Metal Gear Solid V: The Phantom Pain PC performance thread

This patch seems to have changed the way the game handles downsampling under certain circumstances (for the worse). Previously (if you alt-tabbed out and back in, for some reason it needed that to kick in) the scaling was akin to bilinear resampling and actually provided a non-shit image when downsampling from a non-multiple of the native screen res, but this is absent in the latest patch. Both of these are 1440 > 1080, simulated as accurately as I could:

Ver. 1.01
Ver. 1.02 (beta 1.006)

Ver. 1.01
Ver. 1.02 (beta 1.006)

I can 100% confirm this. Before, you could trick the game into thinking a DSR resolution was a normal downsampling res, and it applied bilinear filtering after a single alt+tab, as long as DSR smoothness was set to 0%. Now, with the bug fixed, resolutions such as 1440 DSR on a 1080p monitor appear as they do in your second screens. I'm afraid the only option now is to increase smoothness to 25% or up for non 4k DSR resolutions on a 1080p display.

It's one of the reasons I recently reverted back to my native 1080p in-game. Nvidia's custom res fix can't come soon enough. Man I wish there was a DX11 GeDoSaTo available.

Weird, I was having this problem prior to that patch, sometimes It happened and sometimes it didn't and it was driving me insane, I didn't know exactly what triggers it so I ended up disabling DSR (also because I don't like the blur the smoothness settings brings) and created a custom resolution in nvidia's control panel, that resolved it.

Yesterday I updated the game with the latest patch and even though I couldn't play I ran the game up to the main menu screen and I did not notice this problem, the game looked as good as it did once I fixed it through the custom res downsampling.
 
Anyone else get pixelated blood?

t05b.png

The blood texture they apply is just really low resolution.

Probably wouldn't notice on console, but we are playing at high resolutions with the monitor very close up.
 
I'm getting tons of slowdown and dips to 0 with this patch and the one before it. This one just made it worse. I have no idea what's going on. I've turned everything down to low and it still happens.

GTX 970
8GB of RAM
i5-4590


Just kinda bums me out that the game ran flawlessly when it came out.
 
I'm getting tons of slowdown and dips to 0 with this patch and the one before it. This one just made it worse. I have no idea what's going on. I've turned everything down to low and it still happens.

GTX 970
8GB of RAM
i5-4590


Just kinda bums me out that the game ran flawlessly when it came out.

The GTAV effect?
 

I suppose so. I know a few other people have had the issue, reading the thread. But I thought it was fixed a couple of patches ago. It's probably an Nvidia issue, and they probably don't give a shit.

EDIT:
It might be a loading issue. Because if I'm in a set area for a while, performance is okay, but when I'm running into a new area or something, game just DIES framerate wise.
 
Factory OCed 980 Ti @1392Mhz/i7 4770k @4.2Ghz here.

Is it just me, or does the Extra High "Effects" setting seem to decrease performance exponentially at resolutions above 1080p?

Yes, I've seen others comment here on the fact that the alpha transparencies appear to be self-shadowed on Extra High, and the Geforce tweak guide mentions that without the "Effects" setting, a 980 Ti could run this at 4k 60 FPS easily, but shouldn't the "Effects" setting scale linearly with the resolution?

At 1080p, I have zero issue with Extra High "Effects"; Quiet can run in front of me all day, and it only brings my GPU usage from the average 45-50% to 60-70%. However, as soon as I DSR to 1440p, I can barely maintain 40 FPS in the same situation, with 99% GPU usage.

Seeing as 1440p has roughly 80% more pixels than 1080p, I'd expect roughly double the cost, not three or more times. It seems like certain shadow and effects settings were intended solely for a 1080p output, and raising the resolution above 1080p raises the internal resolution of said effects (separately from the base resolution) also.

After getting to the forest area behind the mansion
Code Talker
was kept in, and only getting around 45 FPS at 1440 DSR, I went back to 1080p, and haven't had a drop since.

Again, I'm not expecting NO performance decrease at higher resolutions, just a more linear one.

Use the previous driver. The MGS5 specific driver dips to 40fps when anything dust related happens or when in Africa with a lot of jungle. After rolling back on my 980ti I'm getting a locked 60 everywhere at 1440p.
 
Use the previous driver. The MGS5 specific driver dips to 40fps when anything dust related happens or when in Africa with a lot of jungle. After rolling back on my 980ti I'm getting a locked 60 everywhere at 1440p.

I would test that out, but the previous driver doesn't have the HBAO+ compatible Nvidia profile. In my testing, HBAO+ has an average 10% performance cost when compared to Extra High AO. HBAO+ may cost even more when heavy particle effects come into play.

That may explain the difference in performance between the two drivers. If not, and you never had the HBAO+ forced via the control panel, I hope they fix whatever MGSV-specific performance issues that may have been introduced in the current drive, for the next one.
 
So what exactly will I be missing out during gameplay if I put post processing on high? I think I'm missing out on cutscenes not having DoF by having it on extra.
 
So what exactly will I be missing out during gameplay if I put post processing on high? I think I'm missing out on cutscenes not having DoF by having it on extra.
I'm pretty sure if it's on anything lower than max, your character gets blurry from DOF when you hold the look button.
 
So what exactly will I be missing out during gameplay if I put post processing on high? I think I'm missing out on cutscenes not having DoF by having it on extra.

All cases of the game using depth of field will be done through a simple and inaccurate gaussian depth of field... instead of a physically accurate bokeh depth of field.

This would affect gameplay and cutscenes.
 
All cases of the game using depth of field will be done through a simple and inaccurate gaussian depth of field... instead of a physically accurate bokeh depth of field.

This would affect gameplay and cutscenes.

That's the thing, you don't get depth of field during cutscenes when you have it on extra.
 
Is it possible to
1. Backup savedata from \Steam\userdata\12345\287700\local
2. Start a new game from scratch
3. Restore the backup at a later date

or will that mess up any data that's saved online?
 
Setting Ambient Occlusion in the Nvidia Panel to QUALITY and setting it to OFF in the game is better for performance and image quality right?
 
Setting Ambient Occlusion in the Nvidia Panel to QUALITY and setting it to OFF in the game is better for performance and image quality right?
Image quality, yes. Performance? Probably not, from what I've read, but it does look better. Loses the SSAO "halos" around objects.
 
That's the thing, you don't get depth of field during cutscenes when you have it on extra.

I have hundred of screenshots and dozens of videos of depth of field being on in cutscenes while it is on extra high.

I do not think what you are saying is the case for every user.
 
So what should I be doing with regard to DSR? I've been going with everything on max, fxaa disabled, hbao and AF forced in the CP, down sampling from 1440 on a plasma getting a locked 60. Sounds like something was broken w/ DSR and smoothness?
 
I don't really see what all the fuss is with people and DOF in TPP. In GZ at times it was a bit over the top, but in my 175 hours it has been totally fine and looks fantastic, it always blurs things your eyes shouldn't be focusing on to begin with, so you get a real good cinematic camera image.

Without DOF the game just looks much blander, I mean the point is MGSV is themed around everything being like a movie, particularly your camera.
 
I don't really see what all the fuss is with people and DOF in TPP. In GZ at times it was a bit over the top, but in my 175 hours it has been totally fine and looks fantastic, it always blurs things your eyes shouldn't be focusing on to begin with, so you get a real good cinematic camera image.

Without DOF the game just looks much blander, I mean the point is MGSV is themed around everything being like a movie, particularly your camera.
We just like everything to look crisp, options are not a bad thing, and disabling DoF keeps it on for cutscenes anyway, and that's where it really matters to have it on
 
We just like everything to look crisp, options are not a bad thing, and disabling DoF keeps it on for cutscenes anyway, and that's where it really matters to have it on

I like my game looking crisp too, by the way I hear people got SMAA injections working for sweetfx or something, I've yet to see a screenshot of TPP with any hint of actual Antialiasing happening.
 
I don't really see what all the fuss is with people and DOF in TPP. In GZ at times it was a bit over the top, but in my 175 hours it has been totally fine and looks fantastic, it always blurs things your eyes shouldn't be focusing on to begin with, so you get a real good cinematic camera image.

Without DOF the game just looks much blander, I mean the point is MGSV is themed around everything being like a movie, particularly your camera.

DoF made the bino's almost entirely unusable for me. It takes way too long to focus and you just can't actually see what's happening. I would love to continue using it, but couldn't with stuff like that.

I like my game looking crisp too, by the way I hear people got SMAA injections working for sweetfx or something, I've yet to see a screenshot of TPP with any hint of actual Antialiasing happening.


heavy downsampling + FXAA + SMAA. No aliasing, but does require heavy downsampling on top of PPAA.
 
I like my game looking crisp too, by the way I hear people got SMAA injections working for sweetfx or something, I've yet to see a screenshot of TPP with any hint of actual Antialiasing happening.

While many of the downsampled screens look free of aliasing, I assure you, it rears its ugly head in motion, even at 4k DSR; simply visit a location with lots of fine sub-pixel details (the African airport, Motherbase, etc).

Now if this game had some sort of temporal AA + downsampling, then maybe the game would looks as good in motion as it does in the downsampled screens.

heavy downsampling + FXAA + SMAA. No aliasing, but does require heavy downsampling on top of PPAA.

Out of simple curiosity, your specific injection settings/downsampled res?

I don't see much UI/text distortion, which either means you must be using injected SMAA with the in-game FXAA (injected FXAA introduces the worst distortion), or using a very high downsampling res (which almost negates said UI distortion), or both.

Also, short of using the Reshade 0.10.0 beta (which still crashes if I try to change any SweetFX settings in-game), I ultimately wasn't able to get injection working. You mentioned using plain old SweetFX 1.5.1 with 64-bit DLLs earlier in this thread, but that didn't work for me either. Nor did the unofficial Boulotaur builds. May have something to do with me being on Windows 10.
 
Dont know if it has been posted but someone over at Widescreen Gaming Forums made a FOV mod for the game.

http://www.wsgf.org/phpBB3/download/file.php?id=1049

Default:
file.php


FOV +40%
file.php


Game looks so much better now.

Doesn't that kind of defeat the whole "over-the-shoulder" view?

I mean, I understand higher FOV in FPS games (I can't stand anything under 90, and I play 7 feet from a 50" TV most the time), but in a TPS like this, that modified FOV looks more like "5th" person, or the invisible camera man behind BB being filmed by another camera man, being filmed by another camera man, and so on ;p

Then again, I'm not one to ever get motion sick in games (which most who need higher FOV do, from my understanding), and PC gaming is all about choices. So all the more power to you ;)
 
Definitely an improvement but could you get banned for using this?

People don't get banned for using double-barreled rocket launchers or for magically putting everyone in a FOB base to sleep at the same time.

Yeah, they will definitely get banned for that.
 
All cases of the game using depth of field will be done through a simple and inaccurate gaussian depth of field... instead of a physically accurate bokeh depth of field.

This would affect gameplay and cutscenes.

The intensity of DOF during cutscenes is definitely much less on Extra High. It often looks like there's nothing on.



And considering PS4 is the lead platform I'm gonna go ahead and assume the cutscenes aren't meant to look as clean as post-processing on EH depicts them.
 
I can't believe that this game is running smooth on my laptop with an i5-3210m, 1gig nvidia 5200, and 16gb of ram. I just wish there weren't dead spots on the DS4 I'm using to play. It also seems like aiming needs to be a lot more precise than the PS4 version.
 
The intensity of DOF during cutscenes is definitely much less on Extra High. It often looks like there's nothing on.

And considering PS4 is the lead platform I'm gonna go ahead and assume the cutscenes aren't meant to look as clean as post-processing on EH depicts them.

As far as I understand it, the liberal application of DoF in cutscenes with the High setting activated isn't necessarily the most accurate. So, while Extra High may not be as apparent, it seems to affect the scenes at more appropriate times, when directly compared to High.

In some cases, less = more.
 
The intensity of DOF during cutscenes is definitely much less on Extra High. It often looks like there's nothing on.
And considering PS4 is the lead platform I'm gonna go ahead and assume the cutscenes aren't meant to look as clean as post-processing on EH depicts them.

It has been explained before, but that is basically the fallout for a number of camera angles in some cutscenes due to simulating a physically based camera lens with a high focal length. It has to follow the laws of optics... and cannot just have arbitrary high amounts of near and far depth of field just because (which is something one can do with a gaussian). At the same time, gaussian can not produce bokeh, have a differing COC due to distance, has massive haloing, and cannot emulate number of other small real life optical quirks.

That is also only one camera angle from a very long cutscene in which extra high produces extremely obvious depth of field effects. Other shots from a few seconds before and after as focal distance and placement changes:

It is not that it turns off or is bugged, it is just simulating a camera lens and producing results from a complex system of variables.
 
So what if it's more "accurate"? Honestly, I don't care. My experience is that often it looked like there was no DOF during several cut-scenes.
 
So what if it's more "accurate"? Honestly, I don't care. My experience is that often it looked like there was no DOF during several cut-scenes.

okay? then set post processing to high?

So what if you don't care, you have other options available to you. Dictator was explaining why he believes it to be better, and pointing out that that screenshot didn't properly represent the situation since DoF isn't always so visibly sparse.
 
So what if it's more "accurate"? Honestly, I don't care. My experience is that often it looked like there was no DOF during several cut-scenes.

Well there you have it. I myself prefer the "more accurate" setting, and will stick with it, but that's just me.

I guess it's a good thing there's more than one setting ;)
 
okay? then set post processing to high?

So what if you don't care, you have other options available to you. Dictator was explaining why he believes it to be better, and pointing out that that screenshot didn't properly represent the situation since DoF isn't always so visibly sparse.

Well there you have it. I myself prefer the "more accurate" setting, and will stick with it, but that's just me.

I guess it's a good thing there's more than one setting ;)

Well It's not that simple for me because it works perfectly fine during gameplay and looks really nice. But during cut-scenes I barely notice the effect on extra high...
 
after the latest patch I got a lot more dips in 1440p and switched back to 1080p, still getting dips that weren't there before...
 
Holy shit, this whole cutscene is playing at less than a single frame per second.

Yep, GPU usage went to 0%, and graphics looked much worse than usual. If I had to guess, my CPU was trying to render the scene by itself. I mean, it sure looked like it according to the info provided by Afterburner's OSD at that time.
 
Yep, GPU usage went to 0%, and graphics looked much worse than usual. If I had to guess, my CPU was trying to render the scene by itself. I mean, it sure looked like it according to the info provided by Afterburner's OSD at that time.

Yeah, that's what I saw. Right after Episode 29.
 
So, is there a way to get rid of the stupid timers on everything? Mainly the resources :(
I think it was mentioned in here that you can speed up the game with the feature that Cheat Engine provides so that it completes in a few seconds. (I'm thinking about doing that too, the waiting times have gone pretty insane now that I have some upgrades done...)
 
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