You clearly know fuck all about PC gaming in general if that's your stance.
If I turn every single effect off or to low in the options, and trying to play it downsampled from 2560X1440, I don't have the same performance as 2010's Hot Pursuit, when I played it with supersampling.
This is another example of migrating to a DX11 render path for the sake of it. DX9 was enough for what the game is trying to render.
I need to get a hold of those guys, ask them how they managed to stay at 58 MINIMUM on a 680 maxed out.
What are you talking about??? Game looks gorgeous, based on the drawing distance and all the things on the screen at the same time I think the performance is perfectly justified. It doesn't run any worse than NFS:HP, it just has a lot more detail.
Ze germans are more efficient. I assume their gpus are as well.
Yeah, the PC performance is frustrating. It runs at 60 fps most of the time for me but there are still areas where it dips and WHEN it dips the game just feels like a juddery, awful mess even if the framerate only drops to, say, 50 fps. Most of the settings seem to do very little. The geometry setting makes a huge difference but the rest don't really seem to improve performance much at all nor do they even leave a major visual impact.
Yea performance is fine for the most part but it dips in places and that's just really annoying. Hopefully an SLI profile will be able to solve that. I was expecting a completely jagged mess but it seems they do have some sort of antialiasing going on because the edges are fairly smooth for the most part. That's my pet peeve with these games so I'm glad about this.
do you have a 120 hz monitor by any chance? if not, 50 and 60 are easily distinguishable by the naked eye. 60 has smooth consistent notion, 50 does not.
60 frames per second gives you a new frame every time the screen refreshes, so it goes like:
1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 etc.
at 50 frames per second with triple buffered vsync one in five frames will stay on screen twice as long as the others, like so
1, 1, 2, 3, 4, 5, 6, 6, 7, 8, 9, 10 etc. this is easily visible. that's why you've got some people locking the framerate to 30 fps. that gives you:
1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6 which is smoother than 50, even if it isn't giving you the same controller response times (although I know Criterion do some clever stuff on consoles to make 30 fps control more like 60, I don't know if that applies to the PC version), and even if you will occasionally have 1 frame less to react to things.
playing Hot Pursuit (which on my PC holds 60 some of the time and drops to 45 at other times) and playing Forza Horizons back to back this week really highlight the difference for me and for a racing game, i'd rather have a locked 30 than a cock tease 45 to 60.
it's less obvious if you aren't ever holding 60 fps, so if you're getting as you say 45 to 50 fps even that is often preferable to switching back and forth from buttery smooth 60, to noticeably jerky less than 60.
I can easily tell the difference between 59 and 60 fps. 58 and 59? not remotely.
a 120 hz monitor mitigates the problem somewhat, because instead of having a frame display for twice as long as the others, you have a frame displaying for 50% longer than the others, so if you're on 120, it's even less of an issue. it's a benefit of 120 hz monitors that I rarely hear people talking about. even sub 60 fps resolutions are smoother on a 120hz monitor. I try not to think about it too much though, because i'll talk myself into buying one if i'm not careful.
Yeah, the PC performance is frustrating. It runs at 60 fps most of the time for me but there are still areas where it dips and WHEN it dips the game just feels like a juddery, awful mess even if the framerate only drops to, say, 50 fps. Most of the settings seem to do very little. The geometry setting makes a huge difference but the rest don't really seem to improve performance much at all nor do they even leave a major visual impact.
This isn't true at all. Games going all juttery when then go a hair under 60 isn't natural at all. There is something wonky going on with a lot of games on how they display frames. I played games with variable framerates for years (like almost 30 years) and excessive stuttering or juttery under 60 seems to be a somewhat new phenomenon. One game that plays alright under 60 is Saint's Row 3. The framerate is all over the place, but it doesn't feel stuttery. Which is great since it's hard to achieve 60fps locked in that game.
I'm willing to bet I was gaming on PC before you were even born, but that is really not the point.
I'm playing this in 1080p, full detail, downsampled on a 670. It mostly runs at 60fps and doesn't drop below 40 - compared to other games that run at the same level, the graphics is nothing to be ashamed of.
Apart from a few bad artistic choices, what is there about the graphics that you consider bad?
Texture quality is above average, drawing distance is as good as it gets, polygon count is huge, lighting and shadowing are great.
I'm not saying it is a huge step forward from NFS:HP, but it does look slightly better and performs about the same on my system. Believe me, I would also like steady 60fps, but let's not get carried away talking about 'crappy graphics' here.
Man, this game has weird performance issues. I was testing settings with FRAPS and, after adjusting shadows, the game dropped to 18 fps and wouldn't go any higher until restarting. :\
Man, I'm forcing FXAA through drivers on top of whatever they use because I think the amount of jaggies is insane. I can't play it stock.
Well, all those years in gaming have apparently not excelled you very far, knowledge wise.
First off, like the other guy you don't seem to understand the meaning behind 'for a game that looks like this'. That does not translate into 'looking bad', that translates into 'a game of this graphical fidelity where the performance doesn't match'.
Draw distance is like hundreds of other games and it doesn't even have to draw anything in the distance of objects outside of buildings. Texture quality above average? You must be barkin', it's well below average if anything - So many muddy textures that break up the extremely few decent textures. Polygon count is huge? I'm sorry, where? There's tons of low-poly assets and the only thing that has a high poly count on screen are the cars and even they were outclassed, graphically by consoles years ago. Lighting and shadowing are great ... What's so great about the lighting? Seems like regular lighting to me with tons of dirt, light flares and a bit of car reflection. Shadows are what you'd expect from most games and it doesn't even have to draw much on-screen with the light traffic, few cop cars and some opponents.
You really seem out of touch with where we are graphically and performance wise on PC, did you just upgrade your PC recently from a relic machine and have been enamored with games running better or are you truly believing what you're saying isn't nonsense?
The game looks fine, artistically it's fairly middle of the range with stupid lens dirt and sun flares. However NOTHING in this game says it's a game that should be fluctuating below 60 at ANY point. You know why it does it? Poor optimization and bad porting, not because it's a graphical powerhouse.
So let's try and move past this weird belief that this game is some kind of graphical monster that is meant to push our high-end rigs when it's a game that looks like it could easily have been released in 2010. We have games today that look as good or a lot better with AA that can maintain a rock solid 60. This game is just a straight console port with DX11 crowbarred in, little QA and then out the door.
Although his tone was condescending I think his evaluation was accurate.Sethos, you really need your eyes checked. Or head, for that matter... if you ever manage to pull it out of your ass.
The rest I'm not going to comment on, I already see how pointless it is.
Sethos, you really need your eyes checked. Or head, for that matter... if you ever manage to pull it out of your ass.
The rest I'm not going to comment on, I already see how pointless it is.
This game is heavily CPU bound and due to how the game is programmed, you may actually see lower performance in SLI mode than single GPU for this game so we do not have plans to release an SLI profile for this game.
This game is heavily CPU bound and due to how the game is programmed, you may actually see lower performance in SLI mode than single GPU for this game so we do not have plans to release an SLI profile for this game.
This game is heavily CPU bound and due to how the game is programmed, you may actually see lower performance in SLI mode than single GPU for this game so we do not have plans to release an SLI profile for this game.
Made this GIF last night and I feel it's very appropriate here.
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CPU bound my ass. My 680 going 70* and working like a pig and CPU barely hitting 40% on single threads says otherwise.
This is the last time I buy a NFS game on release. First it was NFS Run with the 30fps cap and bad performance, and now this. How can they release such a crappy port? I really hate how EA is treating there PC customers now a days.
But its not just this brand its other games to from other companys. I as a PC gamer is not gonna prebuy anymore games from now on. Its just upsets me how companys can release games in this state to its customers.
So has anyone tried to see how CPU utilisation acts when you limit to fewer CPU cores? I suspect that the game just doesn't scale properly to more than a couple cores. You should see utilisation per core go up as you disable each core. I wouldn't be surprised if it's actually only allocating 2 threads worth of work over all the cores, should hit 100% utilisation on each core once you limit it too a few cores if so.
But it's not the company's fault, it's the customers fault for buying games like this, I can mentionate Capcom as an example... what amazes me it's all the people who still buy all those DLC content for their games (Like Street Fighter IV, Resident Evil, etc), we need to stop this!
Edit: I don't have such a big problems with the game (My rig is Core 2 Quad 2.5, 3.5 gb ram, gts 450 1 gb) just that it keeps disconnecting from Autolog!
Criterion is a company that is well respected in the business, so the customers think that they are getting a good product without testing it first. With capcom its a whole other chapter, dont really know why people buy useless DLC.
That shouldn't have an impact, should be able to fully utilize an entire thread or how many it needs regardless of how many there are. Might work but having to disable cores for this game would just further cement that fact that the game is a lousy port. The threads that are being used on my CPU, none of them go over 40% so there's no CPU limitation whatsoever and the entire utilization of the CPU is below 10% ( However slightly skewed due to unused HT threads )
I posted this earlier
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( The dip is when I tabbed out from a race )
And that has my GPU working like crazy. That tells me there's no CPU limitation, it might be heavier on the CPU than ... Other games perhaps but pretend it doesn't need an SLI profile baffles me. The only explanation would be horrible optimization that does not utilize the GPU correctly and just makes it work unnecessarily.
I have seen games that are CPU bound and just spread over all cores but only utilise each one at a fraction of peak.
For example
Saint's Row 3 is a fucking poor port, though. I'm still waiting on a fix from Volition for ATI CFX users, well over a year since it was released (and they're still promising it'll happen).
Perhaps this is just a function of their engine? Just because there are spare CPU cycles available doesn't mean the game could realistically put them to use in any meaningful way.However based on what I've seen, there's no one core that does any significant calculation. It seems there's plenty of excess power because every single physical core is sitting at 30-40% and just lulling along. That's why I have a hard time understanding where the CPU limitation comes in.
I can understand a game is CPU heavy, I can't understand when it doesn't show any signs of usual CPU limitations and on high-end CPUs it barely makes a dent.
YET at the same time the GPU is working like a pig.
ATI!!!Saint's Row 3 is a fucking poor port, though. I'm still waiting on a fix from Volition for ATI CFX users, well over a year since it was released (and they're still promising it'll happen).
You guys are hopping up and down over that SLI comment, but still no one has linked to the source, or even said who posted it.
Perhaps this is just a function of their engine? Just because there are spare CPU cycles available doesn't mean the game could realistically put them to use in any meaningful way.
Right.And thus it can't be CPU limited as stated.
I'm not ready to label this a "lazy" port, though, without understanding what's under the hood.
Yes, but when you claim "lazy" you're making very broad assumptions that I don't believe to be fair until proven otherwise. That doesn't mean the port is GREAT or anything, of course.Not sure what technical information would accomplish? No matter what, the port is lazy because it runs poorly on high-end machines - That is the measurement standard. Unless it does NASA calculations beneath the game's calculations it just isn't acceptable. Plus, they didn't even bother scaling the HUD for PC resolutions.
They can't even have done much QA, the basic of the basic when you create a game.
Just screams lazy port and / or bad coding.