Far Cry 3 PC performance thread

Catalyst 12.11 Beta 11 and Cap 2


Improves performance in Far Cry 3 (up to 25% with 8xMSAA, SSAO enabled @ 1600p, and up to 15% with 8xMSAA, HDAO enabled @1600p) (AMD Catalyst 12.11 CAP2 must also be installed)


Resolves a sporadic system hang encountered with a single AMD Radeon HD 7000 Series GPU seen on X58 and X79 chipsets.

Resolves an intermittent hang encountered with AMD Radeon HD 7000 Series GPUs in a CrossFire Eyefinity setup.

Resolves image corruption found in certain DirectX 9.0c titles

Resolve missing fonts issue in XBMC

Resolves no video issue found in Media Player Classic Home Cinema when using full or half floating point processing

Resolves stability issues found in the previous AMD Catalyst 12.11 Beta8 driver for Linux

For users experiencing issues with HDMI Audio under Ubuntu 12.04, users should try installing the “dkms-hda - 0.201211291615~precise1” package from https://code.launchpad.net/~ubuntu-audio-dev/+archive/alsa-daily/+packages and reboot; this will resolve the HDMI Audio issue found in Ubuntu 12.04

AMD Catalyst 12.11 CAP2 has just been released, and should be used in conjunction with AMD Catalyst 12.11 Beta11
Improves Far Cry 3 performance for single GPU configurations with AA enabled
 
Rarely ever mess with Nvidia Inspector, aren't these the correct settings? ( For SGSAA )

They don't appear to work.

ibhghJIMdZfTD8.png
What driver are you on?
 
so what is D3D11MultithreadedRendering in config file ?
 
OK so after a whole night of trying settings/injectors and playing only 2 mission's I've settled for ...

Sethos' dx9 config (which includes SweetFX) @ 2880*1620 downsampled, with V-sync enabled, GPUMaxBufferedFrames="3" and MaxFPS="60"

perfect 60 fps, no stuttering, no mouselag and pretty damn good image quality

would've loved to do 1080p 120 Hz with some AA through Nvidia Inspector, but none of those bits really worked without issues for me... maybe some new drivers in the future will work better, but I've almost finished the game now ;)

2600K @ 4.8 / GTX670 SLI @ 1250/3800

so what is D3D11MultithreadedRendering in config file ?

experimental feature, keep it at 0 because it will crash with the currently available drivers/game build
 
Catalyst 12.11 Beta 11 and Cap 2


Improves performance in Far Cry 3 (up to 25% with 8xMSAA, SSAO enabled @ 1600p, and up to 15% with 8xMSAA, HDAO enabled @1600p) (AMD Catalyst 12.11 CAP2 must also be installed)


Resolves a sporadic system hang encountered with a single AMD Radeon HD 7000 Series GPU seen on X58 and X79 chipsets.

Resolves an intermittent hang encountered with AMD Radeon HD 7000 Series GPUs in a CrossFire Eyefinity setup.

Resolves image corruption found in certain DirectX 9.0c titles

Resolve missing fonts issue in XBMC

Resolves no video issue found in Media Player Classic Home Cinema when using full or half floating point processing

Resolves stability issues found in the previous AMD Catalyst 12.11 Beta8 driver for Linux

For users experiencing issues with HDMI Audio under Ubuntu 12.04, users should try installing the “dkms-hda - 0.201211291615~precise1” package from https://code.launchpad.net/~ubuntu-audio-dev/+archive/alsa-daily/+packages and reboot; this will resolve the HDMI Audio issue found in Ubuntu 12.04

AMD Catalyst 12.11 CAP2 has just been released, and should be used in conjunction with AMD Catalyst 12.11 Beta11
Improves Far Cry 3 performance for single GPU configurations with AA enabled

So do you install this on top of the drivers I already have or is it a clean slate/uninstall, reboot, then install type of deal?
 
I have to say, SMAA doesn't do much at all... I tried toggling on and off using Pause, and there is a change but it's almost imperceptible. Turning off depthdownsampling has a pretty huge impact on aliasing but my FPS can't take it :/
 
I have to say, SMAA doesn't do much at all... I tried toggling on and off using Pause, and there is a change but it's almost imperceptible. Turning off depthdownsampling has a pretty huge impact on aliasing but my FPS can't take it :/

You are better off using the crappy FXAA and adding post-sharpen.
 
Fixed it for you..
I cannot understand why people use post sharpen, it destroys a lot of depth information in a scene.

Because downsampling isn't always an option and some people would like to retain 60fps.

Post sharpen is a common technique used to counteract the blur FXAA introduces.
 
I'm just at the point where I get a constant 60 fps, so I really can't do much more graphically with my game. I'll try forcing some AA through Inspector.
 
GeForce 560Ti, running newest 310.64 Beta Drivers:

Game locks up - during
Prison Break-In
mission I had it freeze at exactly the same moment, after I installed the newest drivers the game froze on the screen immediately after. Thoughts?
 
I have to say, SMAA doesn't do much at all... I tried toggling on and off using Pause, and there is a change but it's almost imperceptible. Turning off depthdownsampling has a pretty huge impact on aliasing but my FPS can't take it :/

I does alot for me, much better than the blurry in-game fxaa. You might wanna to download Sweetfx and edit the aa settings.
 
I does alot for me, much better than the blurry in-game fxaa. You might wanna to download Sweetfx and edit the aa settings.

But sweetfx uses injectSMAA (which I'm using) for its SMAA. Haven't tried the Ultra setting yet so maybe that does more.
 
Those new Catalyst beta drivers did nothing for me. Performance is still the same. I'm running on an AMD HD 5870 and with these settings my average frame rate is around 45-50. It definitely doesn't feel quite as smooth as it should, although it's more than playable so I suppose I have little room to complain.
 
Welp, forcing 8x edge detect SGSSAA through CCC and running with everything maxed cured my stuttering issues.

To clarify; running the game using the most graphically intensive API, with everything set as high as it can go, and forcing a heavy amount of the most demanding form of anti-aliasing my cards are capable of fixed all of my stuttering issues and gave me a game that runs at a locked 60 fps.

I. Have. No. Words.

Seriously.

EDIT: The compressed videos, FC3 splashscreen and main menu run at like 3 fps, but the game itself is buttery smooth. I'm an atheistic man of science, but if a scruffy-looking man appeared in my room, claimed to be God, and took responsibility for what's going on right now I wouldn't even question him. This makes absolutely no sense.
 
Those new Catalyst beta drivers did nothing for me. Performance is still the same. I'm running on an AMD HD 5870 and with these settings my average frame rate is around 45-50. It definitely doesn't feel quite as smooth as it should, although it's more than playable so I suppose I have little room to complain.

Drop PostFX to medium and enjoy locked 60.
 
Can anyone add this to there config and see if there is any diffrence?

Code:
<Environment>
<quality RainNumSplashesPerSecond="60" id="high" />
</Environment>
<Post>
<quality GameDepthOfField="1" CinematicDepthOfField="1" MotionBlur="0" FXAALevel="0" DepthDownsample="0" CloudShadows="1" id="ultrahigh" />
</Post>
<Water>
<quality WaterRefraction="1" OceanShoreEffect="1" ReflectionTextureSizeX="1024" ReflectionTextureSizeY="1024" ProtoDisplacement="1" OceanRealReflection="1" NumWaterReflectionPlanes="4" id="veryhigh" />
</Water>
<Vegetation>
<quality UseRealTreeHD="1" UsePixelLeafNormals="1" id="veryhigh" />
</Vegetation>
<Terrain>
<quality TerrainLodScale="0.5" TerrainDetailViewDistance="2048" TerrainDetailBlendViewDistance="256" id="high" />
</Terrain>
<Geometry>
<quality KillLodScale="0.5" LodScale="0.5" RealTreesLodScale="0.5" RealTreesVistaMinViewDistanceScale="0.5" ClustersLodScale="0.5" TerrainLodScale="0.5" MaxDecalCount="400" MaxDecalCountPerType="50" id="ultrahigh" />
</Geometry>
<Ambient>
<quality ShadowMapSize="1024" SectorTextureSize="128" id="high" />
</Ambient>
<Shadow>
<quality ShadowMapSize="2048" CascadedShadowMapSize="2048" RainShadowMapSize="1024" SoftShadows="1" EnablePCSS="1" DisableShadow="0" DisableShadowGeneration="0" DisableShadowGenTerrain="0" SpotsCastShadows="1" id="veryhigh" />
</Shadow>

Played with it for awhile but cant really notice any diffrence except water have better reflections. (i think, lol)
 
Using 310.64 beta drivers and none of those DX9 SGSSAA compatibility bits work for me. Regardless of what I use I get the whole no visibile polygons, looks like I'm walking on nothingness.
 
Just got an update. 1.02 now.
---------------------------------------------
Release note – PC patch 1.02
----------------------------------------------

----------------------------------------------
Multiplayer fixes for the patch:
----------------------------------------------

PVP:
- Fix some issues with user created maps when more than 8 players were playing them.


Map Editor:
- Fix a Map Editor crash at launch when the windows user account contains language-specific characters.


----------------------------------------------
Single Player fixes for the patch:
----------------------------------------------

- Fix the "View Leaderboard" and "Start Trial" buttons in the World Map.
- Improve stability when the user is quitting to desktop.


----------------------------------------------
Release note – PC patch 1.01
----------------------------------------------

----------------------------------------------
Multiplayer fixes for the patch:
----------------------------------------------

General:
- Improved overall Multiplayer stability and performance.
- Added SHOW TOP, SHOW YOU, PAGE UP and PAGE DOWN options in Leaderboards.
- Fix the voice chat issue that would mute players by default.
- Lobby chat can now be accessed when a controller is connected

Co-op:
- Fixed graphical issues on loading screen hints.
- Fixed the issue that would prevent maps from being displayed or randomized the first time a user enters Public Co-op.
- Health regeneration option no longer has inverted functionality.
- "Flare gun" kills are no longer considered as Assist kills.

PVP:
- Fixed ground texture resolution.
- Grass surrounding fire spawns no longer remain red on Firestorm maps.

Map Editor:
- Improved white objects thumbnails legibility.
- Users can now start a private match in 1 player on user created maps.

----------------------------------------------
Single Player fixes for the patch:
----------------------------------------------

- Improved game stability and performance.
- Fixed issues with flickering on specific water textures.
- Fixed small UI glitches related to different display resolutions.
- “Weapon cache” mission: Mission Zone and Mission Marker no longer stays on mini-map and on screen after mission completion.
- Crafting items are now auto selected when entering a new crafting category
- Added sound when zooming in and out the camera with the mouse scroll button.
 
---------------------------------------------
Release note – PC patch 1.02
----------------------------------------------

----------------------------------------------
Multiplayer fixes for the patch:
----------------------------------------------

PVP:
- Fix some issues with user created maps when more than 8 players were playing them.


Map Editor:
- Fix a Map Editor crash at launch when the windows user account contains language-specific characters.


----------------------------------------------
Single Player fixes for the patch:
----------------------------------------------

- Fix the "View Leaderboard" and "Start Trial" buttons in the World Map.
- Improve stability when the user is quitting to desktop.


----------------------------------------------
Release note – PC patch 1.01
----------------------------------------------

----------------------------------------------
Multiplayer fixes for the patch:
----------------------------------------------

General:
- Improved overall Multiplayer stability and performance.
- Added SHOW TOP, SHOW YOU, PAGE UP and PAGE DOWN options in Leaderboards.
- Fix the voice chat issue that would mute players by default.
- Lobby chat can now be accessed when a controller is connected

Co-op:
- Fixed graphical issues on loading screen hints.
- Fixed the issue that would prevent maps from being displayed or randomized the first time a user enters Public Co-op.
- Health regeneration option no longer has inverted functionality.
- "Flare gun" kills are no longer considered as Assist kills.

PVP:
- Fixed ground texture resolution.
- Grass surrounding fire spawns no longer remain red on Firestorm maps.

Map Editor:
- Improved white objects thumbnails legibility.
- Users can now start a private match in 1 player on user created maps.

----------------------------------------------
Single Player fixes for the patch:
----------------------------------------------

- Improved game stability and performance.
- Fixed issues with flickering on specific water textures.
- Fixed small UI glitches related to different display resolutions.
- “Weapon cache” mission: Mission Zone and Mission Marker no longer stays on mini-map and on screen after mission completion.
- Crafting items are now auto selected when entering a new crafting category
- Added sound when zooming in and out the camera with the mouse scroll button.

Total fail.
 
if i already have the 12.11 beta and cap one installed, all i have to do is just install cap 2 over them, and run the game as per normal? do i need to change anything in catalyst?
 
I wrote this quick guide for a friend, it will take 5min to set up and then it's as easy as selecting the resolution in games.

Nvidia guide for downscaling.

1: Right-click on desktop and go to Nvidia Control panel.

2: Under the 'adjust desktop size and position tab', select GPU for the 'perform scaling' option. Also tick the 'override scaling etc' box. Apply. 

3: Now go to the 'change resolution tab and select customise. Tick the 'enable resolutions not supported by this display' box and then click 'create custom resolution'

4: Now up the top you will have both a horizontal and vertical pixels box which you can increase/decrease. Because you have a 16:9 display you will want a resolution that scales properly. So select 2560 for horizontal and 1440 for vertical. Click test.

5: Everything will be scaled so all the images etc will look smaller and sharper, but once this is saved you will go back to your 1920x1080 resolution. You aren't using this higher res for day to day use, it's only for games really, so use your normal res. 

6: Now when you load up a game (Space Marine for example), the 2560x1440 option will be selectable under resolution settings.
im having some problems so i hope anyone can help me out here, i have 2 screens connected to my pc, my 24" 1920x1200 monitor is connected thru DVI and my HDTV 1920x1080 is connected thru HDMI, for regular pc tasks i use the monitor but every time im gaming i change to my tv, so i tried this guide, it was all good, i stooped gaming and switched back to my monitor but when i tried going back to the tv i cant because the nvidia control panel is showing that the resolution on the tv is 2560x1440, so i uninstall the driver and install everything again thinking i left the custom resolution on by mistake, i did everything again and chose the tv native res before changing back to the monitor but when i tried going back to the tv again the same thing happened, why? it seems this does not work when you have 2 displays plugged in? for some reason the control panel keeps picking the custom res instead of the native one
 
I don't get this game I really don't. Was struggling to pull off 40FPS 2 days ago on even dx9, last night I fire up the game dx11 all ultra 2x msaa, and im getting 50 - 70FPS.... wtf?

never messed with XLM file, nothing in inspector is different.... whatever, I'll take it.
 
The water flickering fix has me interested. The waters in the distance have a shimmering effect on them that is distracting. Wonder how the performance improvements fare.
 
I don't get this game I really don't. Was struggling to pull off 40FPS 2 days ago on even dx9, last night I fire up the game dx11 all ultra 2x msaa, and im getting 50 - 70FPS.... wtf?

never messed with XLM file, nothing in inspector is different.... whatever, I'll take it.

Yup, last night I was playing at a locked 60 most of the time but today it never went above 55 the entire time I played.

I think there is a ghost inside Far Cry 3.
 
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