Attempting to fix AC Unity
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Multiple reports that the new beta driver improves performance. http://www.reddit.com/r/assassinscreed/comments/2plxox/geforce_users_my_god_install_the_latest_beta/
Multiple reports that the new beta driver improves performance.


http://www.reddit.com/r/assassinscreed/comments/2plxox/geforce_users_my_god_install_the_latest_beta/

#31
Posted 12/18/2014 07:26 AM   
Darn would have been intriguing to test if 3d vision performance is better too, but uninstalled game already. Problem before was huge fps drop when enabling 3d. From 2d at 1080p60fps to 15fps in 720p 3d. I very much doubt that the game is playable in 3d on any machine even after the drivers and patch. Tested on my own machine, which has 2600k@4.8ghz and a single gtx980. Also was curious how my friends 3960x + 980 sli performed. Guess what, exactly same as mine, cinematic 15fps in 3d mode. :)
Darn would have been intriguing to test if 3d vision performance is better too, but uninstalled game already. Problem before was huge fps drop when enabling 3d. From 2d at 1080p60fps to 15fps in 720p 3d. I very much doubt that the game is playable in 3d on any machine even after the drivers and patch.

Tested on my own machine, which has 2600k@4.8ghz and a single gtx980. Also was curious how my friends 3960x + 980 sli performed. Guess what, exactly same as mine, cinematic 15fps in 3d mode. :)

#32
Posted 12/18/2014 07:53 AM   
patch 1.4 is out
patch 1.4 is out

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#33
Posted 12/18/2014 09:24 PM   
My computer just had a complete hardware meltdown loading the new patch. Thus I know little on the performance of the patch. My computer had been glitching for months before the demise. Until my new computer arrives I have little to add.
My computer just had a complete hardware meltdown loading the new patch. Thus I know little on the performance of the patch. My computer had been glitching for months before the demise.

Until my new computer arrives I have little to add.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
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#34
Posted 12/20/2014 08:56 PM   
I just tried it on my SLI 970 setup -I can hit 120FPS in SLI in some areas -Enabling 3D causes an instant drop to about 19fps -Having SLI enabled causes texture flickering (apparently related to the latest patch)
I just tried it on my SLI 970 setup

-I can hit 120FPS in SLI in some areas
-Enabling 3D causes an instant drop to about 19fps
-Having SLI enabled causes texture flickering (apparently related to the latest patch)

#35
Posted 12/21/2014 06:24 PM   
[quote="Pirateguybrush"]I just tried it on my SLI 970 setup -I can hit 120FPS in SLI in some areas -Enabling 3D causes an instant drop to about 19fps -Having SLI enabled causes texture flickering (apparently related to the latest patch)[/quote] I'm also having a very similar problem in COD: Advanced Warfare. 3D = FPS disaster... I have a similar setup as yourself. I wonder if the issues are related. Do your GPU cores severely get underused when 3D is enabled? How about your CPU? On a side note, i think it may be an idea to put at least basic system specs in everyone's signatures... :)
Pirateguybrush said:I just tried it on my SLI 970 setup

-I can hit 120FPS in SLI in some areas
-Enabling 3D causes an instant drop to about 19fps
-Having SLI enabled causes texture flickering (apparently related to the latest patch)


I'm also having a very similar problem in COD: Advanced Warfare. 3D = FPS disaster...

I have a similar setup as yourself.

I wonder if the issues are related.

Do your GPU cores severely get underused when 3D is enabled?

How about your CPU?

On a side note, i think it may be an idea to put at least basic system specs in everyone's signatures... :)

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.

#36
Posted 12/23/2014 05:02 AM   
My GPUs are sitting around 60% normally, and drop to 40% in 3D. My CPU is at 100% the whole time, so it looks like that's the bottleneck.
My GPUs are sitting around 60% normally, and drop to 40% in 3D. My CPU is at 100% the whole time, so it looks like that's the bottleneck.

#37
Posted 12/23/2014 06:08 AM   
This game is officially outside my League. Thought I might transform fixes from AC4 into AC:U. To effectively do that I need the unchanged shaders in AC4 to easier spot the changes. On top of everything my framerate in true 3D is only just reaching 20fps at best.
This game is officially outside my League. Thought I might transform fixes from AC4 into AC:U.
To effectively do that I need the unchanged shaders in AC4 to easier spot the changes.

On top of everything my framerate in true 3D is only just reaching 20fps at best.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

#38
Posted 01/16/2015 08:15 PM   
I agree, seeing what has been changed in a shader is a very handy way to learn how to go about fixing them. For my own fixes I have them hosted on github and when I start fixing a new pattern I try to add the unmodified shader in one commit, then my fix in another - that way people can have a look at the commit in the git history to see what I actually changed, as well as the commit message for a short explanation (or at least an indication of which effect I was fixing). I won't always do this after the first few fixes for a given pattern, but there should be at least one or two examples in the history for each type of fix. When I've imported the Miasmata and Far Cry 4 fixes from other people I've tried to get as many of the original shaders dumped from the game as possible, so I can add them in one commit, then the imported fix in the next commit. Again, this is so I can easily look at the diff between the two (I forgot to do this when I imported the FC2 fix, but there I was only interested in updating the version of Helix mod to get auto-convergence). For some common fixes on DX9 projects I've written a python script that can automatically parse the shader assembly and apply the fix. When it does so it adds a comment to the shader with the command line I ran it with, and I've tried to make it so it is fairly easy to see what changes it made. That way, even if I don't add the fix in a separate commit it's fairly self-explanatory as to what changed - and the script is also available in my github repository and an example usage is right there in any shader I've used it on :) Finally, I've also got a database of all DX9 shaders in fixes on the blog hosted on one of my servers, which can be looked up with the lookup_db.py script in my 3d-fixes reposiory. If you point that at a local copy of a shader it will show the diff between the local file and whatever was in the fix, which can be a great way to see if a particular shader has been fixed before (common when the same engine is in use), and to study how it was fixed. It doesn't work for DX11 shaders yet, though it shouldn't be too hard to add (too many projects, too little time), plus I make no guarantees that I won't change the protocol it speaks to the server (once I make an official release I'll either have this guarantee, or an update notification if it does change), but the dev version is working right now and can be a great learning tool. Do you have a copy of AC4? If you do you should be able to run it with 3Dmigoto set for hunting and dumping all shaders, then you could run a diff between them and the shaders in the fix.
I agree, seeing what has been changed in a shader is a very handy way to learn how to go about fixing them.

For my own fixes I have them hosted on github and when I start fixing a new pattern I try to add the unmodified shader in one commit, then my fix in another - that way people can have a look at the commit in the git history to see what I actually changed, as well as the commit message for a short explanation (or at least an indication of which effect I was fixing). I won't always do this after the first few fixes for a given pattern, but there should be at least one or two examples in the history for each type of fix.

When I've imported the Miasmata and Far Cry 4 fixes from other people I've tried to get as many of the original shaders dumped from the game as possible, so I can add them in one commit, then the imported fix in the next commit. Again, this is so I can easily look at the diff between the two (I forgot to do this when I imported the FC2 fix, but there I was only interested in updating the version of Helix mod to get auto-convergence).

For some common fixes on DX9 projects I've written a python script that can automatically parse the shader assembly and apply the fix. When it does so it adds a comment to the shader with the command line I ran it with, and I've tried to make it so it is fairly easy to see what changes it made. That way, even if I don't add the fix in a separate commit it's fairly self-explanatory as to what changed - and the script is also available in my github repository and an example usage is right there in any shader I've used it on :)

Finally, I've also got a database of all DX9 shaders in fixes on the blog hosted on one of my servers, which can be looked up with the lookup_db.py script in my 3d-fixes reposiory. If you point that at a local copy of a shader it will show the diff between the local file and whatever was in the fix, which can be a great way to see if a particular shader has been fixed before (common when the same engine is in use), and to study how it was fixed. It doesn't work for DX11 shaders yet, though it shouldn't be too hard to add (too many projects, too little time), plus I make no guarantees that I won't change the protocol it speaks to the server (once I make an official release I'll either have this guarantee, or an update notification if it does change), but the dev version is working right now and can be a great learning tool.


Do you have a copy of AC4? If you do you should be able to run it with 3Dmigoto set for hunting and dumping all shaders, then you could run a diff between them and the shaders in the fix.

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

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#39
Posted 01/17/2015 01:22 AM   
I am on this forum almost daily since i registered and reading all posts just to see what games are being worked on and i may hope to play in real 3D one day. Although AC : Unity isn't on my to play list i just want to say thanks to you guys that are putting all your time and effort into these fixes ! Big thumbs up from me and safe to say ever other Nvidia 3D user out there :)
I am on this forum almost daily since i registered and reading all posts just to see what games are being worked on and i may hope to play in real 3D one day. Although AC : Unity isn't on my to play list i just want to say thanks to you guys that are putting all your time and effort into these fixes ! Big thumbs up from me and safe to say ever other Nvidia 3D user out there :)

#40
Posted 01/17/2015 01:15 PM   
I clearly assume that this project is abandoned, too much work to do and from what I read doesn't worth the trouble. Too bad that it's so hard (or even if possible a fix would come with some issues or disabling visual stuff would be needed) because this game would be one of the best in REAL 3D. For testing purposes I've tried it for a quick run on "vanilla" 3D everthing max 1080p (TXAA comes with medium hit on performance,not a real problem for my rig,FXAA is not so bad though). On CM -fake- 3D I have an average 3D experience as expected, it wouldn't be bad at all IF there wasn't so much haloing..it ruins the immersion. Performance is more than great (+60 fps all the time). [s]On real 3D..yeah,performance is still great but is a no go due to the fact that is..broken. Better perf. with FXAA here ofc but game is mature (smooth) enough for real 3D now. [/s] (EDIT:Pirateguy is correct,perf. sucks and some textures flicker,SLI usage drops way down with..no reason) Keep up the good work you all, we really appreciate everything, no matter what.
I clearly assume that this project is abandoned, too much work to do and from what I read doesn't worth the trouble. Too bad that it's so hard (or even if possible a fix would come with some issues or disabling visual stuff would be needed) because this game would be one of the best in REAL 3D.
For testing purposes I've tried it for a quick run on "vanilla" 3D everthing max 1080p (TXAA comes with medium hit on performance,not a real problem for my rig,FXAA is not so bad though).

On CM -fake- 3D I have an average 3D experience as expected, it wouldn't be bad at all IF there wasn't so much haloing..it ruins the immersion. Performance is more than great (+60 fps all the time).

On real 3D..yeah,performance is still great but is a no go due to the fact that is..broken. Better perf. with FXAA here ofc but game is mature (smooth) enough for real 3D now.
(EDIT:Pirateguy is correct,perf. sucks and some textures flicker,SLI usage drops way down with..no reason)

Keep up the good work you all, we really appreciate everything, no matter what.

i5 4670K 4.4 Ghz H2O, G.skill 16GB @2.4 Ghz C10, 2xGTX970 G1 SLI, AOC G2460PG, G-sync+3D Vision 2, Win 7x64(ssd), Games on RAID-0

#41
Posted 08/20/2015 02:04 PM   
I have no idea how you're getting decent performance in real 3D. My setup is almost identical to yours, and real 3D drops to about 15fps for me.
I have no idea how you're getting decent performance in real 3D. My setup is almost identical to yours, and real 3D drops to about 15fps for me.

#42
Posted 08/20/2015 02:47 PM   
Mea culpa. I made a mistake about real 3D, sorry(I was testing AC BF and Unity and I "mixed" results). AC 4 has good performance, [b]not[/b] Unity in real 3D, you are absolutely right Pirate about fps drop and texture flickering. Though something important, did you see that gpu usage on real 3D is average below 25% (without cpu bottleneck). Mostly may go up to ~50% but still, without reason it drops and ofc fps drop too. 3D cm:ACU04_85.jps 3D :ACU03_85.jps
Mea culpa. I made a mistake about real 3D, sorry(I was testing AC BF and Unity and I "mixed" results).
AC 4 has good performance, not Unity in real 3D, you are absolutely right Pirate about fps drop and texture flickering.

Though something important, did you see that gpu usage on real 3D is average below 25% (without cpu bottleneck). Mostly may go up to ~50% but still, without reason it drops and ofc fps drop too.

3D cm:ACU04_85.jps

3D :ACU03_85.jps

i5 4670K 4.4 Ghz H2O, G.skill 16GB @2.4 Ghz C10, 2xGTX970 G1 SLI, AOC G2460PG, G-sync+3D Vision 2, Win 7x64(ssd), Games on RAID-0

#43
Posted 08/21/2015 12:37 PM   
It would be interesting if we could nail down the bottleneck. We are talking about the game without wrappers. I honestly don't know how but there should exist some kind of profiler that works even without source code. I don't know how he does it but bo3b profiles 3Dmigoto together with a game with only source code for the wrapper.
It would be interesting if we could nail down the bottleneck.

We are talking about the game without wrappers.

I honestly don't know how but there should exist some kind of profiler that works even without source code. I don't know how he does it but bo3b profiles 3Dmigoto together with a game with only source code for the wrapper.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

#44
Posted 08/21/2015 03:02 PM   
Curious how you know, spanian77, that there is no CPU bottleneck? That would actually be my best guess as to what it is. Too much pressure on the CPU, worsened by poor coding and drivers. In my experience the Assassin's Creed games (as well as GTA and other open world games) already have much higher CPU requirements than your typical FPS and action games. Running the games in 720p with Low settings or 1440p with Ultra settings, performance can be choppy in both cases because the game is CPU bound. The best way to improve the stuttering is to reduce draw distance and NPC density and OC your CPU. AC Unity might be so poorly programmed (think GTA IV) that you might just need to wait for hardware that hasn't been invented yet to play it smoothly, and even then it'll never be perfect. Drivers might be able to optimize things somewhat, but there's only so much Nvidia can do with an underlying engine that is so inefficient; Ubisoft really dropped the ball with Unity.
Curious how you know, spanian77, that there is no CPU bottleneck? That would actually be my best guess as to what it is. Too much pressure on the CPU, worsened by poor coding and drivers. In my experience the Assassin's Creed games (as well as GTA and other open world games) already have much higher CPU requirements than your typical FPS and action games. Running the games in 720p with Low settings or 1440p with Ultra settings, performance can be choppy in both cases because the game is CPU bound. The best way to improve the stuttering is to reduce draw distance and NPC density and OC your CPU. AC Unity might be so poorly programmed (think GTA IV) that you might just need to wait for hardware that hasn't been invented yet to play it smoothly, and even then it'll never be perfect. Drivers might be able to optimize things somewhat, but there's only so much Nvidia can do with an underlying engine that is so inefficient; Ubisoft really dropped the ball with Unity.

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#45
Posted 08/21/2015 04:35 PM   
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