Resident Evil 7
  19 / 23    
[quote="DJ-RK"]Edit: I guess reading entire posts before responding might be a good idea. It seems like you're already on the right track with that override, and yeah, like you said it might be more efficient to use the 0xC008 and then use the overrides to mono/stereoize the offending UAVs, or vice versa using 0x4008, depending on how many your dealing with in each scenario.[/quote] IIRC the issue with 0xC008 in ME:A is that it made some things impossible to stereoise (buffers that lack the render_target bind flag, which includes all structured buffers), while 0x4008 gave us enough control that we could choose which resources to stereoise and which to force to mono. I'm not sure whether that would be a deal breaker for this game, but it does suggest that we should give preference to getting 0x4008 working. This post detailed my findings on the matter (note the difference in the UAV and UAV+SRV lines): [url]https://forums.geforce.com/default/topic/1029242/3d-vision/mass-effect-andromeda-100-plus-10-3d-vision-ready-fix/post/5274436/#5274436[/url]
DJ-RK said:Edit: I guess reading entire posts before responding might be a good idea. It seems like you're already on the right track with that override, and yeah, like you said it might be more efficient to use the 0xC008 and then use the overrides to mono/stereoize the offending UAVs, or vice versa using 0x4008, depending on how many your dealing with in each scenario.

IIRC the issue with 0xC008 in ME:A is that it made some things impossible to stereoise (buffers that lack the render_target bind flag, which includes all structured buffers), while 0x4008 gave us enough control that we could choose which resources to stereoise and which to force to mono. I'm not sure whether that would be a deal breaker for this game, but it does suggest that we should give preference to getting 0x4008 working. This post detailed my findings on the matter (note the difference in the UAV and UAV+SRV lines):

https://forums.geforce.com/default/topic/1029242/3d-vision/mass-effect-andromeda-100-plus-10-3d-vision-ready-fix/post/5274436/#5274436

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

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 10/19/2018 09:19 AM   
I'll upload what I have in less than 24 hours. It will be a "test" version unless we find a fix for frequent crashes when I load some saves, VRAM leaks... Graphically (when it works) it looks great now that compute shaders can be shown. I need to check if the compute shaders I edited before all this don't need to be there anymore or if there is a better fix for them.
I'll upload what I have in less than 24 hours. It will be a "test" version unless we find a fix for frequent crashes when I load some saves, VRAM leaks...

Graphically (when it works) it looks great now that compute shaders can be shown. I need to check if the compute shaders I edited before all this don't need to be there anymore or if there is a better fix for them.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 10/19/2018 11:01 PM   
I'm still working on it, and I want to test more things tomorrow. So it isn't ready yet. I have fixed other graphics settings combinations, for example when subsurface scattering is disabled, a compute shader is in charge of shadows instead of a pixel shader. So I added a regex for that (and I should try to make a more generic regex for everything).
I'm still working on it, and I want to test more things tomorrow. So it isn't ready yet. I have fixed other graphics settings combinations, for example when subsurface scattering is disabled, a compute shader is in charge of shadows instead of a pixel shader. So I added a regex for that (and I should try to make a more generic regex for everything).

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 10/20/2018 11:32 PM   
    Thank you masterotaku and DarkStarSword for all of your help. Here are texture overrides that make the main menu and starting area look pretty good in windowed mode: [code]; These fix issues caused by using StereoFlagsDX10=0x4008 or 0xC008 by itself ; + Fixes half-second darkness and 9-second reflection glitches [TextureOverride_StereoFlagsDX10_0x4008_Fix_DrawIndirectArguments] hash = 8842cfa1 StereoMode = 2 [TextureOverride_StereoFlagsDX10_0x4008_Fix_ScreenLightGridSRV] hash = 690a01fb StereoMode = 2 ; + Fixes geometry being mono ; ++ Based on Helifax''s fix for environment-mapped reflections [TextureOverride_StereoFlagsDX10_0x4008_Fix_IBLCubemapBVHSRV] hash = 0df5d989 StereoMode = 2 [TextureOverride_StereoFlagsDX10_0x4008_Fix_IBLCubemap2DArraySRV] hash = f1606840 StereoMode = 2 [TextureOverride_StereoFlagsDX10_0x4008_Fix_CubemapSRV] hash = f758b714 StereoMode = 2 ; + Fixes 9-second reflection glitch ; ++ Based on DarkStarSword''s use of ShaderOverride and mono copy on these textures) ; ++ Windowed only? [TextureOverride_StereoFlagsDX10_0x4008_Fix_IndexListSRV] hash = 7fc7d59d StereoMode = 2 [TextureOverride_StereoFlagsDX10_0x4008_Fix_ScreenGridSRV] hash = 2dee3788 StereoMode = 2[/code]     Also some notes: [list] [.]Use StereoFlagsDX10=0x4008[/.] [.]Don't forget to replace the old [color="orange"]8842cfa1[/color] texture override with the one above if you're still using it[/.] [.]Tested max graphics options excluding motion blur:[list][.]I've been testing in windowed mode this whole time, so I found that booting the game in full screen or going to full screen in the starting area brings back the half-second darkness and 9-second reflection issues. They probably need overrides for textures that are specific to full screen mode[/.][.]Clipping of the main menu typewriter display when separation is 100 is fixed by using 0.25 convergence, and then using 0.10 convergence for the options menu[/.][/.][/list] [/list]
    Thank you masterotaku and DarkStarSword for all of your help. Here are texture overrides that make the main menu and starting area look pretty good in windowed mode:

; These fix issues caused by using StereoFlagsDX10=0x4008 or 0xC008 by itself

; + Fixes half-second darkness and 9-second reflection glitches
[TextureOverride_StereoFlagsDX10_0x4008_Fix_DrawIndirectArguments]
hash = 8842cfa1
StereoMode = 2
[TextureOverride_StereoFlagsDX10_0x4008_Fix_ScreenLightGridSRV]
hash = 690a01fb
StereoMode = 2
; + Fixes geometry being mono
; ++ Based on Helifax''s fix for environment-mapped reflections
[TextureOverride_StereoFlagsDX10_0x4008_Fix_IBLCubemapBVHSRV]
hash = 0df5d989
StereoMode = 2
[TextureOverride_StereoFlagsDX10_0x4008_Fix_IBLCubemap2DArraySRV]
hash = f1606840
StereoMode = 2
[TextureOverride_StereoFlagsDX10_0x4008_Fix_CubemapSRV]
hash = f758b714
StereoMode = 2
; + Fixes 9-second reflection glitch
; ++ Based on DarkStarSword''s use of ShaderOverride and mono copy on these textures)
; ++ Windowed only?
[TextureOverride_StereoFlagsDX10_0x4008_Fix_IndexListSRV]
hash = 7fc7d59d
StereoMode = 2
[TextureOverride_StereoFlagsDX10_0x4008_Fix_ScreenGridSRV]
hash = 2dee3788
StereoMode = 2


    Also some notes:

  • Use StereoFlagsDX10=0x4008

  • Don't forget to replace the old 8842cfa1 texture override with the one above if you're still using it

  • Tested max graphics options excluding motion blur:
    • I've been testing in windowed mode this whole time, so I found that booting the game in full screen or going to full screen in the starting area brings back the half-second darkness and 9-second reflection issues. They probably need overrides for textures that are specific to full screen mode
    • Clipping of the main menu typewriter display when separation is 100 is fixed by using 0.25 convergence, and then using 0.10 convergence for the options menu

---
Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080

Posted 10/21/2018 01:00 AM   
Use this new fix as the base now: https://s3.amazonaws.com/masterotaku/Resident+Evil+7/RE7_WIP7.7z It includes fixes for the screen space reflections blockiness (instead of disabling the shader like before), also fixed non subsurface scattering settings, and more like that. All done in regex. Uninstall the old fix completely. Notes: - It uses the 4008 flag. - My texture overrides for this new stuff are these: [code] [TextureOverrideScreenGridSRV] ; <Register orig_hash=09b5bdc4 type=Texture2D width=60 height=34 mips=1 array=1 format="R32_UINT" msaa=1 msaa_quality=0 usage="DEFAULT" bind_flags=0x88 cpu_access_flags=0x0 misc_flags=0x0></Register> ;hash = 09b5bdc4 match_width = > height * 17 / 10 match_height = < res_height / 4 match_format = R32_UINT StereoMode = 2 [TextureOverrideIndexListSRV] hash = f919857d StereoMode = 2 [TextureOverrideIndexListSRV4] hash = d6d71ba8 StereoMode = 2 [TextureOverrideIndexListSRV5] hash = f881aa6d StereoMode = 2 [TextureOverrideIndexListSRV6] hash = becd4cba StereoMode = 2 [TextureOverride_StereoFlagsDX10_0x4008_Fix] match_bind_flags = +unordered_access -shader_resource match_misc_flags = +buffer_allow_raw_views StereoMode = 2 [/code] Maybe you can add more, but it looks perfect for resolutions 1600x900, 1920x1080 and 2560x1440. - With the "5" key, you can put fake CS reflections to full depth instead of surface depth. They may look better sometimes. - Screen space reflections will work at the resolutions I mentioned BUT with one condition: at first they will only appear on the right eye, but after loading a save, you need to use 2560x1440 first, then alt+tab out of the game. Go back to the game and SSR will work. This first step is needed for the other two resolutions (yes, starting at 1440p), so then use the resolution you want (1600x900 or 1920x1080) and alt+tab out and in the game again. There may be a texture override that can fix the need of that workaround. The overrides you wrote in your last post don't seem to add anything of use over what I have now. Maybe it's because of my general "TextureOverrideScreenGridSRV" override. By the way, don't pay attention to the names I used for those overrides. The BIG problem with the game now is the huge instability. Half of the times or more I can't load a save (about 5-6 hours in, in the main house), and my VRAM usage is insane, over 4GB at the title screen and over 7GB when I load the save. Then it usually crashes after a pair of minutes. Edit: using the lowest texture quality, my VRAM usage is 5.3GB tops. But the crash at loading still happens at the same rate, and I had the game crash once while running through areas. Advice: RTSS may increase the crashing chance. Screenshots: https://u.cubeupload.com/masterotaku/re7016.jpg https://u.cubeupload.com/masterotaku/re7018.jpg https://u.cubeupload.com/masterotaku/re7020.jpg
Use this new fix as the base now: https://s3.amazonaws.com/masterotaku/Resident+Evil+7/RE7_WIP7.7z

It includes fixes for the screen space reflections blockiness (instead of disabling the shader like before), also fixed non subsurface scattering settings, and more like that. All done in regex. Uninstall the old fix completely.

Notes:

- It uses the 4008 flag.

- My texture overrides for this new stuff are these:

[TextureOverrideScreenGridSRV]
; <Register orig_hash=09b5bdc4 type=Texture2D width=60 height=34 mips=1 array=1 format="R32_UINT" msaa=1 msaa_quality=0 usage="DEFAULT" bind_flags=0x88 cpu_access_flags=0x0 misc_flags=0x0></Register>
;hash = 09b5bdc4
match_width = > height * 17 / 10
match_height = < res_height / 4
match_format = R32_UINT
StereoMode = 2

[TextureOverrideIndexListSRV]
hash = f919857d
StereoMode = 2
[TextureOverrideIndexListSRV4]
hash = d6d71ba8
StereoMode = 2
[TextureOverrideIndexListSRV5]
hash = f881aa6d
StereoMode = 2
[TextureOverrideIndexListSRV6]
hash = becd4cba
StereoMode = 2

[TextureOverride_StereoFlagsDX10_0x4008_Fix]
match_bind_flags = +unordered_access -shader_resource
match_misc_flags = +buffer_allow_raw_views
StereoMode = 2



Maybe you can add more, but it looks perfect for resolutions 1600x900, 1920x1080 and 2560x1440.

- With the "5" key, you can put fake CS reflections to full depth instead of surface depth. They may look better sometimes.

- Screen space reflections will work at the resolutions I mentioned BUT with one condition: at first they will only appear on the right eye, but after loading a save, you need to use 2560x1440 first, then alt+tab out of the game. Go back to the game and SSR will work. This first step is needed for the other two resolutions (yes, starting at 1440p), so then use the resolution you want (1600x900 or 1920x1080) and alt+tab out and in the game again.

There may be a texture override that can fix the need of that workaround.



The overrides you wrote in your last post don't seem to add anything of use over what I have now. Maybe it's because of my general "TextureOverrideScreenGridSRV" override. By the way, don't pay attention to the names I used for those overrides.


The BIG problem with the game now is the huge instability. Half of the times or more I can't load a save (about 5-6 hours in, in the main house), and my VRAM usage is insane, over 4GB at the title screen and over 7GB when I load the save. Then it usually crashes after a pair of minutes.
Edit: using the lowest texture quality, my VRAM usage is 5.3GB tops. But the crash at loading still happens at the same rate, and I had the game crash once while running through areas.
Advice: RTSS may increase the crashing chance.


Screenshots:
https://u.cubeupload.com/masterotaku/re7016.jpg
https://u.cubeupload.com/masterotaku/re7018.jpg
https://u.cubeupload.com/masterotaku/re7020.jpg

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 10/21/2018 08:56 AM   
Hi masterotaku, Thanks by your work on this game, its looking awesome! I´m using your last wip v7 but i have an almost gray colors on my screen. Well, I tested it also yesterday yet with fix v5 and its the same - grayish colors. Excuse me my english, its not my native language. And thanks for any advice!
Hi masterotaku,
Thanks by your work on this game, its looking awesome!
I´m using your last wip v7 but i have an almost gray colors on my screen. Well, I tested it also yesterday yet with fix v5 and its the same - grayish colors.

Excuse me my english, its not my native language.
And thanks for any advice!

Posted 10/21/2018 11:47 PM   
    Hi, arubinig. Please provide a screenshot of what you're seeing by pressing [color="orange"]Alt+F1[/color] when you see the issue, and go to [color="orange"]C:\Users\<USER_NAME>\Documents\NVStereoscopic3D.IMG[/color] to find your image (replace the <> tag with your username). As an added bonus, you can download [url=https://www.mtbs3d.com/phpbb/viewtopic.php?f=3&t=14969]3D Image Thumbnails[/url] to make it easier to tell which image you want to look at in that folder.     Also let us know if you are playing in windowed or fullscreen mode. That seems to matter for this game.
    Hi, arubinig. Please provide a screenshot of what you're seeing by pressing Alt+F1 when you see the issue, and go to C:\Users\<USER_NAME>\Documents\NVStereoscopic3D.IMG to find your image (replace the <> tag with your username). As an added bonus, you can download 3D Image Thumbnails to make it easier to tell which image you want to look at in that folder.

    Also let us know if you are playing in windowed or fullscreen mode. That seems to matter for this game.

---
Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080

Posted 10/22/2018 02:11 AM   
Also, right click the game exe, open properties, go to the compatibility tab and check "Disable fullscreen optimizations". The game was refusing to work at 120Hz until I did that (I use the "magical" 391.35 drivers). Nothing should be gray, but my WIP7 will probably cause instability in the game and very high VRAM usage. And the old WIP5 probably doesn't force the DX10 flag back to 0 instad of 4008.
Also, right click the game exe, open properties, go to the compatibility tab and check "Disable fullscreen optimizations". The game was refusing to work at 120Hz until I did that (I use the "magical" 391.35 drivers).

Nothing should be gray, but my WIP7 will probably cause instability in the game and very high VRAM usage. And the old WIP5 probably doesn't force the DX10 flag back to 0 instad of 4008.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 10/22/2018 06:11 AM   
    Thanks masterotaku, I haven't seen a difference with it on my end, but I'll keep it on. Also, I have a couple questions: [list][.]Can you tell me what your save name is that your crashes appear in? I have neither gotten RTSS to show an OSD, nor reproduced the crash you mentioned. I'm using a save 30 minutes in called "Head to the attic" at Guest House 2F. I do see my video card doing as much work as possible: [list][.][url]https://u.cubeupload.com/Schwing/RE7HighMemCommit.png[/url] [url]https://u.cubeupload.com/Schwing/RE7PerfMonGPUUsage.png[/url][/.][/list][/.] [.]Are you able to use your keyboard while a gamepad is connected?[/.][/list]
    Thanks masterotaku, I haven't seen a difference with it on my end, but I'll keep it on. Also, I have a couple questions:

---
Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080

Posted 10/22/2018 08:23 AM   
1- I think it was "Main house P1" or something like that. But any save in the main house (you have to play some more to reach it) or backyard is valid, because it's a big area. I'll upload my saves for you when I'm home. 2- Yes.
1- I think it was "Main house P1" or something like that. But any save in the main house (you have to play some more to reach it) or backyard is valid, because it's a big area. I'll upload my saves for you when I'm home.

2- Yes.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 10/22/2018 09:26 AM   
Hi mates, Thanks by the return. I cant (for now) take pictures directly from the 3dvision (alt+F1 dont work here), probably because i messed with my 3d vision key shortcuts and have not installed the 3dvision screen shoot soft. Anyway...I was using full screen and its really all grayish. I tried windowed no borded mode and its ok, normal colors. So the problem is really when running the game in full screen (my monitor is 1920x1080 just for info). :)
Hi mates,

Thanks by the return. I cant (for now) take pictures directly from the 3dvision (alt+F1 dont work here), probably because i messed with my 3d vision key shortcuts and have not installed the 3dvision screen shoot soft.
Anyway...I was using full screen and its really all grayish. I tried windowed no borded mode and its ok, normal colors.
So the problem is really when running the game in full screen (my monitor is 1920x1080 just for info).
:)

Posted 10/22/2018 09:39 PM   
    I only see funky visuals if I start the game in windowed mode and play to the main menu. We'll still need a screenshot to know what is happening, so there's another way to take them: [olist] [.]Using masterotaku's WIP7 fix, go to d3dx.ini and set [color="orange"]hunting=1[/color][/.] [.]Also look for "take_screenshot", and set [color="orange"]take_screenshot = no_modifiers VK_SNAPSHOT[/color][/.] [.]While the green overlay is displayed in-game, press the [color="orange"]PRINT SCRN[/color] key, and the green overlay should tell you that a screenshot was captured[/.] [.]Look in the folder I mentioned to see if it's there. It's possible that it will be in a different folder, but I wouldn't know where[/.] [/olist] Edit: [quote="masterotaku"]1- I think it was "Main house P1" or something like that. But any save in the main house (you have to play some more to reach it) or backyard is valid, because it's a big area. I'll upload my saves for you when I'm home. 2- Yes.[/quote]     Ok, I use a vJoy device and [url=http://www.m4sv.com/page/wii-u-gcn-usb-driver]this app[/url] for my WiiU gamecube adapter, and RE7 blocks my keyboard unless I disable it. If anyone else has this issue with whatever controller, then let me know.
    I only see funky visuals if I start the game in windowed mode and play to the main menu. We'll still need a screenshot to know what is happening, so there's another way to take them:

  1. Using masterotaku's WIP7 fix, go to d3dx.ini and set hunting=1

  2. Also look for "take_screenshot", and set take_screenshot = no_modifiers VK_SNAPSHOT

  3. While the green overlay is displayed in-game, press the PRINT SCRN key, and the green overlay should tell you that a screenshot was captured

  4. Look in the folder I mentioned to see if it's there. It's possible that it will be in a different folder, but I wouldn't know where

Edit:
masterotaku said:1- I think it was "Main house P1" or something like that. But any save in the main house (you have to play some more to reach it) or backyard is valid, because it's a big area. I'll upload my saves for you when I'm home.

2- Yes.

    Ok, I use a vJoy device and this app for my WiiU gamecube adapter, and RE7 blocks my keyboard unless I disable it. If anyone else has this issue with whatever controller, then let me know.

---
Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080

Posted 10/23/2018 03:25 AM   
I think I've only seen one PC game that blocked my kb+m that way. Maybe it was Metro 2033 Redux (or did it only change the input icons?). I forgot about uploading my saves, sorry. It'll have to be in around 12 hours from now.
I think I've only seen one PC game that blocked my kb+m that way. Maybe it was Metro 2033 Redux (or did it only change the input icons?).

I forgot about uploading my saves, sorry. It'll have to be in around 12 hours from now.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 10/23/2018 06:54 AM   
    No worries, I won't be able to work on this tomorrow anyway. The saves are in the [color="orange"]C:\Program Files (x86)\Steam\userdata\<USERDATA_ID>\418370\remote\win64_save[/color] folder.
    No worries, I won't be able to work on this tomorrow anyway. The saves are in the C:\Program Files (x86)\Steam\userdata\<USERDATA_ID>\418370\remote\win64_save folder.

---
Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080

Posted 10/23/2018 07:08 AM   
    I ended up not being busy today, so I've taken a look at VRAM usage and GPU utilization. Here's my WIP: [list][.]Try disabling stereo in the nvidia control panel and see what you get. [url=https://steamcommunity.com/app/418370/discussions/0/133255810022405183/]It's been reported[/url] that VRAM usage is normal in this game. Although the next bullet point brought it down to 1GB (whether or not geometry was visible)[/.] [.]Skipping all cshaders brought GPU utilization to [color="gray"][s]80%[/s][/color] 50% from 100%. Then [color="gray"][s]45%[/s][/color] 15% when I skipped all pshaders on top of that. At that point I couldn't see anything, so idk if I made it past the main menu, but utilization stayed the same.[/.][/list]     More testing and looking at shaders is needed to know what could be improved without breaking what we have now. [u]Update - 10/25/2018[/u]:     The above test was inaccurate. I've updated the GPU utilizations to what my valid tests are showing now. I ended up getting these numbers from using the lowest graphics settings and not skipping shaders. VRAM usage was similar. I'll add a new post once it's ready.
    I ended up not being busy today, so I've taken a look at VRAM usage and GPU utilization. Here's my WIP:

  • Try disabling stereo in the nvidia control panel and see what you get. It's been reported that VRAM usage is normal in this game. Although the next bullet point brought it down to 1GB (whether or not geometry was visible)

  • Skipping all cshaders brought GPU utilization to 80% 50% from 100%. Then 45% 15% when I skipped all pshaders on top of that. At that point I couldn't see anything, so idk if I made it past the main menu, but utilization stayed the same.

    More testing and looking at shaders is needed to know what could be improved without breaking what we have now.

Update - 10/25/2018:

    The above test was inaccurate. I've updated the GPU utilizations to what my valid tests are showing now. I ended up getting these numbers from using the lowest graphics settings and not skipping shaders. VRAM usage was similar. I'll add a new post once it's ready.

---
Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080

Posted 10/24/2018 01:07 AM   
  19 / 23    
Scroll To Top