized.
Inno3D RTX 2080 Ti iChill Black (330W Power Limit / +50 MHz Core / +750 MHz Memory)
Intel Core i9-9900X (4.6 GHz Core / 3.0 GHz Mesh)
Corsair Vengeance LPX 32 GB (4 x 8 GB) DDR4 CMK32GX4M4Z3200C16 (4000 MHz 18-20-20-40-1T)
MSI MEG X299 Creation
Acer Predator X27 / Asus ROG Swift PG27VQ / Dell S2417DG / 3D Vision 2 / Oculus Rift S / Marantz SR6012 / LG OLED55B7T
Intel Optane 900P 280 GB / Tiered Storage Space (Samsung 950 PRO 512 GB / Seagate IronWolf Pro 10 TB)
Windows 10 Pro 64-bit
Guys here's another tip for more FPS in GTA5 3D.
Start looking into texture overhaul mods.
Remember not all original textures are exactly performance efficient.
I installed the LA Road texture mod easily gained 6-8 FPS.
[url]https://www.gta5-mods.com/misc/l-a-roads-8ae63c30-de64-4f16-8f3d-40c9e6d16212[/url]
There is indeed locked away performance in the original GTAV build.
3d Vision does have a FPS threshold but atleast we can do other things graphics wise to try and reach the max of it.
Just gotta experiement.
Asus Maximus X Hero Z370
MSI Gaming X 1080Ti (2100 mhz OC Watercooled)
8700k (4.7ghz OC Watercooled)
16gb DDR4 3000 Ram
500GB SAMSUNG 860 EVO SERIES SSD M.2
Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.
I think there is a significant difference with 3dmigoto automatic mode = 1
Using maximal settings
2560x1440
Reflection MSAA off
MSAA off
FXAA off
Post Processing Normal (you have to run this at normal or else 3dmigoto does weird stuff so I benchmarked both version with it disabled)
Advanced Graphics, all set to off or minimum value.
Everything else at maximal values
35-120 FPS, AVG is around 55 with 3dmigoto automatic mode=1. with constant dips to around 48
35-95 FPS, AVG is around 45 using in game with constant dips to around 38.
However, when i did a benchmark earlier using the settings I usually play with. Like lowering some settings like population variety, shadow quality, etc and other things.
53-120 FPS, generally with an average around 90 using 3dmigoto. There was one dip to 53 FPS.
35-95 FPS with about 45 FPS average using ingame 3d
The main problem with this game was even if I set everything to low, I would get like a 45 FPS average.
My specs are
i5@4.6 GHZ
Titan X pascal
16gb ram
ssd drive...
Obviously my config is not the best for doing multicore since I have a highly overclocked i5... instead of something with more cores. Also, it would probably be better for me to test CPU bound things by testing at 1920x1080 resolution.
I'm ishiki, forum screwed up my name.
9900K @5.0 GHZ, 16GBDDR4@4233MHZ, 2080 Ti
The interesting number is the 99% number in the benchmark files that can be found in Documents/Rockstar/GrandTheftAuto5/Benchmarks. That 99% number is a very good 'minimum' frame rate for the game. It removes some weird outliers like during loading that otherwise make the min not that helpful.
Even with a 4 core i5, you should see all four cores maxed out. With normal Rockstar 3D, the best it ever gets is 3 cores, which shows as 75% usage in Task Manager.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
Seriously this core usage bottleneck through app or 3D Vision possibility is the only thing holding GTA 5 back from being one of the best smoothest 3D experiences.
Gaming Rig 1
i7 5820K 3.3ghz (Stock Clock)
GTX 1080 Founders Edition (Stock Clock)
16GB DDR4 2400 RAM
512 SAMSUNG 840 PRO
Gaming Rig 2
My new build
Asus Maximus X Hero Z370
MSI Gaming X 1080Ti (2100 mhz OC Watercooled)
8700k (4.7ghz OC Watercooled)
16gb DDR4 3000 Ram
500GB SAMSUNG 860 EVO SERIES SSD M.2
So unfortunately it doesn't get rid of the bottleneck. If I alt tab while benchmarking CPU usage is still around 75% :-/
But, I wasn't hallucinating...
There must be extra overhead using ingame 3d or something. The minimum through repeated runs didn't really seem affected much between the two. The averages using 3dmigoto in the 5 sections was about 5-7 FPS above using ingame. I got overexcited I think.
using 3dmigoto
Frames Per Second (Higher is better) Min, Max, Avg
Pass 0, 21.555544, 63.057491, 52.871807
Pass 1, 36.570248, 58.903446, 50.905254
Pass 2, 36.692593, 82.751999, 55.506313
Pass 3, 30.362448, 90.597778, 73.089119
Pass 4, 21.845911, 221.165848, 62.210766
Time in milliseconds(ms). (Lower is better). Min, Max, Avg
Pass 0, 15.858544, 46.391777, 18.913671
Pass 1, 16.976934, 27.344633, 19.644337
Pass 2, 12.084300, 27.253458, 18.015968
Pass 3, 11.037798, 32.935421, 13.681927
Pass 4, 4.521494, 45.775158, 16.074389
using ingame 3d
Frames Per Second (Higher is better) Min, Max, Avg
Pass 0, 22.805677, 53.782818, 47.618252
Pass 1, 32.938461, 51.214985, 45.136177
Pass 2, 32.210155, 72.844666, 50.816521
Pass 3, 29.936380, 78.908752, 65.985283
Pass 4, 22.435749, 110.898300, 55.758537
Time in milliseconds(ms). (Lower is better). Min, Max, Avg
Pass 0, 18.593298, 43.848732, 21.000351
Pass 1, 19.525536, 30.359646, 22.155178
Pass 2, 13.727841, 31.046108, 19.678640
Pass 3, 12.672866, 33.404171, 15.154895
I'm ishiki, forum screwed up my name.
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On an indirectly related note, bo3b, out of curiosity, how much overhead is 3D Migoto? I have noticed (anecdotal, not tested) that in some games, the overhead is quite significant.
Would it be possible, (if not already implemented) to have 3D Migoto work on a completely separate thread so that the core responsible for the primary game thread is not also working on the 3D Migoto thread?
Along the same lines, what do you feel would be advantages of hooking vs. wrapping in relation to CPU performance (and eventual bottlenecking)?
Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.
Actually, the performance impact of 3Dmigoto is quite modest. IIRC, the last time I profiled it, it is at 0.8% of CPU. I did extensive performance profiling using the visual studio tools, and worked out the best ways to minimize the impact. This included changing the texture CRCs to using the CPU based that is 10x faster than any others. Ironically found because of performance profiling specifically in GTA5.
There are probably some scenarios using advanced 3Dmigoto techniques like HUD separations and other texture based filtering that can have a larger impact. Those might be the scenarios where you see higher cpu usage.
You can prove this out yourself by doing things like game benchmarks with a fix installed, and the same benchmark with no fix (broken 3D). If you find scenarios where there is anything significant, I'm happy to look at them.
We can't use alternate threads for our work because we need to intercept the drawing pipeline, and force it to be what we want instead. There's no place for overlap, because we need to work on the exact same data that is about to be drawn.
That is also the crux of the multi-threading problem for game engines- it's relatively rare to have things that can be done in parallel, it's usually a pipeline with data passed to the next stage.
For hooking versus wrapping, I think there is no difference in terms of performance. The wrap or hook is only done once. The main reason to do one or the other is compatibility with different games and engines. Some games only accept one or the other.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
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Edit: well the alt+enter trick worked to fix it.
I haven't gotten foliage, but I did have lights rendering at screen depth. Ctrl-T on/off got it back to completely clean. Driver 372.54.
It looks to me like recent drivers have changed how GTA5 starts up, so you have to jack with it a bit.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
Yes, indeed, a little toggling gets it working perfectly. Amazing experience in first-person 3D. It's like a whole new game. I could see them giving this game a VR workover in conjunction with PSVR. Maybe we could get some trickle-down gains in efficiency in 3D, but, as you said, the game doesn't really require a locked 60 fps to be playable. There's supposed to be news about GTA during the PS conference today, so we may yet hear something interesting.
After upgrading my pc i have desided to replay GTA V. But i ran into some very weird issues. Despite the 3d was on, i have got brocken 3d picture and other weirds stuff. I have tried the game on 4k passive display (optimized for 3d vision) and with normal 3d vision shutter glasses. The issue appears on both (tried different drivers too). Finaly, after almost a day of fighting with settings of driver and the game i found the solution. Somehow the game now can not (at least mostly and on my system) initialize direct 3d mode if the game's refresh rate is set to the highest possible (120 Hz (dont even ask why not 60 :-)) on normal 3d vision monitor and 60 Hz on passive display). The game always change the value to max Hz - 1 in this case on start (at least that value can be found in the config.xml). So if any other refresh rate besides the highest is set, it will work. (tried at least 10 times in a row).
The issue can somethimes also be fixed by changing any graphics setting that reloads the screen (like vsynch, resolution or frame scaling or just simple alt+tab). But if you use the passive 3d mode, then you will run into color shifting to blue (seems like the driver tries to apply anaglyph mode). On windows 7 this can be simple resolved through alt tabbing again. However this trick does not work any more on windows 10 (with aniversary update).
The workaround (via refresh rate settings) seems also to resolve the out of memory issue (or i was very lucky :-))
Please sorry for the very long post! I think it is important to share this information. Maybe someone of you have similar troubles.
I use Windows 10x64 (with aniversary update). The driver version is 372.70.
Thanks a lot for the info. I have mine start at 24 hz then change refresh rate to 120 in-game now. It does seem much more reliable this way. (no anniversary update, driver 368.69)
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Start looking into texture overhaul mods.
Remember not all original textures are exactly performance efficient.
I installed the LA Road texture mod easily gained 6-8 FPS.
https://www.gta5-mods.com/misc/l-a-roads-8ae63c30-de64-4f16-8f3d-40c9e6d16212
There is indeed locked away performance in the original GTAV build.
3d Vision does have a FPS threshold but atleast we can do other things graphics wise to try and reach the max of it.
Just gotta experiement.
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