BioShock Infinite PC Performance Thread

So I basically eliminated all the stuttering. Yes, virtually all of it. No noticeable stuttering or frame drops. I got this shit locked down at a smooth 60 fps.

My config:

PXG's Bioshock Infinite XEngine

I've made a lot of changes to this, including setting bUseBackgroundLevelStreaming to FALSE. It's known that changing that line can cause major issues to scripting. So keep it as is at your own risk. In the event you do run into a problem, just exit it the game, set the value to True and reload your game. You should be fine. I only had one issue early in the game. Since then I've had smooth sailing. Once in a while, a few shadows will pop in, but I think those are just bugs in the game that aren't necessarily caused by changes to the config.

Anyway, Mostly everything is set to Ultra. Dynamic shadows are on High. Very high doesn't yield much a difference and Ultra is too blurry for my liking. Alternate Post Processing doesn't seem to do much besides lower performance a bit, so I turned that off. AO....yuck. I hate how it looks. I turned it off completely. But hey, you guys should be pleased.

I did not add any launch options through Steam. Adding -ReadTexturePoolFromIni gave me a lot of issues. I don't recommend using it.

Inspector Settings

CMe9rNO.jpg


Thanks to maldo, I changed the SLI compatibility bit from the one included with the latest driver. This helped performance. Most people set their pre-rendered frames to 1. I set it to 3. Why not?

I'm on NVIDIA 314.22 beta drivers.

I'm using mrhandi's SMAA injectors. You can find them here. Follow the included instructions. Mine are set to Ultra.

Lastly, I'm downsampling the game from 2560 x 1440 to 1080p.

Let me know your results.

When you say those SLI bits provided better performance, do you mean it gave better frame-rates or less stuttering?

Also, does AO through the control panel work? I have it turned off in-game because it uses HDAO or something like that which is optimized for AMD cards.
 
I just turned off AO in-game, in the config and in inspector. Just to be sure.

I have my the maxsmooth fps set to 61 (min is 59), so I wouldn't really know for sure. I don't get that stuttering though.
 
WHY can't I get this thing to force AA for this game?! Also, my Inspector is looking different. It used to look like what -PXG- just posted, but now my options are this:

iEiM0fGmqTZ6R.png


Also, GAF, what am I doing wrong that this wont force AA?
 
Ok I did some tests, as the game needs to be launched with the command line "-ReadTexturePoolFromIni" to use the PoolSize value from the file (otherwise it's calculated).

So, in and area where my VRAM was stuck at 2GB (max of my VRAM), and the game was stuttering like hell each time I turned the camera, I tried several values :

PoolSize=140 (like in many UE3 games) : textures are blurry and VRAM does not exceed 750MB.

PoolSize=400 (default one) : less blurry but only 1000MB VRAM used.

PoolSize=1200 : sharp textures and 1900 VRAM used, no stutter in the large areas, even by going from one end to the other.

So it depends on how many VRAM you have, just try.
For now let's say your VRAM minus 800.

To enable this, you have to open the properties of the game in Steam, and in the first tab you have a button "Set launch options", and put "-ReadTexturePoolFromIni" without the "".

For me it works well, the game is always smooth and I only got little drops when it streams the level, but the big stutter is gone.

I'm using a GTX 570, and this seems to have fixed my stuttering. There's a teeny bit of input lag when I load a new area, but the 1 second freezes during combat are gone.

Based on setting pool size to 1200 for a 2048mb card, instead of taking vram minus 800, I did the same ratio for my 1280mb card which is poolsize 750.
 
WHY can't I get this thing to force AA for this game?! Also, my Inspector is looking different. It used to look like what -PXG- just posted, but now my options are this:

iEiM0fGmqTZ6R.png


Also, GAF, what am I doing wrong that this wont force AA?

Compatibility bit for forced AA isn't out yet.
 
So I basically eliminated all the stuttering. Yes, virtually all of it. No noticeable stuttering or frame drops. I got this shit locked down at a smooth 60 fps.

My config:

PXG's Bioshock Infinite XEngine

I've made a lot of changes to this, including setting bUseBackgroundLevelStreaming to FALSE. It's known that changing that line can cause major issues to scripting. So keep it as is at your own risk. In the event you do run into a problem, just exit it the game, set the value to True and reload your game. You should be fine. I only had one issue early in the game. Since then I've had smooth sailing. Once in a while, a few shadows will pop in, but I think those are just bugs in the game that aren't necessarily caused by changes to the config.

I'm downsampling the game from 2560 x 1440 to 1080p.

I'm using mrhandi's SMAA injectors. You can find them here. Follow the included instructions. Mine are set to Ultra.

Anyway, Mostly everything is set to Ultra. Dynamic shadows are on High. Very high doesn't yield much a difference and Ultra is too blurry for my liking. Alternate Post Processing doesn't seem to do much besides lower performance a bit, so I turned that off. AO....yuck. I hate how it looks. I turned it off completely. But hey, you guys should be pleased.

I did not add any launch options through Steam. Adding -ReadTexturePoolFromIni gave me a lot of issues. I don't recommend using it.

Inspector Settings

CMe9rNO.jpg


Thanks to maldo, I changed the SLI compatibility bit from the one included with the latest driver. This helped performance. Most people set their pre-rendered frames to 1. I set it to 3. Why not?

I'm on NVIDIA 314.22 beta drivers.

Let me know your results.

Thanks. I'm just going to take my chances with the bUseBackgroundLevelStreaming=FALSE setting. I'm definitely aware that it will cause a few problems, and I'll set it to true once I get to these problem areas. To me, the frequent stuttering is much more of a problem. I'll gladly change the setting 2..3 times rather than put up with hours of stuttering. It absolutely kills the immersion. I'm extremely close to just not playing the damn game until its patched, but I'll give one more go at it. Its unfortunate that we have to resort to these measures, but it is what it is.

No it rarely gets above 60 degrees or so. Is anyone else having trouble with the game crashing?

My driver did crash last night, which has not happened in any other game I've played, for what its worth. It only happened that one time last night. If it continues to happen, I'll dial down my OC. But yeah, it was definitely strange to me.
 
The "bUseBackgroundLevelStreaming=false" tweak buged my game. I opened a door and the scenario behind it didn't load. Tried restarting the checkpoint and the game itself. But the only thing that worked was changing back to bUseBackgroundLevelStreaming=true.

Chen's gunshop, right? I'm pretty sure this has been confirmed to be 100% game breaking at that area. I mentioned this yesterday.

It also happens again later on around that marketplace / financial district area (multiple levels with a small skyline loop)., you walk through a door and its like a huge void

Turning it back to true was the only way to fix it
 
I don't know if my textures aren't "ultra" with a 750 pool size, but I don't really care. They look sharp to me, and I'm legitimately enjoying the combat so much it makes me wonder how I was having fun for my first four hours of the game. Thank you based poster.
 
So I have a 570 gtx and was experiancing major stuttering as well, but I noticed if I went into the menu and changed the texture size from ultra to high, then back to ultra again it would flush the video memory and the game wouldn't stutter anymore for a few minutes! But eventually it would start up again. So I played around more and more and finally noticed the only way I was able to make the stuttering stop was to set my texture size to normal. :(. I guess the 570 just doesn't have the VRAM to play with high/ultra textures.
 
So I have a 570 gtx and was experiancing major stuttering as well, but I noticed if I went into the menu and changed the texture size from ultra to high, then back to ultra again it would flush the video memory and the game wouldn't stutter anymore for a few minutes! But eventually it would start up again. So I played around more and more and finally noticed the only way I was able to make the stuttering stop was to set my texture size to normal. :(. I guess the 570 just doesn't have the VRAM to play with high/ultra textures.

Set pool size to 750 and enable the launch option. Then take screenshots to see if its better than "normal" texture quality. I think it is.
 
finished it

wont say much other than holy shit

and that i'll wait for a patch before doing 1999

Hey Salsa, did you finish the game on the Hard difficulty (not 1999) and how did you find it? Too hard, too easy?

Anyone who played 1999 can you tell me how difficult it is?

I was considering doing my first and only play through on the 1999 difficulty but I would like to know how hard it is.
 
Can you not run the benchmark at 4k? I'm at 3840x2400 and the highest option on the benchmark utility is 2560x1600, my native res. It says it won't work properly if a resolution is not natively supported by your monitor, but it looks like Andy did it here?

Quick and dirty 3840x2160 SMAA Ultra shots downsampled to 1920x1080:

Settings: 3840x2160, max in-game settings, Alternate post-process, injected SMAA Ultra
Setup: 2-Way SLI GTX Titan, i7-2600K @ 4.6GHz

3840x2160benchmarkresd7c27.png

Unless he was just referring to the screen shots being 4k and not the benchmark.

Edit: Played a little bit at 3840x2400, Ultra everything. Consistent 30fps (max refresh at 4k res). When the Frame limiter was off I was in the 50-60 range or so. Looked amazing, but then my game froze. I assume this is from the overclock I have on my GPUs. I did see my VRAM get up to like 3.6GB, which is the most I've ever seen in a game. And this was just the intro level. Running on 2x Titans with the newest Nvidia drivers. Didn't change the pool size or any of that yet. I'll probably get into that tomorrow.

Also thanks for those settings in the OP, and the SLI bits from Maldo. Really helped out.
 
Ok I did some tests, as the game needs to be launched with the command line "-ReadTexturePoolFromIni" to use the PoolSize value from the file (otherwise it's calculated).

So, in and area where my VRAM was stuck at 2GB (max of my VRAM), and the game was stuttering like hell each time I turned the camera, I tried several values :

PoolSize=140 (like in many UE3 games) : textures are blurry and VRAM does not exceed 750MB.

PoolSize=400 (default one) : less blurry but only 1000MB VRAM used.

PoolSize=1200 : sharp textures and 1900 VRAM used, no stutter in the large areas, even by going from one end to the other.

So it depends on how many VRAM you have, just try.
For now let's say your VRAM minus 800.

To enable this, you have to open the properties of the game in Steam, and in the first tab you have a button "Set launch options", and put "-ReadTexturePoolFromIni" without the "".

For me it works well, the game is always smooth and I only got little drops when it streams the level, but the big stutter is gone.

I can confirm that this works for me :) THANKS SO MUCH MAN!

(stuttering is still there but only when entering big areas or big action scenes but its NOTHING compared to what it was before where as every turn I made in areas stuttered)

btw using gtx 680, 3570k latest bioshock drivers.
 
So I have a 570 gtx and was experiancing major stuttering as well, but I noticed if I went into the menu and changed the texture size from ultra to high, then back to ultra again it would flush the video memory and the game wouldn't stutter anymore for a few minutes! But eventually it would start up again. So I played around more and more and finally noticed the only way I was able to make the stuttering stop was to set my texture size to normal. :(. I guess the 570 just doesn't have the VRAM to play with high/ultra textures.

I don't think so. I got a gtx 570 and i'm running all setting maxed except I have dynamic shadows on very high, and at 1080p I get a consistent 60 frames,granted it's overclocked.
 
Anyone who played 1999 can you tell me how difficult it is?

I'm doing my first run on 1999 and for the most part everything is doable. There are parts that are fucking brutal though. I find it getting a bit easier with the gear drops I've gotten.
 
This thread terrifies me. I really don't want to have to do complex config adjustments to enjoy this game. Should I wait for a patch?

i5, 7970, 8gb
 
This thread terrifies me. I really don't want to have to do complex config adjustments to enjoy this game. Should I wait for a patch?

i5, 7970, 8gb

This game is very leniant on performance in my opinion if you apply Poolsize and few of the very easy tricks in this thread. I have an i52500k, Gtx 660ti stock clock; I downsample 4024x1648 to 2560x1440 it by some miracle it is working fine; I did not plan on playing like that, but the UI setting to max/1 and the FOV fix in this thread makes 4024 worthwhile.

None of the stuff seems complex at all; they fixes in the OP are all you truly need.
 
This game is very leniant on performance in my opinion if you apply Poolsize and few of the very easy tricks in this thread. I have an i52500k, Gtx 660ti stock clock; I downsample 4024x1648 to 2560x1440 it by some miracle it is working fine; I did not plan on playing like that, but the UI setting to max/1 and the FOV fix in this thread makes 4024 worthwhile.

Gary's terrified already and you bring up downsampling!!
 
Thanks. I'm just going to take my chances with the bUseBackgroundLevelStreaming=FALSE setting. I'm definitely aware that it will cause a few problems, and I'll set it to true once I get to these problem areas. To me, the frequent stuttering is much more of a problem. I'll gladly change the setting 2..3 times rather than put up with hours of stuttering. It absolutely kills the immersion. I'm extremely close to just not playing the damn game until its patched, but I'll give one more go at it. Its unfortunate that we have to resort to these measures, but it is what it is.



My driver did crash last night, which has not happened in any other game I've played, for what its worth. It only happened that one time last night. If it continues to happen, I'll dial down my OC. But yeah, it was definitely strange to me.

I keep getting driver crashes as well.
 
Hey Salsa, did you finish the game on the Hard difficulty (not 1999) and how did you find it? Too hard, too easy?

Anyone who played 1999 can you tell me how difficult it is?

I was considering doing my first and only play through on the 1999 difficulty but I would like to know how hard it is.

I finished it on hard.

Its not bad, but it doesn't really rely on player skill later on in the game.

It just throws bullet sponge enemies at you that can just soak up headshots. You need to take them down with some fairly 'cheese' worthy tactics.
 
This thread terrifies me. I really don't want to have to do complex config adjustments to enjoy this game. Should I wait for a patch?

i5, 7970, 8gb

GTX 570 here, no stuttering, no modifications to config etc. All default menu settings, just everything set to max bar AO (normal) and shadows (high) at 1920x1200, v sync enabled (called frame lock in the graphics menu) and I'm getting 60fps steady most of the time.

Your card should dominate this game. On a side note, all graphics options are clearly described in the games menu, so it's all pretty straightforward. Just using the latest Nvidia driver from their website. No beta drivers or anything like that.
 
Hey Salsa, did you finish the game on the Hard difficulty (not 1999) and how did you find it? Too hard, too easy?

Anyone who played 1999 can you tell me how difficult it is?

I was considering doing my first and only play through on the 1999 difficulty but I would like to know how hard it is.

I played it on Hard

I died a few times, it can present a challenge if you dont take your time and plan things accordingly. Like, going full blast in front of enemies and hoping for the best wont work.

one particular boss fight is a fucking bitch

depending on wether or not you're gonna do another playthrough i'd say play on Hard and leave 1999 for later
 
I'm actually getting 100 + FPS with everything maxed out on my GTX 680 SLI setup (2560x1600p) resolution.

However, something I noticed is when I run around and enter different sections of the city, my game freezes/stutters almost to catch up. I also noticed that, my memory Sky Rockets in certain areas to 2028mb (which is basically pushing my cards to the max before crashing).

What's odd is, in most areas it sits 1800mb-1900mb, and just randomly shoots up to high memory usage. Don't get me wrong, I love this game so far. It's gorgeous. But the textures and overall graphics don't strike me was needing to push that kind of memory.

I'm going to read through this thread now, and see if anyone else had this issue, and if there was a configuration/fix that yielded better performance.

EDIT: Already seeing people talk abut configurations on this very page lol So as I suspected, this is an issue others have.
 
Ok I did some tests, as the game needs to be launched with the command line "-ReadTexturePoolFromIni" to use the PoolSize value from the file (otherwise it's calculated).

So, in and area where my VRAM was stuck at 2GB (max of my VRAM), and the game was stuttering like hell each time I turned the camera, I tried several values :

PoolSize=140 (like in many UE3 games) : textures are blurry and VRAM does not exceed 750MB.

PoolSize=400 (default one) : less blurry but only 1000MB VRAM used.

PoolSize=1200 : sharp textures and 1900 VRAM used, no stutter in the large areas, even by going from one end to the other.

So it depends on how many VRAM you have, just try.
For now let's say your VRAM minus 800.

To enable this, you have to open the properties of the game in Steam, and in the first tab you have a button "Set launch options", and put "-ReadTexturePoolFromIni" without the "".

For me it works well, the game is always smooth and I only got little drops when it streams the level, but the big stutter is gone.

Cheers, I've made a note of this in the OP.
 
I'm using mrhandi's SMAA injectors. You can find them here. Follow the included instructions. Mine are set to Ultra. I've heard that FXAA interferes with SMAA, so I turned it off. For some reason, AA is seems to be disabled in screens, but it most definitely looks much better in real-time.

FXAA does not interfere with SMAA, it just makes it harder for SMAA to find edges to apply AA to. So you'll get diminishing returns for your performance... not that SMAA or FXAA use any performance as it is. FYI, you can actually turn SMAA settings even higher than the "ultra" preset in that injector if you use the custom settings in SweetFX instead. At the end of the day, injected SMAA still isn't get great and won't work miracles...

Alternate Post Processing doesn't seem to do much besides lower performance a bit, so I turned that off.
It's sharper and more focused. Basically... less blur. I find both DoF implementations in this game to be kinda ugly so... it's a lose-lose situation.
 
If anyones interested; Hd 7770 (2gb), i7 (2600), 16GB ram (1600mhz).

With everything on Ultra and all DX11 effects; at 1080p dips below 30fps quite a bit with v-synch enabled.

Solid 60fps at 720p (actually Solid 60 at 1600x900).

Low ends cards are eating this up too :)
 
Is it possible to run mrhandi's SMAA injectors or sweetFX for SMAA on top of D3DOverrider for Vsync and triple buffering and MSI Afterburner? I heard about some conflicts. I'd rather have no tearing and use ingame FXAA than have SMAA but a lot of tearing.
 
Is it possible to run mrhandi's SMAA injectors or sweetFX for SMAA on top of D3DOverrider for Vsync and triple buffering and MSI Afterburner? I heard about some conflicts. I'd rather have no tearing and use ingame FXAA than have SMAA but a lot of tearing.

Nope, the SMAA injector will break D3DO's triple buffering.
 
Nope, the SMAA injector will break D3DO's triple buffering.

Thanks. Will use in game FXAA and D3DO then. Or is it possible to use RadeonPro's dynamic Vsync (mention on the Wiki) to enable Vsync and still inject MSAA?

Tweet of note from the lead tech at Irrational: https://twitter.com/korkyplunger/status/317001514717675521

Uh, maybe we will get a fix to this stuttering? But I am doubtful this happens before the weekend (when I can finally play the game).
 
I have a question about the 120hz/144hz monitors. Does that mean you don't have to run v sync at all and don't get any tearing? Maybe just a frame limiter if you aren't going for actual 120 fps.
 
Can you not run the benchmark at 4k? I'm at 3840x2400 and the highest option on the benchmark utility is 2560x1600, my native res. It says it won't work properly if a resolution is not natively supported by your monitor, but it looks like Andy did it here?



Unless he was just referring to the screen shots being 4k and not the benchmark.

I'm not sure how the customised INI files for the benchmark work, but you could just edit a custom resolution of 4k into steamapps\common\BioShock Infinite\Binaries\Win32\Benchmark.bat:

Code:
ECHO.
ECHO ----------------------------------------------
ECHO.
ECHO Please choose a resolution to benchmark. 
ECHO.
ECHO Available Resolutions:
ECHO.
ECHO 	1: 1280 x 720	(16:9, 720p HD)
ECHO 	2: 1366 x 768	(16:9)
ECHO 	3: 1600 x 900	(16:9)
ECHO 	4: 1920 x 1080	(16:9, 1080p HD)
ECHO 	5: 2560 x 1440	(16:9)
ECHO 	6: 3840 x 2160	(16:9, 4k HD)
ECHO.
ECHO Please note: resolutions that not supported natively by your display will prevent the benchmark from executing.
ECHO.
CHOICE /N /C:123456 /M "Desired resolution:"%1


IF ERRORLEVEL ==6 (
SET RESX=3840
SET RESY=2160
GOTO VALIDATE_CONFIG
)

IF ERRORLEVEL ==5 (
SET RESX=2560
SET RESY=1440
GOTO VALIDATE_CONFIG
)

IF ERRORLEVEL ==4 (
SET RESX=1920
SET RESY=1080
GOTO VALIDATE_CONFIG
)

IF ERRORLEVEL ==3 (
SET RESX=1600
SET RESY=900
GOTO VALIDATE_CONFIG
)

IF ERRORLEVEL ==2 (
SET RESX=1366
SET RESY=768
GOTO VALIDATE_CONFIG
)

IF ERRORLEVEL ==1 (
SET RESX=1280
SET RESY=720
GOTO VALIDATE_CONFIG
)

Tried this myself, albeit with 2100x1313, and it worked just fine.

Edit: Updated the code a little bit so you're not overwriting the default fifth value.
 
Why does AA get disabled in screenshots

Depending on what you use to grab the screens, post-process effects aren't always captured. Try Print Screen, Alt-Tab and pasting into an image editor.
 
I'm not sure how the customised INI files for the benchmark work, but you could just edit a custom resolution of 4k into steamapps\common\BioShock Infinite\Binaries\Win32\Benchmark.bat:

Code:
ECHO.
ECHO ----------------------------------------------
ECHO.
ECHO Please choose a resolution to benchmark. 
ECHO.
ECHO Available Resolutions:
ECHO.
ECHO 	1: 1280 x 720	(16:9, 720p HD)
ECHO 	2: 1366 x 768	(16:9)
ECHO 	3: 1600 x 900	(16:9)
ECHO 	4: 1920 x 1080	(16:9, 1080p HD)
ECHO 	5: 2560 x 1440	(16:9)
ECHO 	6: 3840 x 2160	(16:9, 4k HD)
ECHO.
ECHO Please note: resolutions that not supported natively by your display will prevent the benchmark from executing.
ECHO.
CHOICE /N /C:123456 /M "Desired resolution:"%1


IF ERRORLEVEL ==6 (
SET RESX=3840
SET RESY=2160
GOTO VALIDATE_CONFIG
)

IF ERRORLEVEL ==5 (
SET RESX=2560
SET RESY=1440
GOTO VALIDATE_CONFIG
)

IF ERRORLEVEL ==4 (
SET RESX=1920
SET RESY=1080
GOTO VALIDATE_CONFIG
)

IF ERRORLEVEL ==3 (
SET RESX=1600
SET RESY=900
GOTO VALIDATE_CONFIG
)

IF ERRORLEVEL ==2 (
SET RESX=1366
SET RESY=768
GOTO VALIDATE_CONFIG
)

IF ERRORLEVEL ==1 (
SET RESX=1280
SET RESY=720
GOTO VALIDATE_CONFIG
)

Tried this myself, albeit with 2100x1313, and it worked just fine.

Edit: Updated the code a little bit so you're not overwriting the default fifth value.

Cool. Appreciate it!
 
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