![]() Take it as an anecdote.īut it really killed my motivation to go back and finish the game, once those stutters returned. Now I haven't done thorough testing on this. It wasn't as bad as it was on my old 3700X, but just as frequent. Most games that have a shader compilation process tend to invalidate the cache with driver updates.īut for games that do not, it seems like NVIDIA's own shader cache might be driver-invariant now?īecause for a long time, I thought my CPU upgrade to a 5800X3D had mostly fixed the performance issues in Elden Ring.Įven after many driver updates, the game was still running smoothly.īut when I manually cleared the shader cache, all that stuttering came back. People were asking why they released 12 GB versions of the 30 - this is why.Ĭlick to shrink.Something else about shader compilation - which I really need to do more testing with, to verify. Whenever they have offered them in the past, I have always opted for the "double vram" models, because the performance issues are always severe like this. They've been including less VRAM on their GPUs than AMD for a long time, and it always 'ages' the card much sooner than it should based on its other performance - because anything other than the highest texture quality settings often looks really bad in a lot of games. The 30-series really should have moved beyond 8/10 GB for the 'mainstream' options, to at least 10/12 GB but ideally 12/16 GB. I started running into big problems with my 8 GB 3060 Ti over the past couple of years, which is part of the reason I replaced it much sooner than I normally would. Half-Life: Alyx is the only game I can think of which actually checks available VRAM and notifies you of this problem when you start the game, and is what got me to search for the cause of the message (Firefox). Something to note is that web browsers can really eat up a lot of VRAM if they are left open in the background - Firefox is particularly bad for this. That's a great explanation and demonstration of the VRAM issues the game has - and it's exactly what I predicted when people were saying that the game "randomly drops to 20 FPS" etc. It's really sad to see a 3080 or 3090 struggle with a game at 4K when it should run more or less at an optimal space, even if having to lower some settings to make up for it, and having to ask yourself if it's because it's truly the way games will look and cost the GPU or if it's because resources could be better handled. And if on top of this you sum the price of newer hardware, especially on PC space (GPUs), it's really baffling and tiring. What's even more surprising to me is that historically bad PC ports came from console versions where their architecture was very different to the PC standard, and while the consoles have come closer to help the devs too to get more streamlined productions, we're finding weirder issues all around. What I'm taking away from this video and reading general sentiment across users in various games is that these kind of issues shouldn't really be here, and while Motive has done one hell of a job and are already working hard on trying to solve as much as possible, there's issues that shouldn't be accepted but somehow are because other games have it even worse. 1%-4% increase on cpu limited sequences.on nvidia, you have to add the game manually.if this is happening, turning off RT or lowering output resolution.some cutscenes fill the vram, causing spillover.the game seems to randomly fill vram doesn't matter with ram amount.AO - for 2060S super, SSAO for higher, RTAO.lighting setting all look and perform the same use anything but low.with performance mode fsr/dlss, reconstruction won't take effect much.DRS on, up to 17% of the internal resolution.VRS off, has a performance degradation when using reconstruction.texture bias errors, can be fixed via nvidia inspector.fsr has ghosting on particles and in-world UI.consoles have this same stutter but lessened and differently. ![]() if there are lots of doors, expect lots of loading stutter.some scenes can run worse on the same hardware for no reason.deleting cache doesn't restart pre-compilation.a game restart is needed for settings to properly take.
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