Assassin's Creed Unity - PC Performance thread

SaberEdge

Member
I see the same, I'm not sure it's a bug.

The LOD is locked on both consoles and PC. No setting has any effect on it. I thought it could be I was using a 900p screen, but if you see that at 1080p then it might just be the PC version for everyone.

Well, it definitely doesn't look like that on my PC. I've never seen the LOD do anything like that. So it must either be a bug, or a problem with the memory on that person's setup.
 

Denton

Member
Does this game have crashing issues?

Just got this today on PC and its crashed 2 times in the first 30 minutes.

I had it crash several times right after I installed latest beta drivers.
But then I played later yesterday for two hours (same drivers) and no crashes. I dunno.
 

ISee

Member
Any news on how a GTX 780 and i7 2700k perform at 1440p?

An i7 2700k is enough. The rest:

urbOLdr.jpg


Source: PCgameshardware.de
 
Well, it definitely doesn't look like that on my PC. I've never seen the LOD do anything like that. So it must either be a bug, or a problem with the memory on that person's setup.

Oh, I doubt it's "memory". The PC I saw it on was 4770k with 16Gb. The videocard was a 2Gb 770 though.

Yet, texture options have no effect at all on LOD. So I doubt 2Gb are the issue.
 
I'm not sure it's an actual bug. The trick is that those screenshots are from high above, while zoomed in. So they give the illusion they are really close when they are not.

I wonder if it's a bug because it's the exact thing I saw on my screen. So, it's a bug or just weirdness for the two of us?

This is a screenshot I took, max settings, 1080p. So no, it's not just the two of you. gtx 970, 3.5 GBs VRAM out of 4 used.

 
and you're not zoomed in.

The trick in those LOD screenshots is that they are from highest places, like churches, and then zoomed in with the LB button.
 

Genio88

Member
I can confirm the poor quality texture on buildings far from player position, they starts loading textures just when you get close, plus some buildings don't load texture, whilst others at the same distance load them...weird
 

ELCID777

Neo Member
This is a screenshot I took, max settings, 1080p. So no, it's not just the two of you. gtx 970, 3.5 GBs VRAM out of 4 used.

Yeah, it doesn't look like a bug. It looks like it's just the LOD they set for the game. My GPU aren't exceeding their VRAM limit either, so it's not that.

The screens I posted look zoomed in because they are. If I zoom out the distant buildings and objects still look the same, like ass.
 
Any else have a weird flash or pop-in when the camera changes in cut scenes? Like a bright flash?

Anyways, to complain about the game itself, I don't like how "floaty" the character is, sleeping dogs/mordor spoiled me in responsiveness
 

Kezen

Banned
The game (in its current state) is issuing approximately 50,000 draw calls on the DirectX 11 API. Problem is, DX11 is only equipped to handle ~10,000 peak draw calls. What happens after that is a severe bottleneck with most draw calls culled or incorrectly rendered, resulting in texture/NPCs popping all over the place. On the other hand, consoles have to-the-metal access and almost non-existent API Overhead but significantly underpowered hardware which is not able to cope with the stress of the multitude of polygons. Simply put, its a very very bad port for the PC Platform and an unoptimized (some would even go as far as saying, unfinished) title on the consoles.

Thanks DX !
 

Bl@de

Member
Yeah it's really time to move on to DX12. It's been long enough. Or even better OpenGL and Linux Support for everything. But that's still a pipe dream^^
 

iNvid02

Member
Thanks DX !

this is from the geforce article, they're saying its improved which is true but its still not good enough

Behind the scenes, AnvilNext's engine has been completely rewritten to greatly reduce the number of draw calls that have in past games caused CPU bottlenecking, which prevented GPUs from operating to their full potential. In addition to improving performance, draw call optimizations have enabled Ubisoft to dramatically increase the population density of their gameplay areas, with thousands of NPCs now visible on-screen simultaneously, each operating with some degree of artificial intelligence powered by reclaimed CPU cycles.
 

Kezen

Banned
this is from the geforce article, they're saying its improved which is true but its still not good enough

But the game is even more CPU bound than Black Flag, at max environment settings.
I remember someone mentioning reduced numbers of call to the driver in a DSO-Gaming interview as well.

I would love to see Unity with a Mantle renderer. Seems like a perfect case of API limitations (not the first of course).
 

banjoted

Member
Have been playing this on Xbox One since Monday and finally tried the PC game last night.

I expected the worst but actually it runs pretty well. A few AA artifacts here and there, some slight framerate drops in the cutscenes and two instances of momentary freezes, but 99% of the time it ran wonderfully. And looked MILES better.

(I'm running an i7 3770k, GTX 780 and 16GB RAM)
 

sobaka770

Banned
15599536659_148702047c_o.png


15600198507_7b68316e3a_o.png


Ultra settings right there, folks.

This is the WORST LoD I've ever seen in a game, it's fucking atrocious. We need a LoD slider option or a patch to fix this.

I've never had such thing happen. However, you're slightly cheating by taking screenshots while zooming in. :) I don't know why Ubi even allows zooming in at all times when they hardcoded quite an aggressive texture downscaling.

Ubi must add an LoD slider or something, the pop-in distances are ridiculous.
 

ISee

Member
The game (in its current state) is issuing approximately 50,000 draw calls on the DirectX 11 API. Problem is, DX11 is only equipped to handle ~10,000 peak draw calls. What happens after that is a severe bottleneck with most draw calls culled or incorrectly rendered, resulting in texture/NPCs popping all over the place. On the other hand, consoles have to-the-metal access and almost non-existent API Overhead but significantly underpowered hardware which is not able to cope with the stress of the multitude of polygons. Simply put, its a very very bad port for the PC Platform and an unoptimized (some would even go as far as saying, unfinished) title on the consoles.

Thanks DX !

I do not get it.

So Ubi knew their vision of several thousand NPC on screen was not doable on PCs because of DX11 limitations.
But at the same time they also knew they could not bring the consoles versions up to their vision because of weak, underpowered CPUs?

Who is making decisions at Ubisoft? a random number generator?
 

Tankshell

Member
So is anyone else getting stuttering audio, especially during fast/high intensity chase sequences? My framerate is sticking to around 50+ fps at these times (normally 60+ under normal exploration), so I dont think it is tied to low framerate...

Rig specs are:
2500k@4.5Ghz
EVGA 780Ti Super Clocked (overclocked a bit more still by me!)
8GB Corsair Vengeance RAM
 
I've never had such thing happen. However, you're slightly cheating by taking screenshots while zooming in. :) I don't know why Ubi even allows zooming in at all times when they hardcoded quite an aggressive texture downscaling.

Ubi must add an LoD slider or something, the pop-in distances are ridiculous.

I see it all the time. I'd wager most actually do too.


I still think this is the best realization of the AssCreed idea yet. It just needs to be fixed with all these bugs and issues.
 

DOWN

Banned
Which is amusing because Ubi claims that development began after Brotherhood went gold in 2010. Even accounting for a generous pre-production phase that's no less than three years of actual development, but the game itself tells a much different story.
It gets me wondering what they actually count as the start of development. Like do teams working on tech for Black Flag that will also be applied to Unity get counted as the official start of Unity development just so Ubi can claim Unity has been in development for a really long time? Despite Unity maybe just getting a stake of tech developed more intensely for a different entry?
 

Yibby

Member
I've never had such thing happen. However, you're slightly cheating by taking screenshots while zooming in. :) I don't know why Ubi even allows zooming in at all times when they hardcoded quite an aggressive texture downscaling.

Ubi must add an LoD slider or something, the pop-in distances are ridiculous.

That LOD is real, but the texture option effects the LOD quality a bit. Here are screenshots i took, not zoomed in.
High :

Ultra :
 

ISee

Member
So is anyone else getting stuttering audio, especially during fast/high intensity chase sequences? My framerate is sticking to around 50+ fps at these times (normally 60+ under normal exploration), so I dont think it is tied to low framerate...

Rig specs are:
2500k@4.5Ghz
EVGA 780Ti Super Clocked (overclocked a bit more still by me!)
8GB Corsair Vengeance RAM

Still not enough. Are you useing USB-Headphones, a soundcard etc?
Also read this. http://www.sweetwater.com/sweetcare/articles/solving-dpc-latency-issues/
Not saying this is your problem, but you have to start somewhere.
 
I guess the lead director really really wanted large masses of people for this setting, but the tech just isn't quite there. Consoles simply lack in hardware, and PC's lack in efficient API. Whatever draw call optimizations they did, they spent it by adding moar glitchy npc's. Frankly I find it silly this game has no option to reduce the npc count to get better performance.

I switched my 280X CF to a 970 and the performance is much better, mostly 60 fps with fxaa and high shadows. I guess part of the problem with AMD is the lack of draw call optimization on DX11. We'd need a Mantle driver to fix it.
 

Leb

Member
The game (in its current state) is issuing approximately 50,000 draw calls on the DirectX 11 API. Problem is, DX11 is only equipped to handle ~10,000 peak draw calls. What happens after that is a severe bottleneck with most draw calls culled or incorrectly rendered, resulting in texture/NPCs popping all over the place. On the other hand, consoles have to-the-metal access and almost non-existent API Overhead but significantly underpowered hardware which is not able to cope with the stress of the multitude of polygons. Simply put, its a very very bad port for the PC Platform and an unoptimized (some would even go as far as saying, unfinished) title on the consoles.

Hmmm, I'm not sure what to make of that explanation and unless I'm missing something, it appears to be sourced from wccftech, who attributes it to, "we sent some emails and and (sic) found out what is really happening." Like, that's the only attribution they provide.

e: like, is it really credible to think that from AC:BF to AC:U, the number of draw calls per frame really increased by an entire order of magnitude?
 

Doc Morbid

Neo Member
Aside from the crappy LOD, I'm not having too many problems with the game after 5 hours of playing. I'm on a 4770k @ 3.5GHz, GTX 780 (overclocked from 888 MHz to 1084 MHz), with 16GB of RAM, and I stay at 50-60 fps 95% of the time in 1080p. Textures are on high and environment on Very High, with High shadows, FXAA, and SSAO.

That said, Ubisoft absolutely needs to optimize this thing. Even though I managed to get the game to run pretty well, this has been a massive trainwreck.
 

Kezen

Banned
Hmmm, I'm not sure what to make of that explanation and unless I'm missing something, it appears to be sourced from wccftech, who attributes it to, "we sent some emails and and (sic) found out what is really happening." Like, that's the only attribution they provide.

e: like, is it really credible to think that from AC:BF to AC:U, the number of draw calls per frame really increased by an entire order of magnitude?

I think this is the only explanation as to why the game is so hard on the CPU.
 

The Janitor

Member
Assassins Creed 2 had the same LOD problem, they never fixed it. No other AC game since has had that problem, but now it's back again in Unity.
 
What? With which video card?

It was 980 on SLI, but the bottom line is that CPU needs to run the simulation. If the videocard is ultra powerful the cpu doesn't run faster, it just lowers the work it does.

If an i3 can do 40+ fps it means that it can run the simulation at that speed. The GPU then does the rest.

If instead the CPU isn't fast enough, it means the game goes at the same speed regardless of the videocard power, since it's the GPU that has to wait that the CPU does its job.
 

Alasfree

Member
The game is very CPU hungry for sure and overclocking probably help quite a lot, but at least this time they made the engine properly multi-threaded. If next year they switch to another setting that need less people on screen hopefully it will run better.

Anyway this game is so incredibly frustrating with all the pestering about using the companion app or that other site. Every time i see i a chest that require that stuff i sigh. It's making me dislike the game more than any perf problem.
 
The game is very CPU hungry for sure and overclocking probably help quite a lot

Computers don't behave arbitrarily.

If your videocard can do, say 50 fps, and your cpu can do that too, overclocking the CPU only lowers the CPU usage. It doesn't make the game magically faster (if not by a small margin related to overhead).
 

Kezen

Banned
Assassins Creed 2 had the same LOD problem, they never fixed it. No other AC game since has had that problem, but now it's back again in Unity.

Pop-in has always been an issue in AC games, even using the max LOD on PC does not prevent it.
Come to think of it many games actually have noticeable pop-in. It's something I learnt to deal with.
 

The Janitor

Member
Pop-in has always been an issue in AC games, even using the max LOD on PC does not prevent it.
Come to think of it many games actually have noticeable pop-in. It's something I learnt to deal with.

I mean the blurry building textures, it's ridiculously bad in AC2 and Unity.
 

TheTrain

Member
Also AC III has crazy lod on the population, i've started it yesterday :/
This is a common issue for ALL the AC chapter, not only for unity
 

kencey

Member
i5 760 @ 3.8
280x
8gb

@1080p - 15-30 fps... yea, unplayable.
Was expecting to play @30 fps locked, at least.
Even on Low and 720p doesn't change anything.
I'm prob. limited by cpu, or crappy amd driver? i dunno.
 

SaberEdge

Member
Followed this and I had vsync set to adaptive.

1080p w/ everything maxed out I'm getting 60fps with NO dip at all. I'm quite amazed by it right now but that guide seems to have done the trick. The only dips I'm getting are during cutscenes for whatever odd reasons.

It's locked at 60 and it's running as smooth as butter.

Setting it to 4k drops it down to 25-30. The game is simply gorgeous in 4k. Wish I had the set up to run that res at 60fps.

i7-4770K 3.5GHz
GTX 780ti OC 3GB
16GB DDR3 2400Mhz








Those are some nice screenshots, man. The game is gorgeous.
 

Damian.

Banned
Those horribly blurry shots are not normal, something is wrong there. I've played for 6 hours so far and seen nothing that bad for more than a split second as something fuzzed into high LOD.

This game looks simply incredible in 1440p and max details.
 
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