Black Soma
Member
Does having more than 4GB RAM (which is what I have) help at all? I'm playing at 1280x720 and framerate is really shitty most of the times.
Does having more than 4GB RAM (which is what I have) help at all? I'm playing at 1280x720 and framerate is really shitty most of the times.
What are your other specs? I think the game puts more strain on VRAM (some users have reported it going up to 3.6gbs)
I have no clue why Speccy is reporting my RAM @ 666MHz, but its actually 1333.Operating System
Windows 8.1 Enterprise 64-bit
CPU
Intel Core i7 3770K @ 3.50GHz
Ivy Bridge 22nm Technology
RAM
8.00GB Dual-Channel DDR3 @ 666MHz (9-9-9-20)
Motherboard
ASRock Z77 Extreme6 (CPUSocket)
Graphics
4095MB NVIDIA GeForce GTX 770 (EVGA)
Does having more than 4GB RAM (which is what I have) help at all? I'm playing at 1280x720 and framerate is really shitty most of the times.
The game uses about 2.5-3GB.I have a FX 6300 and a R9 270 2GB.
I have no clue why Speccy is reporting my RAM @ 666MHz, but its actually 1333.
I understand D3DOverrider may still be the preferred method to force-enable "triple-buffering" in DirectX games, but I've personally retired it a couple of years ago in favor of setting "maximum pre-rendered frames" to "1" when enabling vsync through Nvidia Inspector. It produces the (same) desirable results, and it's one less "dll injection" to worry about.![]()
What does that maximum pre-rendered frames setting do?
Actually, are there any good global settings for nvidia I should use not just for this game but in general? Either the control panel or the inspector thing? I have a 760.
I have no idea what half of these settings do![]()
Maximum pre-rendered frames controls the number of frames buffered by the gpu. Setting it higher can provide a smoother experience as the GPU has more time to create frames, but it can create input lag. I set it to 1 to reduce the input lag as much as I can, but it's also the first setting I tweak if a game is acting weird.
Not the GPU, the CPU. It's the number of frames the CPU is allowed to prepare ahead of the GPU. The CPU always has to prepare the frame before it is handed off to the GPU.
Reducing it to one does decrease input lag, but it can also cause your frame times to be more erratic. This however depends on the game, whether you're GPU or CPU limited, and other factors.
Keep in mind this is separate from double-buffered Vsync or triple-buffered Vsync, which are GPU related. This does not replace D3DOverrider's function.
If you want to reduce screen tearing but don't want to use v-sync, try overclocking your monitor over 60Hz and capping your framerate to 60.
Not the GPU, the CPU. It's the number of frames the CPU is allowed to prepare ahead of the GPU. The CPU always has to prepare the frame before it is handed off to the GPU.
Reducing it to one does decrease input lag, but it can also cause your frame times to be more erratic. This however depends on the game, whether you're GPU or CPU limited, and other factors.
Keep in mind this is separate from double-buffered Vsync or triple-buffered Vsync, which are GPU related. This does not replace D3DOverrider's function.
Thanks to the both of you!
Are there any settings in the nvidia investigator or control panel that should be changed from default that work better for the majority of the time?
Used MSI Afterburner to check statistics during gameplay.
Very strange. GPU doesn't get used over 50%, all my CPU cores don't get used over 60% (only one gets stressed to 60%, rest all are in 20s or 30s), RAM usage is 5 GB out of 8 GB, VRAM is used around 800 MB out of 1 GB. What gives? Is the game not even utilizing the hardware?
Witcher 2 uses the GPU to almost 90%.
lets see how long it takes them to fix Optimus isssueUPDATE #3 (weekend edition)
Hello Dead Rising fans,
First of all, on behalf of the team, I'd like to thank you for your patience on the matter while the dev team continues to work on a possible solution.
There appears to be some confusion with regards to the nature of the crash, so I'd like to take this opportunity to provide some clarity on all currently reported issues and potential workarounds.
There are generally three types of crash incidents reported, but they're all caused for different reasons and all are mutually exclusive to each other.
1. Desktop Nvidia users with discrete graphics cards
The dev team is aware of reports of random crashes that occur in middle of active gameplay. It can happen 5 minutes in or 2~3 hours later. It's seemingly random but fairly consistent for those users affected by it..
For those experiencing random crashes, many users have reported that rolling back to GeForce 335.23 WHQL driver[www.geforce.com] resolved the problem, or at least reduced frequency of the crash. While the dev team continues to look into fixing this issue, this may be a viable workaround for the time being. For those who cannot roll back to 335.23, some users have had success by turning off the Shader Cache option in the Nvidia Control Panel
2. Laptop users with NVIDIA Optimus switchable graphics
While laptop graphics fall outside of the minimum spec requirements and arent officially supported, we understand many users still choose to play DR3 on laptop systems.
There are currently two unique issues that prevents NVIDIA Optimus systems from running DR3.
The game crashes or freezes right after the Capcom and CV logo. The game either enters the Dead Rising 3 is Not Responding state and stays stuck indefinitely, or crashes to desktop immediately. Windows error log seems to indicate deadrising3.exe crash is related to Nvidias Dynamic Link Library known as nvwgf2umx.dll a DLL that controls a number of display functionalities such as gamma, power profile, multi-monitor modes, and so on.
At this time, theres no permanent user-side fix and its something the dev team needs to look into.
Workaround: While not practical, a known a workaround is to connect your laptop to a second monitor or a television set via external video output. This essentially bypasses the Intel integrated graphics chip and allows the system to talk directly to the Nvidia chip at a hardware level instead of passing through the on-chip solution. It essentially operates as if Optimus doesnt exist at all, allowing the display to hook directly to the NVIDIA GPU. Note: you will also want to assign High-performance NVIDIA processor to Dead Rising 3 in the Nvidia Control Panel --> Manage 3D Settings menu. This workaround should circumvent the crash/hang at the initial start-up while using the Nvidia chip.
Note for Nvidia Optimus users with Windows 8.1 64 bit theres also a known issue with the new SecureBoot feature that was introduced via Windows 8.1 update. This bug is currently preventing Nvidia graphics from reliably establishing connection to device enumeration APIs. Due to this issue, some games (including DR3) defaults to Integrated graphics even if you manually assign High-performance NVIDIA processor in the Nvidia control panel. A temporary workaround is to disable SecureBoot in the PCs system BIOS menu. This should at least allow the game to operate using the Nvidia chip. Note, however, that this solution doesnt mitigate the 2a crash issue. A true, temporary workaround is to bypass integrated chip by connecting to a second external monitor.
3. Crash-on-Boot issue
The symptom: game crashes almost instantly upon launching the application. We apologize for the inconvenience this has caused as it was clearly a human error on our part due to working with a number of different build versions.
For claritys sake, this issue affected a small subset of users who redeemed a Steam key that was purchased outside of Valves Steam store, from a boxed retail copy, or obtained via other means. Unfortunately, some of these keys were associated to an older build branch which unfortunately had missing files that the game depended on.
Number of users who had experienced the crash-on-boot issue (we simply looked at the number of redeemed keys that were tied to this incomplete build branch) at the time was roughly 2.38% of the entire user base before we updated the build tree with the missing files. The missing files became available the same day via automatic update that downloaded approximately 1.4GB worth of files.
To clarify, not all users will be prompted to download this 1.4GB missing file update since most already have them on their PC.
Finally, thank you for your patience on the matter, and well be sure to update you as soon as we have more information or a solution in place.
-wbacon
PC Dead Rising 3: the Digital Foundry verdict
There isn't a whole lot known about Dead Rising 3's Forge Engine but it certainly doesn't seem to be utilising PC hardware as efficiently as it should be. With rendering resolution taking the biggest toll on performance, even when using a high-end GPU it's a wonder Capcom Vancouver was able to pull this game off on Xbox One at all when PC hardware that's so much more powerful can't sustain 1080p60. We can't help but wonder whether this explains the poor performance experienced in many of the game's early Xbox One demonstrations.
It's disappointing that this new port was unable to solve many of the original version's problems. PC ports that fail to perform well are often labeled as unoptimised when, in reality, this often simply means that the developer has chosen to include high-end features that aren't always beneficial to average users but require very powerful hardware. Where Dead Rising 3 falters is in failing to offer additional high-end PC features while suffering from relatively poor performance. The fact that the highest possible settings only match the original console release despite this performance is very disappointing.
Is Dead Rising 3 unoptimised then? When you combine poor performance with limited PC features and issues such as awful mouse acceleration, it starts to feel that way, and our issues with the game repeatedly crashing on multiple machines certainly suggest that the title would have benefitted from more stringent QA. While it has the potential to offer an experience superior to the Xbox One version, the caveats in reaching that goal are numerous. If you have the hardware muscle or don't mind limiting yourself to 30fps, you can still enjoy a good experience on a mid-range enthusiast gaming PC, but those expecting to power through this at a constant 60fps might want to check their expectations at the door.
Alright, I think I have a theory on the performance shit.
My rig (before it oddly died just after running this game once at lunch) was running a 290X. This game ran gorgeously smooth (stock, did not unlock FPS) but was pumping my card to 80C. AMD cards run hotter than nVidia, so that temp is not unheard of. Played 30 minutes, went back to work.
Came home - card was dead. Nope, game hadn't been running all day or anything. Just no display. Swapped out to a 770 a friend let me borrow. Guess what? SHIT PERFORMANCE ALL OVER THE PLACE.
I used DDU before installing the nVidia card.
Here's the kicker - the laptop I have with an 760m can run it at "full" (1080p) res, with the only tweak being AA and blur off. It runs at 30 no drops. I think the game prefers AMD systems and more integrated systems - I bet if anyone has an AMD APU system, it'll run fine.
While laptop graphics fall outside of the minimum spec requirements and aren’t officially supported, we understand many users still choose to play DR3 on laptop systems.
I have an AMD based system, its old, but exceeds their minimum requirements and cant play game at 1280x720, all low settings at 30 fps. FPS constantly drops to teens and only when I am staring at a wall, it runs at 30 fps.
System specs:
AMD Phenom II 1055T OCed to 3.4 GHZ, MSI Cyclone 6850 PE/OC 1 GB DDR5, Corsair 8 GB 1600 Mhz.
I exceed the minimum specs except GPU part, but people with 7770 have run the game way better, and devs clearly said that if you have minimum specs, you can run at all low settings at 30 fps. Also, my GPU usage never exceeds 50% during gameplay, so obviously my GPU is not restricting the performance. No idea how the game passed QA.
I think I will game on my PS4 in the future and forget there are any PC games. No point wasting my time tweaking settings and measuring performance etc. Not worth the time and hassle.
How is rolling back your drivers 'unacceptable?' It is the one fix that is verified to work (crashed twice in an hour, rolled back drivers- played 7 hours crash free) and you refuse to do it. But hey keep complaining I guess.
System specs:
AMD Phenom II 1055T OCed to 3.4 GHZ, MSI Cyclone 6850 PE/OC 1 GB DDR5, Corsair 8 GB 1600 Mhz.
I exceed the minimum specs except GPU part, but people with 7770 have run the game way better, and devs clearly said that if you have minimum specs, you can run at all low settings at 30 fps. Also, my GPU usage never exceeds 50% during gameplay, so obviously my GPU is not restricting the performance.
LOL people act like this is the only console port that ever had issues. Seriously, the indignation over a console port in here is just hilarious. It's a port of an open world console game that ran like shit on the console, of course it's going to run like ass on PC. I love how each new console port that has issues is dubbed 'WORST PORT EVER' until the next one comes out and so on and so forth. Seriously people, this is a first gen xbox one port of an open world game that had performance issues to begin with from a series that is known to have performance issues and poor PC ports from the beginning. Maybe you should think about WHY they capped it at 30 fps instead of circumventing it and then banging your head against the wall in frustration for days when it doesn't do what you want it to do. This is not the first or last console port that is capped at 30 fps and if you want to try and get around that then good luck, but maybe not act like a baby when it doesn't work out for you?
Are you telling my specs are not good enough?
7950 OC (7970 specs)
Bear in mind that the game runs at 720p/30 on Xbox One. To get 1080p/30 you need a 2.25x faster GPU at the same settings. The 7970 is 'only' 3x faster.
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Wow, they are so out of touch. There are laptop GPUs that are on par if not better than many mid-high end desktop solutions currently on the market. I've gamed solely on my laptop for the past couple of months and I have never encountered a problem like this. It just goes to show how much they cared for a PC port with all these BS problems.
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Wow, they are so out of touch. There are laptop GPUs that are on par if not better than many mid-high end desktop solutions currently on the market. I've gamed solely on my laptop for the past couple of months and I have never encountered a problem like this. It just goes to show how much they cared for a PC port with all these BS problems.
there is a small solution for laptop users
you have to hook up the laptop to an external screen or TV
maybe it work
I do not wish to get into an argument here, but tweaking "maximum pre-rendered frames" in conjunction with enabling vsync through Nvidia Inspector does produce results equivalent to "triple-buffering" in both my gaming rigs. You see, someone recommended it to me a couple of years ago over at the GeForce forums, and while I don't pretend to know why/how it works, it just does, and I haven't had to use D3DOverrider ever since. Anyway, I just wanted to spread the word in case it ends up helping someone else as it sure helped me.![]()
Bear in mind that the game runs at 720p/30 on Xbox One. To get 1080p/30 you need a 2.25x faster GPU at the same settings. The 7970 is 'only' 3x faster.