Need For Speed Most Wanted - PC Performance Thread

I'd imagine this is a side effect of the way they designed their technology. They've always been a Sony oriented developer so I could see the PS3 acting as a base platform rather than starting with a direct-x PC based engine.

They also had just two years to pull this game off on consoles, the Vita, and the PC all sharing the same asset and code pipeline. They tried to streamline multiplatform development as much as possible within a two year time span and you simply aren't going to get flawless optimization across the board when doing so.

Why should any of that matter to the PC customer who pays full price for the game? The final product performs worse than Criterion's own game from 2 years ago and there is no reason for it to do so.
 
Why should any of that matter to the PC customer who pays full price for the game? The final product performs worse than Criterion's own game from 2 years ago and there is no reason for it to do so.
It doesn't really perform that much worse, though, and has many more visual features on tap while offering an open urban environment (which is more demanding that the types of areas seen in HP).

It's definitely not a bad port, but it could have been better. I'm now getting a 99% constant 60 fps on a GTX580 which is the same as what I see with Hot Pursuit.
 
It doesn't really perform that much worse, though, and has many more visual features on tap while offering an open urban environment (which is more demanding that the types of areas seen in HP).

It's definitely not a bad port, but it could have been better. I'm now getting a 99% constant 60 fps on a GTX580 which is the same as what I see with Hot Pursuit.

How and which settings?
 
I finally ended up with these settings for now and its maintaining 60fps after about an hour of playing.

I think Nvidia will eventually release newer drivers to address or at least help with some of the performance issues.

High res textures: On
Motion blur: High
Shadow Detail: Medium
Headlight Shadows: On
Ambient Occlusion: Off
Reflection detail: Medium
VFX Detail: High
Geometry Detail: Low
Light Scattering: On

Also Triple Buffering forced in D3DOverrider.

Thanks for sharing these settings. I switched it up and now the game runs like butter 60fps on my 670/i7
 
How and which settings?
I'm using these settings at 1920x1080

High res textures: On
Motion blur: High
Shadow Detail: Medium
Headlight Shadows: Off
Ambient Occlusion: Medium
Reflection detail: Medium
VFX Detail: High
Geometry Detail: Low
Light Scattering: On

The thing that solved it for me was overclocking my CPU from 4.0 to 4.5 GHz. There are still occasional moments when you might see a quick dip under 60 but it is very rare and occurred in HP as well.
 
Yes but that's also poor porting. When a game can't properly utilize 6 available cores then it's just poor design.

Multi-threading is fairly simple, you can't split a calculation among several cores, multiple cores are usually based on 1 core does the AI, 1 core does the physics, 1 core does the main calculations etc. because you can't just have multiple threads crunch the same calculation and then add it up - That's how I understand it based on Bohemia Interactive's long MT article they posted. That means there's usually one core that usually takes the brunt of the primary calculations and the rest of the core dealing with 'peripheral' calculations that will be holding until the primary calculation is done and then they add up to the full calculation.

Also why a lot of people go all crazy when they only see one thread utilized fully and the rest at 20-50% "Oh bad coding!" etc.

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.

Something is off according to my head.

I haven't brought Most Wanted yet (mainly due to this thread TBH) so I can't really say what the situation is myself. It is clear that there is something very wrong somewhere. I can't really believe that a GTX680 should be limiting this game, it seems pretty clear that there is something wrong in the engine that is causing problems.

Using a single thread for each task is actually a rather inefficient way of doing multi-threading. A better way is to use job based multi-threading to dynamically assign tasks to threads as needed. So for example when doing AI in a racer instead of doing the AI for each racer one at a time on a single thread, the engine would split each AI into it's own job and assign the jobs to as many available threads as possible. using a job system helps insure that as many threads as possible are in use no matter the mix of different tasks (AI, physics, sound, etc) that are needed at any time, workloads tend fluctuate so at one time you might need lots of physics calculations and few AI for example which would leave a thread idle in the old system. But such an implementation is very complex especially when some tasks need to be done in the correct order and other tasks need to share resources etc. The Cell in the PS3 basically requires a job based system to be utilised, which is why many developers struggle with the system.

As many core CPUs and GPGPU become the norm job based multi-threading will basically be essential in the future.
 
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.

Something can be less than optimal without actually be genuinely lazy. I'd imagine this is a side effect of the way they designed their technology. They've always been a Sony oriented developer so I could see the PS3 acting as a base platform rather than starting with a direct-x PC based engine.

They also had just two years to pull this game off on consoles, the Vita, and the PC all sharing the same asset and code pipeline. They tried to streamline multiplatform development as much as possible within a two year time span and you simply aren't going to get flawless optimization across the board when doing so. That's why I don't feel the results should be considered "lazy".

A game that runs like shit on PC and was built for consoles is in my book, a textbook definition of a lazy port. I don't see how it could be anything else.

I think the end results are still quite lovely. You seem to think the game is ugly, however, so I'm curious to know which PC racing games you hold in such high regard (that also deliver a large, open ended world).

No ............................. Like I said in my last post, I didn't say this game looked bad. For fuck sake, read people.
 
Guys, after extensive testing I have discovered the cause of the slowdown in various tunnels in the game: headlight shadows.

To test this yourself: drive to a tunnel that normally slows down your game. Stop the car. Take a note of the current FPS you are getting. Now turn off your headlights (360 pad just press and hold the left analogue stick for a second). Whooooosh! FPS skyrockets.

Anyone else notice this yet?
 
Guys, after extensive testing I have discovered the cause of the slowdown in various tunnels in the game: headlight shadows.

To test this yourself: drive to a tunnel that normally slows down your game. Stop the car. Take a note of the current FPS you are getting. Now turn off your headlights (360 pad just press and hold the left analogue stick for a second). Whooooosh! FPS skyrockets.

Anyone else notice this yet?
It didn't make a big difference for me but they definitely did cause occasional dips. It's a nice effect but not really necessary in a racing game.
 
It didn't make a big difference for me but they definitely did cause occasional dips. It's a nice effect but not really necessary in a racing game.

It doesn't happen in all tunnels, some tunnels I can maintain a solid 60fps even with headlights on, that really long sequence of tunnels that you drive through whilst on the Interstate circuit seems to cause the biggest problem with headlights. I guess it is casting a shitonne of shadows or something...
 
The thing that solved it for me was overclocking my CPU from 4.0 to 4.5 GHz. There are still occasional moments when you might see a quick dip under 60 but it is very rare and occurred in HP as well.

What kind of cpu do you have?

I won't be playing this at 1080p even when I get but it's good to have something to compare to my own. If what you mentioned is true I will be ocing this 3570 higher to get stability like I did in HP.

EVGA precision program have a lot on them including a counter that can be used for temps, fps or voltages.
 
What kind of cpu do you have?

I won't be playing this at 1080p even when I get but it's good to have something to compare to my own. If what you mentioned is true I will be ocing this 3570 higher to get stability like I did in HP.

EVGA precision program have a lot on them including a counter that can be used for temps, fps or voltages.
I'm using a 3570k. At 4.5GHz the temps don't even cross 60c after sitting there with Prime 95 running for 10 minutes. I'm using some pretty massive fans, though.
 
I'm using a 3750k. At 4.5GHz the temps don't even cross 60c after sitting there with Prime 95 running for 10 minutes. I'm using some pretty massive fans, though.

I got a coolermaster 212 setup and about 5 120MM fans in my case. Sure my fans don't run as fast but the temp can remain very stable in my seutp. Thanks for the help you always make certain pc topics I'm unfamiliar with very easy.

Wait for a patch they are coming, but the game came out very recently they don't touch much for at least a few months.
 
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.


ATI!!!

SR3 definitely did not run well on my ATI card...but switching to nVidia completely eliminated all problems. It's still a much better port than Saints Row 2.
I'm blaming Volition, because Sleeping Dogs not only runs better but it looks a generation ahead of SR3.
 
Yup, and yup. I can easily run Sleeping Dogs downsampled at 1440p at full detail with the AA and motion blur wound right back and it sits at a flat 60fps. Never got even close with that on SR3, and that was at 720p with most of the detail wound back (5970+5850 here).

Anyway, continue!
 
Someone from the NFS Facebook asked me to elaborate on the issues I'd been having with the game on PC. I linked this thread and tried to explain the problem with the framerate. Hopefully they'll comb through here and be able to use some of the problems we've described.
 
I'm using these settings at 1920x1080

High res textures: On
Motion blur: High
Shadow Detail: Medium
Headlight Shadows: Off
Ambient Occlusion: Medium
Reflection detail: Medium
VFX Detail: High
Geometry Detail: Low
Light Scattering: On

The thing that solved it for me was overclocking my CPU from 4.0 to 4.5 GHz. There are still occasional moments when you might see a quick dip under 60 but it is very rare and occurred in HP as well.

this helped me out. solid 60 now.
 
Right out of the box, I'm pretty disappointed with the performance of this game. Hopefully there will be future patches that address the framerate and other issues. Everything else I've run recently has been like butter, but this game... not so much. :(
 
Ouch just realized when running Reflection Detail on anything but High the roads lose the wet look & reflections altogether.

I thought it looked weird when I'd see a lot of cars driving with water spraying out from behind them but the roads looked dry.

Even the Xbox360 version has high reflection details I sure hope they plan on addressing the performance on PC lol.
 
got an update for this today, any patch notes?

cant even find the official forum for this game, wtf

edit: nvm, doesnt seem to address the performance issues
 
Ouch just realized when running Reflection Detail on anything but High the roads lose the wet look & reflections altogether.

I thought it looked weird when I'd see a lot of cars driving with water spraying out from behind them but the roads looked dry.

Even the Xbox360 version has high reflection details I sure hope they plan on addressing the performance on PC lol.
Yeah, I noticed that as well. Both console versions have full on road reflections but they are removed on anything other than High on the PC.

Unfortunately, that setting DOES have a noticeable effect on framerate. :\

I ended up dropping my resolution and turning up the settings in order to maintain 60 fps.
 
I haven't seen any release notes on that patch, but I think it only fixed the missing DLC for the Limited Edition or something. Autolog still disconnects for me.
 
Yeah, I noticed that as well. Both console versions have full on road reflections but they are removed on anything other than High on the PC.

Unfortunately, that setting DOES have a noticeable effect on framerate. :\

I ended up dropping my resolution and turning up the settings in order to maintain 60 fps.

Ugh. I won't touch this game.
 
Ugh. I won't touch this game.
Well if resolution is so important to you then simply disable some of the visual settings instead.

There is a time coming soon when you're not going to be able to run every game at maximum details at 60 fps and 1080p. Better get used to it.
 
It seems that getting this game to to run in any adequate manner is about choosing a compromise.

I'm trying to decide if I prefer LockTo30 with the nicest graphics or 60fps with 'worse than what the console guys are seeing' graphics.
 
I've been comparing the PC version with the PS3 version (I own both). I think LOD is broken in the PC version. I drove around in the same places in both games and in the PS3 version I see the high level geometry being swapped out but not in the PC version. No matter how far away I move and even on the lowest setting it all stays at the same high detail level. The high level geometry also renders in the reflection maps. If that's what's causing the framerate issues in the PC version then I hope they can - and if so, will - fix it at some point.
 
bought yesterday, cause I've been desperate for a good racing game for a while.

Graphics are nice, performance... well ya it dips down like everyone else said. I'm convinced it will be patched though, either by game or nvidia, just need some time.
 
Have been playing this happily at a solid 60fps on PC with the following compromises:

headlight shadows:off
geometry detail:low
ao:low

everything else on max. TBH the above 3 settings make virtually no difference to the look of the game whatsoever during the daytime (geometry detail especially I can see no difference at all), and the lack of car headlight shadows aren't THAT noticeable when doing 200mph at night....
 
Well if resolution is so important to you then simply disable some of the visual settings instead.

There is a time coming soon when you're not going to be able to run every game at maximum details at 60 fps and 1080p. Better get used to it.

Why? I'll just buy a new PC then.
 
Have been playing this happily at a solid 60fps on PC with the following compromises:

headlight shadows:off
geometry detail:low
ao:low

everything else on max. TBH the above 3 settings make virtually no difference to the look of the game whatsoever during the daytime (geometry detail especially I can see no difference at all), and the lack of car headlight shadows aren't THAT noticeable when doing 200mph at night....
Specs?

edit: nvm

2500k @ 4.5Ghz
GTX580 1.5Gb Superclocked
8Gb DDR3 corsair vengence
 
I made a couple of changes in Inspector that may have made a difference based on a suggestion someone made on Guru3D, or I might've just gotten lucky with my session, but here's a FRAPS benchmark I just did.

Frames, Time (ms), Min, Max, Avg
46735, 780535, 54, 61, 59.876

The only times it ever dropped below 60fps were for a brief second when it seemed like it might be streaming in new areas, but that was just a slight judder to 59fps, and the other time was one specific intersection on the east side of the map that would dip to 54 every time I approached it.

Here's what my profile looks like. I swear it was the smoothest it's ever been.

untitledn7fi7.jpg


Someone else give it a try.
 
I made a couple of changes in Inspector that may have made a difference based on a suggestion someone made on Guru3D, or I might've just gotten lucky with my session, but here's a FRAPS benchmark I just did.

Frames, Time (ms), Min, Max, Avg
46735, 780535, 54, 61, 59.876

The only times it ever dropped below 60fps were for a brief second when it seemed like it might be streaming in new areas, but that was just a slight judder to 59fps, and the other time was one specific intersection on the east side of the map that would dip to 54 every time I approached it.

Here's what my profile looks like. I swear it was the smoothest it's ever been.

untitledn7fi7.jpg


Someone else give it a try.


Which ingame settings did you use? Resolution?
 
Why? I'll just buy a new PC then.
I think you're misunderstanding here.

When those types of games are made again, buying a new PC won't magically solve your issues.

When Crysis was first released the absolutely most powerful hardware money could buy was incapable of delivering what you ask. It was impossible to build a PC that could run the game at its highest settings while maintaining a consistent 60 fps. When games are released with those types of requirements you won't be able to simply go build a new PC.
 
I think you're misunderstanding here.

When those types of games are made again, buying a new PC won't magically solve your issues.

When Crysis was first released the absolutely most powerful hardware money could buy was incapable of delivering what you ask. It was impossible to build a PC that could run the game at its highest settings while maintaining a consistent 60 fps. When games are released with those types of requirements you won't be able to simply go build a new PC.

Because it was a new engine that wasn't optimized properly. Not just a default standard of a new generation.

Just because we enter a new generation we don't just start at zero and have to deal with that again. Engines have progressed you know, tons of improved iterations for better performance, optimization and visual fidelity.
 
Because it was a new engine that wasn't optimized properly. Not just a default standard of a new generation.

Just because we enter a new generation we don't just start at zero and have to deal with that again. Engines have progressed you know, tons of improved iterations for better performance, optimization and visual fidelity.

Who says there won't be a new "leap forward" game with another revolutionary engine that's not optimized in the future?
 
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