No Mans Sky | PC Performance Thread

And here I was thinking I was the only one that actually likes the filters.

You're not. The "instagram filter" removal mod basically strips the game of any decent post processing.

I am, however, removing the vignette and scanlines because I feel like they interfere with my perty screenshots. But the other post processing is indeed what gives these planets the "alien atmosphere" they have. Not sure why anyone would want to remove that but... I'm sure there are people out there that actually like the vignette.
 
I've found what's causing the pixel distortion which has been attributed to the game being upscaled from a lower internal resolution. The fog parameters of each planet don't just control the density of fog, but also add differing degrees of chromatic aberration and image distortion in post. The effect of the latter is similar to a funfair mirror, only very subtle. It's why you get 'waves' of pixel distortion across the image, with some pixels looking clean while others look like garbage. You can set the values quite high and completely destroy the image quality, though I've yet to find a neutral value. The problem is that these single values are intrinsically linked to both the post effects and the atmosphere of the planet, so losing one costs you the other.

I'll investigate and hopefully have a solution soon enough.

Here it is as a gif:

nmsfilters2.gif


EDIT: Okay, I've found it. I was kinda looking in the wrong place before. The problem is a simple post processing effect the game calls a 'wash', which has the combined effect of warping the screen and adding colour aberration. Assuming I haven't missed something else, I'll have a script to disable it in a few minutes.
 

Stoze

Member
I've found what's causing the pixel distortion which has been attributed to the game being upscaled from a lower internal resolution. The fog parameters of each planet don't just control the density of fog, but also add differing degrees of chromatic aberration and image distortion in post. The effect of the latter is similar to a funfair mirror, only very subtle. It's why you get 'waves' of pixel distortion across the image, with some pixels looking clean while others look like garbage. You can set the values quite high and completely destroy the image quality, though I've yet to find a neutral value. The problem is that these single values are intrinsically linked to both the post effects and the atmosphere of the planet, so losing one costs you the other.

I'll investigate and hopefully have a solution soon enough.

Here it is as a gif:

nmsfilters2.gif


EDIT: Okay, I've found it. I was kinda looking in the wrong place before. The problem is a simple post processing effect the game calls a 'wash', which has the combined effect of warping the screen and adding colour aberration. Assuming I haven't missed something else, I'll have a script to disable it in a few minutes.

Have you tried this mod Octagon? I don't know if it's related to this, but it definitely removes that blurriness for me that made it look like it was low res.
 

Unicorn

Member
My friend just gifted this for me. Was not expecting that.

What's the status now? I'm updating nvidia drivers now and will launch first time momentarily. Are the tweaks in OP up to date?
 
Anyone else notice an increase in pop-in/draw-in?

It seems like they just reduced the draw distance to improve performance... it's really noticeable to me now in the newest experimental build.

edit - nevermind. I reverted back to the normal branch and it's just as visible.. I think it's just that the scanlines and things that are part of the default look of the game cover up some of that stuff so it isn't as noticeable.
 

noomi

Member
My friend just gifted this for me. Was not expecting that.

What's the status now? I'm updating nvidia drivers now and will launch first time momentarily. Are the tweaks in OP up to date?

Tweaks in the OP are up to date.

Most importantly, disable vsync and remove frame cap, borderless is also a big help. Everything else you can use as needed.

There is a patch on the way (tomorrow?), that will make most of those fixes obsolete. I will update the OP accordingly when that happens :)
 

Unicorn

Member
Tweaks in the OP are up to date.

Most importantly, disable vsync and remove frame cap, borderless is also a big help. Everything else you can use as needed.

There is a patch on the way (tomorrow?), that will make most of those fixes obsolete. I will update the OP accordingly when that happens :)

experimental still the way to go?
 
Now who would like to tell me this game isn't rendering native?

nmsfixed.png


I'll roll the script deactivating the colour wash component into my existing helmet fx script and upload. This'll come with the free camera script, too.

Just to be clear, this isn't depth of field. That's a separate component which is only enabled in the brief second after the game loads, and maybe elsewhere I haven't seen. There is no depth of field during normal exploration.
 

jorimt

Member
Now who would like to tell me this game isn't rendering native?

I'll roll the script deactivating the colour wash component into my existing helmet fx script and upload. This'll come with the free camera script, too.

Just to be clear, this isn't depth of field. That's a separate component which is only enabled in the brief second after the game loads, and maybe elsewhere I haven't seen. There is no depth of field during normal exploration.

Are you running the latest experimental build?

I was one of the more vocal posters on this thread about the "upscaling" issue, and the latest build fixed it entirely for me.

2560 x 1440 uncompressed .png below. Game is maxed out with AA off, and SMAA forced via Reshade. Zero mods. No downsampling.


Not a hint of the previous "upscaling" issue, not that I can see.
 
Are you running the latest experimental build?

I was one of the more vocal posters on this thread about the "upscaling" issue, and the latest build fixed it entirely for me.

Typical, isn't it. I spend my evening fixing the thing and this happens. Still, I've found a few other neat things, like being able to stop the game raising the fog parameters to annoying values when you land the ship. Just need to figure out how to force the depth of field on when needed now.

Weird if they did it last night, though, as I had the problem while I was looking through all the code. Maybe they just set all the planets' pp values to neutral, but it doesn't take effect until you actually leave the planet you were on pre-patch.
 

jorimt

Member
Typical, isn't it. I spend my evening fixing the thing and this happens. Still, I've found a few other neat things, like being able to stop the game raising the fog parameters to annoying values when you land the ship. Just need to figure out how to force the depth of field on when needed now.

Weird if they did it last night, though, as I had the problem while I was looking through all the code. Maybe they just set all the planets' pp values to neutral, but it doesn't take effect until you actually leave the planet you were on pre-patch.

Who knows, could have been a caching issue. That, or as I saw someone else suggest on the game's mod sub-reddit, that a few of the game's "render passes" were running at a half the selected resolution, presumably before the fix they release yesterday.

All I knew is something with the resolution was off the first time I launched the game on release day. Whatever it was, I'm glad they fixed it, and I hope it stays fixed.
 

Aselith

Member
Now who would like to tell me this game isn't rendering native?

nmsfixed.png


I'll roll the script deactivating the colour wash component into my existing helmet fx script and upload. This'll come with the free camera script, too.

Just to be clear, this isn't depth of field. That's a separate component which is only enabled in the brief second after the game loads, and maybe elsewhere I haven't seen. There is no depth of field during normal exploration.

Them jags
 
Nope, it wasn't any kind of upscaling or half-res effect rendering issue, it was simple post processing. Pretty much the same combo of effects that caused initial bother with the pixels in Alien Isolation. Only reason I didn't find it the day after release was because it lives with the planet variables, not the rest of the post processing.

I do now have fog control, though. :)
 

jorimt

Member
@TheOctagon: Ugh, Alien Isolation. I had that at launch too. Great game, but that attempt at an 80's style videotape blur filter via post-processing was seriously unnecessary in my opinion. I don't know what they were trying to do there. Like No man's Sky before the fix, that was also only defeatable with downsampling; I still have the comparison images I took between 1080p (my monitor res at the time) and 4k DSR.

Did they ever remove it?
 
They didn't, but I did do a Cheat Engine table that did. Not sure it still works, mind. Game looks much better without it. I've also got one which removes the pixel distortion in GTA V, of which there is plenty. Not sure I ever released that one.
 

jorimt

Member
I wouldn't mind trying your Alien Isolation table (barring it's not working/is no longer available) next time I play it. It even affected the UI.

I've never played GTAV myself (seen gameplay footage plenty of times), so I wasn't aware it had a pixel distortion issue. Why do they do this, why? :p
 

Stoze

Member
Just to be clear, this isn't depth of field. That's a separate component which is only enabled in the brief second after the game loads, and maybe elsewhere I haven't seen. There is no depth of field during normal exploration.

Huh. What is this doing then that makes it so much clearer?

Thanks for all the work and the cheat table stuff though, I'll have to download cheat engine and try things out. I haven't tried the latest experimental patch either so maybe they really did fix the major visual issues.
 
It's probably just disabling the same effect I did. I really don't think it's depth of field, though: I have that component mapped and have only ever seen it come on when the game first loads up. It's quite nice, actually.
 

jorimt

Member
Well, it essentially works okay in 4K on my 1080. Some frame drops and shadows are at medium and only Fxaa. Can't help but feel once I find a planet with a lot of vegetation I'm going to take a big hit.
Still get a memory leak or something? GPU usage randomly drops from near 100% (can you believe it) to 20% and 11fps.
Also not happy with how this really, really heats up my CPU to over 70c at times. Insane. Can't help but think playing NMS is going to shorten its life.
 

jorimt

Member
Well, it essentially works okay in 4K on my 1080. Some frame drops and shadows are at medium and only Fxaa. Can't help but feel once I find a planet with a lot of vegetation I'm going to take a big hit.
Still get a memory leak or something? GPU usage randomly drops from near 100% (can you believe it) to 20% and 11fps.
Also not happy with how this really, really heats up my CPU to over 70c at times. Insane. Can't help but think playing NMS is going to shorten its life.

You're absolutely fine. A stock 1080 runs at 83c under load. What you're seeing is probably your card's max sustaining temperature, and is normal for when it's being pushed at a constant 100% usage.

EDIT: misread "CPU," as "GPU." Ha, disregard. On that note though, my i7-4770k (@4.2Ghz) temps average in the low to mid 60's with this game, sometimes peaking into the low 70's. What's your CPU?
 

Jedi2016

Member
The fan on my CPU (2600K) doesn't start to really spin up until it hits 60C, and then it keeps the temp below 65C from then on (it's a big-ass fan, though). My 1080 (EVGA FTW) gets up to around 75C under heavy load, but never more than that, and I can't hear the fans. I suppose NMS is getting up around there based on the noise from the CPU fan, but I can't see the in-game display in OGL games, EVGA's OSD only works on DX games.
 

Unicorn

Member
How do I turn shader cache off with nvidia?

I get some massive drops in frames and freezes when there's any load-in of the area. Vsync is off but screen tearing is one of my pet peeves so that paired with frame drops made for an experience that was really hard to take in. Not to mention the billboarding grass and leave and foliage sprites. I hate that rotating shit because it makes the image hard to read to me. the most dated part of this game, really.

Gonna dig into the mods to rip out the filters and scanlines and vignette tomorrow and hopefully get rid of 75% and 50% warning. Fuck the journey accomplishments too and the wide screen on that and meeting an alien. so obtrusive and provides nothing.
 

ekgrey

Member
Has the GOG version gotten the experimental patch yet? I recently started favoring them when it's an option but I've been regretting that with this game. The stutters/pauses are unbelievable and even on the lowest settings I can barely play it. :(
 

JarrodL

Member
Tweaks in the OP are up to date.

Most importantly, disable vsync and remove frame cap, borderless is also a big help. Everything else you can use as needed.

There is a patch on the way (tomorrow?), that will make most of those fixes obsolete. I will update the OP accordingly when that happens :)
Problem is, disabling vsync brings back really bad screen tearing which I can't stand. Running borderless usually helps with that, but not in this game (PCGamingWiki says it's because that is not a 'true' borderless mode since mouse cursor movement speed is affected by current fps). How do you guys deal with that?

Edit: GoG version, so no experimental branch for me.
 

ISee

Member
Has the GOG version gotten the experimental patch yet? I recently started favoring them when it's an option but I've been regretting that with this game. The stutters/pauses are unbelievable and even on the lowest settings I can barely play it. :(

Nope nothing.

Problem is, disabling vsync brings back really bad screen tearing which I can't stand. Running borderless usually helps with that, but not in this game (PCGamingWiki says it's because that is not a 'true' borderless mode since mouse cursor movement speed is affected by current fps). How do you guys deal with that?

Edit: GoG version, so no experimental branch for me.

I forced Vsync with the nvidia control panel and locked fps with RTSS
 

noomi

Member
Problem is, disabling vsync brings back really bad screen tearing which I can't stand. Running borderless usually helps with that, but not in this game (PCGamingWiki says it's because that is not a 'true' borderless mode since mouse cursor movement speed is affected by current fps). How do you guys deal with that?

Edit: GoG version, so no experimental branch for me.

You could force vsync through the gpu control panel
 

Pit

Member
Can't see anyone posting but, I just had 20mb update for the game not the experimental. What did it change?
 

Whooter

Member
I got the patch on GoG, and fired it up before leaving for work. Performance is greatly increased, almost zero stuttering now.

Didn't seem to have any problem saving my game, either, so YMMV.
 

Tovarisc

Member
lol, think I did, going not bad actually....500MB left..

I have a question, should I delete the mods I downloaded? or leave them. Not sure if the patch will mess up the mods.

I would leave them in and just see if they keep functioning. If they don't work then remove them from folder.
 
I would leave them in and just see if they keep functioning. If they don't work then remove them from folder.

I did, thanks.

BTW, the patch on GOG is fantastic. able to boost the texture detail, shadow, reflection, etc details all to high and theirs either no stuttering at all or its so small I don't notice them.

The only thing is that there is screen tearing or pixilation still on the upper right hand corner. I believe I enabled v sync or whatever as well.
 

noomi

Member
Still speculation... but regarding the save game bug with the new patch....

I'm led to believe if you were using the experimental patch and updated the game to the official patch today, that you might encounter the save bug (not being able to save, freezing after restore point).

If you did not use the experimental patch and updated the game, the save issue might not be present.

I for one did not use experimental, and am able to save just fine after the update. Was also confirmed by another poster in the OT Thread.

Would be helpful if I could get some confirmation from you guys about this.
 
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