Borderlands 2 - PC Performance Thread

Are you sure your other buddies have been updated? It shows the version number in the Match Browser screen, latest should be 1.1.0.

I was able to finally join them. They were both fully updated.

For whatever reason validating BL2 and restarting Steam fixed it for me. The issue was on my end.
 
Did they ruin the PC performance with a patch or something?

I was playing at launch on a 670@ 2560X1440 with everything at max (even PhysX) and it was a smooth 60FPS.

I load in today after taking a break for Torchlight and XCOM and the game is running like absolute shit.
 
Did they ruin the PC performance with a patch or something?

I was playing at launch on a 670@ 2560X1440 with everything at max (even PhysX) and it was a smooth 60FPS.

I load in today after taking a break for Torchlight and XCOM and the game is running like absolute shit.

There was definitely a PhysX performance issue after the DLC release yesterday. However, a 42mb patch was released on Steam today that appears to have helped quite a bit.
 
I have had performance problems since the game came out. Hopefully the patch released today addresses this, even though it doesn't mention anything about performance.
 
I had no problems running the game maxed out with my GTX 670 with Physx set on high.

Although I head weird performance issues with Kepler cards.
 
My GTX680 is running everything maxed at around 100FPS EXCEPT when I zoom in and blast a nearby enemy with a shotgun, which tanks the FPS. This happens in a number of games, and I'm interested to know the reason behind this. The same number of particles are drawn, etc., but I'm not a programmer.
 
I don't have any stuttering after the patch.

But do you have a Kepler card ?

It seems that there is something wrong performance-wise on those cards.

As far as I'm concerned I notice frame rate drops when a huge amount of particules is displayed on screen but nothing too distracting.
60fps 90% of the time.
 
But do you have a Kepler card ?

It seems that there is something wrong performance-wise on those cards.

As far as I'm concerned I notice frame rate drops when a huge amount of particules is displayed on screen but nothing too distracting.
60fps 90% of the time.

Keep in mind this is something that may never be fixed with certain games. Fermi had the same issue in games as well with microstutter/frame drops/GPU usage issues(BC2 being the worst offender) and was never fixed. I know I had the issue on all of my Fermi based cards, and see the same complaints with current Kepler cards on various forums.
 
Kepler has ue3 problems and its been documented that the cards are underutilized with ue3

I wonder what is really going on during these performance drops. Some with a 660-680 get perfect performance at all times and some are dogged with issues. Maybe a bad interaction with other hardware?
 
But do you have a Kepler card ?

It seems that there is something wrong performance-wise on those cards.

As far as I'm concerned I notice frame rate drops when a huge amount of particules is displayed on screen but nothing too distracting.
60fps 90% of the time.

I have a 670 and I spoke too soon. Got to a new area and the performance is just awful in combat. What a shame.
 
I think the "smoothed 22-62" option is busted. Before it acted like triple buffering (maybe it is triple buffering), but now it doesn't work at all. Framerates drop from 60 to 30 to 15 as if it was just v-sync alone. Anyway, with d3doverrider the game performs as it did pre DLC. This is on my 660 Ti.
 
Played for the first time in a while last night and I was getting some performance dips that I did not have before too.

I'm using an AMD 7950 though, not nVidia.

It wasn't unplayable, but I did notice the FPS drops.
 
My GTX680 is running everything maxed at around 100FPS EXCEPT when I zoom in and blast a nearby enemy with a shotgun, which tanks the FPS. This happens in a number of games, and I'm interested to know the reason behind this. The same number of particles are drawn, etc., but I'm not a programmer.

It's likely from the CPU side of your computer. Visual effects like muzzle flash explosions and the like are mostly handled by the CPU

If I'm not mistaken.
 
My BL2 issues seem to lean towards a CPU problem. But I can watch a smoking building crumble in a 64-player Battlefield 3 B2K map and not miss a beat from 60fps with a 2600k@4.5 ghz. Sleeping Dogs and Batman: AC also seems to bug out my CPU, for instance when I approach enemies to fight, my FPS will drop for a few seconds with what seems to be the CPU calculating their AI or something. Maybe Hyperthreading being on is causing this?
 
You are a lucky man. I can barely play after the last patch, sometimes I will run at a constant ~20-25fps with GPU usage at 100% with low temps. I have never seen any behavior like that before.
 
BL2-1.png

That was after the patch and playing through the DLC.
 
Anyone have graphics issues with the new DLC?

Took a video of the issue with my ipad (sorry for the quality). Happens in the new areas from the latest expansion (Washburne Refinery). Graphics glitch is accompanied by some frame rate drops.

http://www.youtube.com/watch?v=xstrWy6kTs4


running an i7 3770k OC to 4ghz, gtx 670 ftw and neither are over heating, happening on my brothers PC too (i5 and a normal 670).
 
Glad to see the problem wasn't just with my PC. Booted this up today and was shocked by the performance. My usual 60 fps was down in the 30s in parts. Weird stuttering all over the place. Just awful. Hopefully they fix this. I want my silky smooth frame rate back.
 
Also glad to see that this wasn't just me. I accidentally posted about this in the OT without knowing there was a dedicated performance thread.

I got this at launch, but got sidetracked by other games after only playing a little bit. It ran smooth at the time. Now I'm getting a bunch of stuttering and random FPS drops.

I guess we just have to wait for some kind of patch from the developer? How long has this issue been around?

I'm running a Sandy Bridge i5 with a Radeon 5870. The game is smooth as hell when it's not freaking out.
 
5 2500K @ stock settings
GTX 670 Power Edition @ stock settings (Core boost goes up to 1215 MHz.)
8 GB DDR3 RAM @ 1600 MHz
500 GB HDD @ 7200 RPM

Currently running driver version 306.97, forcing FXAA in the CP because I have the cel-shaded outline turned off.

I've been getting noticeable stuttering when PhysX is turned on and set to use the GPU. This is especially apparent in the Caustic Caverns (when you open the first big door and you see the truck with the cloth over it, the game stutters and drops to 45-50 FPS), Thousand Cuts (happens occasionally when I land sniper rifle head-shots on bandits, but that area has severe performance issues to begin with), and usually when I'm battling and particles are flying around.

This also happens if I aim at my feet with a Torgue shotgun and fire at the ground; my FPS drops by at least 5-10 frames and it stutters.

I've tried tweaking the config files and many of the lines relating to PhysX don't seem to work, such as the GPU heap size or limiting the amount of resources dedicated to it. One line, however, MaxParticleResize, does allow me to limit the amount of particles displayed at any given time, but that doesn't solve the stuttering.

I've tried forcing max performance in the CP, turning off power saving settings (forcing the CPU to be at 100% all the time), messing around with FPS caps and other in-game settings, defragging my HDD, and re-installing the game but nothing seems to work.

My GPU usage is all over the place, I've seen it go from 30 all the way to 80 in some cases (Thousand Cuts). Temps, core/memory clocks, and fan speed are all stable, however.

To make matters worse, the most recent patch (I don't have the DLC, though) messed up my performance, even with PhysX on low. Now I get frame-rate drops in battles when I use a Torgue shotgun or other explosive weapons. My FPS also goes to 30 for a few seconds when arriving at certain areas (Highlands entrance right near the Hyperion plant) or when I open my menu or a vendor menu.

This is extremely frustrating and I have no idea as to why a GTX 670 should have any major issues running this game or as to why there has been no word on this supposed performance patch.
 
It's likely from the CPU side of your computer. Visual effects like muzzle flash explosions and the like are mostly handled by the CPU

If I'm not mistaken.

You are hugely mistaken.

No modern PC game uses the CPU to render anything.
 
Still no update on this random stuttering business, eh?
 
Still no update on this random stuttering business, eh?

I posted the following in the driver thread: http://www.neogaf.com/forum/showthread.php?p=43543751

There is a performance patch in the works at Gearbox, in addition to the fix for DLC PhysX stuttering.

http://www.geforce.com/whats-new/ar...0-33-beta-drivers-released/#comment-690375333

The DLC performance issues are related to PhysX settings baked into the levels by the developer, which is why you only experience stuttering when playing on DLC maps. Gearbox are working on the problem and will hopefully release a fix soon.

http://www.geforce.com/whats-new/ar...0-33-beta-drivers-released/#comment-690245323
 
I wonder what setup they tested the DLC on to think that it was in a good enough state to release to the masses? Maybe they didn't care and wanted a quick turnaround?
 

Hmm... that seems to indicate that the issue only applies to GeForce cards in the DLC areas?

I'm on an ATI card and experiencing the chops in the very first areas of the game. I don't think I even have the DLC installed since I didn't purchase it.

When I first played the game for like 30 minutes on launch day, it was buttery smooth, so this is definitely a new issue.
 
I turned off the black outlines and my performance shot way up. I have everything maxed with Physx on medium with a GTX 570 @ 1080p but I'd see drops to the 40s and 30s in hectic areas but with the outlines off everything is silky smooth.
 
I turned off the black outlines and my performance shot way up. I have everything maxed with Physx on medium with a GTX 570 @ 1080p but I'd see drops to the 40s and 30s in hectic areas but with the outlines off everything is silky smooth.

Unless I'm mistaken, I believe that turning off the outlines also turns off some post processing effects including ambient occlusion. So that could explain the performance boost.
 
Woah! What happened with this patch?
The game was running great until now.
Now I'm getting random slowdowns and bad screen tearing.
ATI video card. Didn't change anything. Just got home, patched the game, and started playing.
 
The 10/25 patch worked wonders for me. DLC is completely playable with PhysX set to medium. Still can't set it to high without hitting the 40's and 50's, but massive improvement.

Hopefully they continue to work on the problems that some kepler users seem to be having.
 
Trying to get someone to join my game but it crashes as soon as he jumps in. Disclaimer: this is the first time I've ever tried to play the game co-op. Anyone?
 
CROSS POST from the OT

I've made some alterations and since it was asked here are some some screens to go along with the SweetFX config. 25/50/25 horizontal split to show the differences. It does bring out more detail if you look at the one particular shot with the grass.

borderlands22012-11-0uzeg8.png


borderlands22012-11-07jecu.png


borderlands22012-11-0rldq6.png


Code:
   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.
#define USE_LUMASHARPEN   1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BLOOM         0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR           0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_TECHNICOLOR   0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX           0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP       1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE      1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES        0 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA         0 //[0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE      0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER        0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_SPLITSCREEN   0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD 0.20           // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 98      // [0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 100       // [0 to 100] Determines the percent of antialiasing to apply to corners.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1        // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0  // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.


   /*-----------------------------------------------------------.
  /                       LumaSharpen settings                  /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 1.20   // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    0.035  // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern 2        // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0  // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                         // I designed the pattern for offset_bias 1.0, but feel free to experiment.
                           
// -- Debug sharpening settings --
#define show_sharpen 0   // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)


   /*-----------------------------------------------------------.
  /                       Bloom settings                        /
  '-----------------------------------------------------------*/
#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.446     //[0.0000 to 8.0000] Strength of the bloom
#define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom


   /*-----------------------------------------------------------.
  /                        HDR settings                         /
  '-----------------------------------------------------------*/
#define HDRPower 1.30  //[0.0 to 8.0] Strangely lowering this makes the image brighter
#define radius2  0.87  //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter


   /*-----------------------------------------------------------.
  /                      TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount 0.11        //[0.0 to 1.0]
#define TechniPower  2.8         //[0.0 to 8.0]
#define redNegativeAmount   0.88 //[0.0 to 1.0]
#define greenNegativeAmount 0.88 //[0.0 to 1.0]
#define blueNegativeAmount  0.88 //[0.0 to 1.0]


   /*-----------------------------------------------------------.
  /                      Cineon DPX settings                    /
  '-----------------------------------------------------------*/
#define Red   8.0  //[1.0 to 15.0]
#define Green 8.0  //[1.0 to 15.0]
#define Blue  8.0  //[1.0 to 15.0]

#define ColorGamma    2.5  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 3.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC   0.36  //[0.6 to 0.2]
#define GreenC 0.36  //[0.6 to 0.2]
#define BlueC  0.34  //[0.6 to 0.2]

#define Blend 0.2    //[0.0 to 0.1] How strong the effect should be.


   /*-----------------------------------------------------------.
  /                      Lift Gamma Gain settings               /
  '-----------------------------------------------------------*/
#define RGB_Lift  float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


   /*-----------------------------------------------------------.
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma 1.0        //[0.00 to 2.00] Adjust midtones

#define Exposure 0.00    //[-1.00 to 1.00] Adjust exposure

#define Saturation 0.00  //[-1.00 to 1.00] Adjust saturation

#define Bleach 0.00      //[0.00 to 1.00] Brightens the shadows and fades the colors

#define Defog 0.000  //[0.00 to 1.00] How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue


   /*-----------------------------------------------------------.
  /                       Vibrance settings                     /
  '-----------------------------------------------------------*/
#define Vibrance 0.60 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


   /*-----------------------------------------------------------.
  /                        Curves settings                      /
  '-----------------------------------------------------------*/
#define Curves_contrast 0.30  //[-1.0 to 1.0] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula 7      //[1|2|3|4|5|6|7] The constrast s-curve you want to use. 


   /*-----------------------------------------------------------.
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
#define GreyPower  0.11                    //[0.0 to 1.0] How much desaturate the image before tinting it
#define SepiaPower 0.58                    //[0.0 to 1.0] How much to tint the image



   /*-----------------------------------------------------------.
  /                       Vignette settings                     /
  '-----------------------------------------------------------*/
#define VignetteRadius 1.00   //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8       //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500)  //[0.00 to 1.00] Center of effect.


   /*-----------------------------------------------------------.
  /                        Dither settings                      /
  '-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.

//Note that the checkerboard pattern used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.


   /*-----------------------------------------------------------.
  /                     Splitscreen settings                    /
  '-----------------------------------------------------------*/
#define splitscreen_mode 5  //[1|2|3|4|5]  1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split
 
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