Doom (2016) PC performance thread

So after some testing with Vsync off there is no tearing. OpenGL has visible tearing with vsync off. Can anyone confirm this?

To me it seems to confirm that Vulkan does not run in exclusive fullscreen mode.

wouldn't know; I'm playing on a 144hz monitor. Even with v-sync off I don't notice tearing.
 
Ah I see. I'm using TSAA but don't see any async option, is it automatic?

When using Vulkan and AMD hardware yes it should be automatic. They are supposed to be working on getting Async working with other AA options. No word on when Async support will come to NVIDIA cards in Doom.
 
Huh, wasn't aware Fury X's pure specs were so far ahead of its time. Well good for AMD owners, hoping this kind of thing happens more often in the future although I'm not on AMD anymore.

GCN has been better than its competition at an architecture level since 2011 when it launched. i expect dx12 and vulkan titles are going to continue to skew the performance tiers you have gotten used to.
 
When using Vulkan and AMD hardware yes it should be automatic. They are supposed to be working on getting Async working with other AA options. No word on when Async support will come to NVIDIA cards in Doom.

There's an Nvidia driver coming out later this week - Wouldn't be surprised if there's some DOOM related stuff in there. Might not be more than upping Vulkan support to 1.0.17, but the bethesda.net moderators have said that they're working with Nvidia for a driver update that'll bring async compute to GeForce cards.
 
There's an Nvidia driver coming out later this week - Wouldn't be surprised if there's some DOOM related stuff in there. Might not be more than upping Vulkan support to 1.0.17, but the bethesda.net moderators have said that they're working with Nvidia for a driver update that'll bring async compute to GeForce cards.

only pascal. maxwell cant benefit from async compute. we dont yet know exactly if/how much pascal can benefit from async compute yet either
 
Huh, wasn't aware Fury X's pure specs were so far ahead of its time. Well good for AMD owners, hoping this kind of thing happens more often in the future although I'm not on AMD anymore.

Doom VK is somewhat of an isolated case though as we're not seeing the same relative performance in any other benchmark of a VK or D3D12 renderer. I wonder if Doom's VK renderer is primarily limited by memory bandwidth which AMD cards typically have a lot more of than their NV's counterparts.
 
Doom VK is somewhat of an isolated case though as we're not seeing the same relative performance in any other benchmark of a VK or D3D12 renderer. I wonder if Doom's VK renderer is primarily limited by memory bandwidth which AMD cards typically have a lot more of than their NV's counterparts.

there was a dota vulkan bench i saw where fury was performing similar to a 1080. so same as doom.

edit - nm it was a linux benchmark
 
only pascal. maxwell cant benefit from async compute. we dont yet know exactly if/how much pascal can benefit from async compute yet either

What's the part that makes Pascal capable of benefiting from asynch compute contrary to Maxwell? I thought they were mostly the same architecture only Pascal on a smaller die.
 
Made a small little run through video of the area I posted area on OGL from the previous patch and then with Vulkan on this patch. Video Here.

It is pretty awesome to see how I am still CPU limited though when trying to achieve 120hz with Vulkan... I gotta grab a new CPU when the money is there. :D
 
What's the part that makes Pascal capable of benefiting from asynch compute contrary to Maxwell? I thought they were mostly the same architecture only Pascal on a smaller die.

its not yet confirmed if pascal can actually benefit. we only have nvidias claim. but even if it does benefit dont expect the improvement to be as high as amd. pascal still cant run graphics and compute concurrently on an SM. what it can do is change an SM from graphics to compute in the middle of a command list to prevent it from sitting idle.
 
Why do people insist on testing Doom with SMAA?
A lot of benchers honestly still have no idea about PPAAs and disdain them in some uninformed way I think or are just lazy to inform themselves. They come from the era of SSAA and MSAA etc. and have yet to come to terms with modern engines and or get up to speed with these things.

How often have you perused Guru3d or elseewhere in PC circles and see some comment like "ew... temporal AA... why do they even have that option?!" I mean... remember my reddit thread for TAA in SC? That had some hilarious comments from a certain crowd that generally is uninformed and angry.
 
Doom VK is somewhat of an isolated case though as we're not seeing the same relative performance in any other benchmark of a VK or D3D12 renderer. I wonder if Doom's VK renderer is primarily limited by memory bandwidth which AMD cards typically have a lot more of than their NV's counterparts.

Quantum break.
 
What's the part that makes Pascal capable of benefiting from asynch compute contrary to Maxwell? I thought they were mostly the same architecture only Pascal on a smaller die.
Pascal have dynamic SM reallocation allowing it to perform compute concurrently with graphics when it may result in a speed up. Maxwell's allocation is static and as such leads to performance loss in most cases since it's hard to find a game where there's a steady stream of compute commands to perform alongside graphics.

There's still a lot of misunderstanding around the h/w side of compute execution though stemming from AMD's overagressive and sometimes blatantly wrong PR on the topic. Maxwell can benefit from async compute and it can run it concurrently with graphics on the same SM as a graphics context. But thing is - Maxwell is already doing this in all APIs so this won't lead to any gains in DX12/VK. What Maxwell can't benefit from is the API side multiengine submission - because for Maxwell to run these engines simultaneously it'll need a separate SM partition dedicated to them during the whole renderer activity which will result in a performance loss more often than gain.

Quantum break.

RX-480-ABC-84.jpg
GB-GTX-1080-G1-76.jpg


Not seeing it. 1070 ~ Fury X, 480 is only a bit faster than 980. Certainly not to the level of those CB.de benchmarks.
 
Pascal have dynamic SM reallocation allowing it to perform compute concurrently with graphics when it may result in a speed up. Maxwell's allocation is static and as such leads to performance loss in most cases since it's hard to find a game where there's a steady stream of compute commands to perform alongside graphics.

There's still a lot of misunderstanding around the h/w side of compute execution though stemming from AMD's overagressive and sometimes blatantly wrong PR on the topic. Maxwell can benefit from async compute and it can run it concurrently with graphics on the same SM as a graphics context. But thing is - Maxwell is already doing this in all APIs so this won't lead to any gains in DX12/VK. What Maxwell can't benefit from is the API side multiengine submission - because for Maxwell to run these engines simultaneously it'll need a separate SM partition dedicated to them during the whole renderer activity which will result in a performance loss more often than gain.



RX-480-ABC-84.jpg
GB-GTX-1080-G1-76.jpg


Not seeing it. 1070 ~ Fury X, 480 is only a bit faster than 980. Certainly not to the level of those CB.de benchmarks.

i dont believe this is correct
 
i dont believe this is correct

What don't you believe? There are several warps active on each SM at any given moment (64 for Maxwell and Pascal IIRC). Graphics context can run compute warps as well as anything else since it's the fattest context type available. New instructions can be issued before previously issued ones finish which provides the asynchronicity and allows them to run concurrently when possible with the help of driver side compiler. It's essentially the same thing which happen on GCN, the main difference is that warps have to use the same context and the stream scheduling is static meaning that the driver have to prepare these warps for execution in such a way which makes this concurrency possible.

I believe there was some application of this concurrency proposed to be used in Frostbite in the future. The obvious benefit here is that essentially all modern h/w support it and the performance results are generally predictable without the need for separate tweaking for each platform available.
 
Ok with Vulkan the fps in the foundry level rarely go below 90 for me.
Before it got down to 60 or below at times.

Mostly it's around 120 and 140 fps... either the counter isn't working right, or it really boosted my framerate about 30 fps...

R9 380 4GB
i5 3,3GHz
16 GB DDR3 RAM

Have to test more.
 
Ok with Vulkan the fps in the foundry level rarely go below 90 for me.
Before it got down to 60 or below at times.

Mostly it's around 120 and 140 fps... either the counter isn't working right, or it really boosted my framerate about 30 fps...

R9 380 4GB
i5 3,3GHz
16 GB DDR3 RAM

Have to test more.

Working just fine, AMD OpenGL drivers held you back quite a bit. Check the in-game stats to see if you are being mostly CPU or GPU limited now with Vulkan, I'm guessing that low CPU clock is holding you back a bit in some areas.
 
Pascal have dynamic SM reallocation allowing it to perform compute concurrently with graphics when it may result in a speed up. Maxwell's allocation is static and as such leads to performance loss in most cases since it's hard to find a game where there's a steady stream of compute commands to perform alongside graphics.

There's still a lot of misunderstanding around the h/w side of compute execution though stemming from AMD's overagressive and sometimes blatantly wrong PR on the topic. Maxwell can benefit from async compute and it can run it concurrently with graphics on the same SM as a graphics context. But thing is - Maxwell is already doing this in all APIs so this won't lead to any gains in DX12/VK. What Maxwell can't benefit from is the API side multiengine submission - because for Maxwell to run these engines simultaneously it'll need a separate SM partition dedicated to them during the whole renderer activity which will result in a performance loss more often than gain.



RX-480-ABC-84.jpg
GB-GTX-1080-G1-76.jpg


Not seeing it. 1070 ~ Fury X, 480 is only a bit faster than 980. Certainly not to the level of those CB.de benchmarks.

Still showing superior numbers overall if we take into account that a 480 is somewhat on the level of a 970 in dx11 games.

Another game that benefits AMD alot is hitman (yes, i know, AMD gaming game).

Back on topic, i get a small boost with an 1080 but Vulkan induced small stutering even at higher than 100fps average. Hope the new nvidia driver will fix that and enable async on Pascal cards (already confirmed by dev in steam forum).
 
Working just fine, AMD OpenGL drivers held you back quite a bit. Check the in-game stats to see if you are being mostly CPU or GPU limited now with Vulkan, I'm guessing that low CPU clock is holding you back a bit in some areas.

Well I am more than happy with the performance even before Vulkan, now it's just mindblowing.

Best decision I made in a long time building my own rig after over 12 years.
 
Hmm, just started this and I'm noticing some input delay with VSync off? The mouse movement feels off.

EDIT: +set m_smooth 0 in the Steam launch options fixes it

EDIT: Still doesn't feel completely normal, is there anything else I can do?

EDIT: And I just crashed with an unhandled exception, not the best start!
 
The crashing with this game has eroded my goodwill towards it. Getting towards the end and I now just hope I get through a combat section to make a checkpoint before it crashes on me, and it sure seems like the further I get in the game, the more it crashes.
I'm very glad I didn't pay full price, regardless of how good the gameplay is.
 
Hmm, just started this and I'm noticing some input delay with VSync off? The mouse movement feels off.

EDIT: +set m_smooth 0 in the Steam launch options fixes it

EDIT: Still doesn't feel completely normal, is there anything else I can do?

EDIT: And I just crashed with an unhandled exception, not the best start!

Honestly I think Vulkan is being forced to triple buffering with vsync off through the Windows compositor as it isn't getting exclusive fullscreen.
 
What don't you believe? There are several warps active on each SM at any given moment (64 for Maxwell and Pascal IIRC). Graphics context can run compute warps as well as anything else since it's the fattest context type available. New instructions can be issued before previously issued ones finish which provides the asynchronicity and allows them to run concurrently when possible with the help of driver side compiler. It's essentially the same thing which happen on GCN, the main difference is that warps have to use the same context and the stream scheduling is static meaning that the driver have to prepare these warps for execution in such a way which makes this concurrency possible.

I believe there was some application of this concurrency proposed to be used in Frostbite in the future. The obvious benefit here is that essentially all modern h/w support it and the performance results are generally predictable without the need for separate tweaking for each platform available.

maxwell can schedule compute jobs in the graphics queue but they have to run on an SM partitioned in compute mode. at the beginning of each command list the SMs will be partitioned into either graphics or compute. if the graphics SMs finish before compute they have to sit idle until the command list finishes. this is what was improved with pascal. SMs can be repartitioned into compute mode without having to flush the command list.
 
1. So I am noticing some performance regressions with Vulkan over OpenGL in certain situations. For example, at the very very beginning of the Lazarus Labs chapter, when I move back to get into the elevator and then look towards the room the FPS is 150 with OpenGL but 130 with Vulkan. Is this normal?

2. Also, when running the game at max settings at 1080p, including setting manually a couple of settings like texture resolution and shadows to the hidden nightmare setting, I am getting in very heavy firefights some FPS drops down to almost 60 FPS. Is this expected? (EDIT: Vulkan)

Geforce 1070
Skylake i7 6700k OCed to 4.7 GhZ
16 GB of DDR Ram at 3200 Mhz
 
I'm another that's getting weird stuttering in places with Vulkan. The fps meter doesn't move from 60 fps but the the game visibly stutters. This is on a 780ti.
 
1. So I am noticing some performance regressions with Vulkan over OpenGL in certain situations. For example, at the very very beginning of the Lazarus Labs chapter, when I move back to get into the elevator and then look towards the room the FPS is 150 with OpenGL but 130 with Vulkan. Is this normal?

2. Also, when running the game at max settings at 1080p, including setting manually a couple of settings like texture resolution and shadows to the hidden nightmare setting, I am getting in very heavy firefights some FPS drops down to almost 60 FPS. Is this expected? (EDIT: Vulkan)

Geforce 1070
Skylake i7 6700k OCed to 4.7 GhZ
16 GB of DDR Ram at 3200 Mhz

from various reading point 1 sounds normal. when not cpu limited vulkan can be slower on nvidia gpus depending on the level. ive not read anything wrt your 2nd point tho
 
1. So I am noticing some performance regressions with Vulkan over OpenGL in certain situations. For example, at the very very beginning of the Lazarus Labs chapter, when I move back to get into the elevator and then look towards the room the FPS is 150 with OpenGL but 130 with Vulkan. Is this normal?

2. Also, when running the game at max settings at 1080p, including setting manually a couple of settings like texture resolution and shadows to the hidden nightmare setting, I am getting in very heavy firefights some FPS drops down to almost 60 FPS. Is this expected? (EDIT: Vulkan)

Geforce 1070
Skylake i7 6700k OCed to 4.7 GhZ
16 GB of DDR Ram at 3200 Mhz

Is your overclock stable? I'd check that, in fact a good way is to go back to stock clocks, note performance, then go back to your overclock settings and see if it is less.
 
Another game that benefits AMD alot is hitman (yes, i know, AMD gaming game).

It's also showing the same "benefits" in DX11 as well so it's hardly a case of performance gains with new APIs / async compute.

maxwell can schedule compute jobs in the graphics queue but they have to run on an SM partitioned in compute mode. at the beginning of each command list the SMs will be partitioned into either graphics or compute. if the graphics SMs finish before compute they have to sit idle until the command list finishes. this is what was improved with pascal. SMs can be repartitioned into compute mode without having to flush the command list.

Whatever is scheduled into graphics queue is ran as graphics, there's no need to partition anything and that's why there's almost no performance loss in DX12 w/async on Maxwell. Whatever loss you're seeing is attributed to CPU side API multiengine scheduling overhead which isn't present in DX11 - and is hidden by performance gain on GCN. What you're describing is just an option and in its case there's no reason to run compute from the graphics h/w queue.
 
I'm now two hours in, I had one crash when using Vulkan but after switching back to OpenGL I have been crash free. So far the absolute lowest frame rate I've had is 61, and that was in one area where I had to pan the camera perfectly to hit that low (finding low spots is a bit of hobby lol), in general I sit around 80 - 120fps during combat with all settings cranked up at 1080p. The game runs absolutely brilliantly all in all.

3570k @ 4.3GHz, 970 @ +100/+300, 8GB DDR3 @ 1600MHz
 
i was coming in here to ask if anyone had experience a crash but it seems it's quite common. was playing the game for a bit earlier and the game instantly crashed to the desktop. no freeze or anything. the game just instantly quit and a box came up saying i should submit a bug report (not sure i done it right).

i was towards the end of the argent facility when it crashed. my PC is i7-6700K (OC'd to 4.5Ghz), 16GB 2933 DDR4, GTX 1070. after it crashed i noticed there was an update for GPU drivers so i wasn't running the very latest ones (368.81) but the ones before that. not sure what version.

the game is fully updated on steam but i am not using Vulkan since i'm only playing at 60Hz and nvidia cards haven't really got much an improvement on Vulkan so there is no point.

my first thought was that it was instability of my CPU's OC but having looked into it seems the game likes to crash like this.

for what it's worth here is the crash log i got:

Callstack Function(desc) Line Bytes File Process Address
--------------------------- ---- ----- ---- ------- -------
** UNKNOWN **(** FUNC_PARAM_ERROR **) ... + 0x4abd7000 ?
wglewIsSupported() ... + 0x59ef6a67 DOOMx64.exe
wglewIsSupported() ... + 0x59eb2760 DOOMx64.exe
wglewIsSupported() ... + 0x59eb319f DOOMx64.exe
wglewIsSupported() ... + 0x59e6f4c3 DOOMx64.exe
wglewIsSupported() ... + 0x59ea780e DOOMx64.exe
wglewIsSupported() ... + 0x59ea824a DOOMx64.exe
wglewIsSupported() ... + 0x59e646df DOOMx64.exe
wglewIsSupported() ... + 0x59ea0057 DOOMx64.exe
wglewIsSupported() ... + 0x59ea2141 DOOMx64.exe
GetGameSystemInterface() ... + 0x59bf18cd DOOMx64.exe
BaseThreadInitThunk() ... + 0xc61b8102 KERNEL32.DLL
RtlUserThreadStart() ... + 0xc8c3c5b4 ntdll.dll

Register Info
---------------------------
EDI: 0x000000004DAF2B50 ESI: 0x0000000000000001 EAX: 0x00000000452B5F80
EBX: 0x000000004DB35450 ECX: 0x00000000452BBAD8 EDX: 0x0000000000000000
EIP: 0x000000004ABD7000 EBP: 0x000000000A4EFDE9 SegCs: 0x0000000000000033
EFlags: 0x0000000000010206 ESP: 0x000000000A4EFCC8 SegSs: 0x000000000000002B

Exception Info
---------------------------
ExpCode: 0xC0000005 (Access Violation)
ExpFlags: 0
ExpAddress: 0x000000004ABD7000

Build & Runtime Info
---------------------------
User: ******
Version: 20160706-141600-denim-ginger
File Path: C:\Program Files (x86)\Steam\steamapps\common\DOOM\DOOMx64.exe
System Time: 7/15/2016 16:44:48
Build String: 20160706-141600-denim-ginger
VT File Path:
VMTR Override: generated/pagefiles
Launch Command: "C:\Program Files (x86)\Steam\steamapps\common\DOOM\DOOMx64.exe"

Memory Info
---------------------------
In Use: 48%
MB Physical RAM: 16344
MB Physical Free: 8406
MB Paging File: 18776
MB Paging Free: 6734
MB User Address: 134217728
MB User Free: 134209586

CPU Info
---------------------------
Num Packages: 1
Num Cores: 4
Num Logical: 8
CPU ID: Generic
CPU MHz: 4008
 
i was coming in here to ask if anyone had experience a crash but it seems it's quite common. was playing the game for a bit earlier and the game instantly crashed to the desktop. no freeze or anything. the game just instantly quit and a box came up saying i should submit a bug report (not sure i done it right).

i was towards the end of the argent facility when it crashed. my PC is i7-6700K (OC'd to 4.5Ghz), 16GB 2933 DDR4, GTX 1070. after it crashed i noticed there was an update for GPU drivers so i wasn't running the very latest ones (368.81) but the ones before that. not sure what version.

the game is fully updated on steam but i am not using Vulkan since i'm only playing at 60Hz and nvidia cards haven't really got much an improvement on Vulkan so there is no point.

my first thought was that it was instability of my CPU's OC but having looked into it seems the game likes to crash like this.

for what it's worth here is the crash log i got:

Callstack Function(desc) Line Bytes File Process Address
--------------------------- ---- ----- ---- ------- -------
** UNKNOWN **(** FUNC_PARAM_ERROR **) ... + 0x4abd7000 ?
wglewIsSupported() ... + 0x59ef6a67 DOOMx64.exe
wglewIsSupported() ... + 0x59eb2760 DOOMx64.exe
wglewIsSupported() ... + 0x59eb319f DOOMx64.exe
wglewIsSupported() ... + 0x59e6f4c3 DOOMx64.exe
wglewIsSupported() ... + 0x59ea780e DOOMx64.exe
wglewIsSupported() ... + 0x59ea824a DOOMx64.exe
wglewIsSupported() ... + 0x59e646df DOOMx64.exe
wglewIsSupported() ... + 0x59ea0057 DOOMx64.exe
wglewIsSupported() ... + 0x59ea2141 DOOMx64.exe
GetGameSystemInterface() ... + 0x59bf18cd DOOMx64.exe
BaseThreadInitThunk() ... + 0xc61b8102 KERNEL32.DLL
RtlUserThreadStart() ... + 0xc8c3c5b4 ntdll.dll

Register Info
---------------------------
EDI: 0x000000004DAF2B50 ESI: 0x0000000000000001 EAX: 0x00000000452B5F80
EBX: 0x000000004DB35450 ECX: 0x00000000452BBAD8 EDX: 0x0000000000000000
EIP: 0x000000004ABD7000 EBP: 0x000000000A4EFDE9 SegCs: 0x0000000000000033
EFlags: 0x0000000000010206 ESP: 0x000000000A4EFCC8 SegSs: 0x000000000000002B

Exception Info
---------------------------
ExpCode: 0xC0000005 (Access Violation)
ExpFlags: 0
ExpAddress: 0x000000004ABD7000

Build & Runtime Info
---------------------------
User: ******
Version: 20160706-141600-denim-ginger
File Path: C:\Program Files (x86)\Steam\steamapps\common\DOOM\DOOMx64.exe
System Time: 7/15/2016 16:44:48
Build String: 20160706-141600-denim-ginger
VT File Path:
VMTR Override: generated/pagefiles
Launch Command: "C:\Program Files (x86)\Steam\steamapps\common\DOOM\DOOMx64.exe"

Memory Info
---------------------------
In Use: 48%
MB Physical RAM: 16344
MB Physical Free: 8406
MB Paging File: 18776
MB Paging Free: 6734
MB User Address: 134217728
MB User Free: 134209586

CPU Info
---------------------------
Num Packages: 1
Num Cores: 4
Num Logical: 8
CPU ID: Generic
CPU MHz: 4008

It's been happening to me and what seems to be many others for a month or better.
 
You can post the crash log on the Bethesda.net forums. The game is very crash prone for me also, and as much as I'd like to keep playing, I'm going to wait for another patch before I touch the game again.
 
I have a 1070, and using Vulkan makes my framerate really unstable with vsync on. I've already played through the game once on OpenGL with vsync and had no issues, everything stayed locked at 60 with no stutters. But Vulkan feels like a mess.
 
Is there any reason the textures need an eternity to load or is there a problem on my end? Every time an enemy with new textures pops up, it looks blurry as hell. Also when starting the game, it first looks like a PS2 game and then slowly loads the textures in.
I'm playing on a 1070 with the latest driver 368.81 installed. OpenGL or Vulkan don't seem to make a difference for me.
Also there's some missing sounds sometimes (no Menu sound at all).

Loving the game so far besides the technical difficulties.
 
Can anyone check if this happens for them too, especially with similar specs?

Every time I launch Chrome after alt+tabbing out my game will lock to 20 fps and I can't do anything but restart game. Didn't happen when using OpenGL and doesn't happen with other programs.

Specs: i7 4720HQ, 16GB RAM, GTX970M, Windows 10
ugh.png

Also CPU won't turbo anymore til I close the game. So it's stuck at 2.6GHz.

Edit: Launching Chrome is sure way to trigger this, but it also happens when I had Chrome already open before Doom and I do certain actions there. I have no idea what though, seems random-ish.
copy pasted my post from Bethesda forums
 
My Doom seems to be broken.

290x, 4690K, 16gb ram.

When I first played it for an hour it was struggling on Ultra, but was playable. Every time I try to play it now, it's stuttering like mad, hitching for like 2/3 seconds at a time. I tried Vulkan, but with that selected, the game wouldn't even load, and I had to delete/re-install it.

Then, after re-installing it, it played fine again for the first session, until I quit, and the obscene hitching came back.

Any suggestions?

I have updated drivers etc. Vulkan just won't load the game for me.
 
I have a 1070, and using Vulkan makes my framerate really unstable with vsync on. I've already played through the game once on OpenGL with vsync and had no issues, everything stayed locked at 60 with no stutters. But Vulkan feels like a mess.

The problem for me is I can't use Afterburner to cap the framerate, so I get microstutters that ruin everything. If there was a way to cap it in-game, it would likely fix the issue.
 
Game is now playable at mostly medium settings on a q6600 and gtx 670 (4GB). It rarely drops below 30fps and generally hovers around 50. I haven't put much time into it with opengl at these settings, but from what I can recall with the demo I would guess my framerate has about doubled.
 
Is there any reason the textures need an eternity to load or is there a problem on my end? Every time an enemy with new textures pops up, it looks blurry as hell. Also when starting the game, it first looks like a PS2 game and then slowly loads the textures in.

Found the problem.
My hard disk was slow for some reason and I reconnected it to a different SATA port. Game runs buttery smooth now on my 1070

Still got no sound in the main menu but that's not that bad.
 
i7 5820K@4.2 GHz
16 GB of RAM
970 OC

Tried three different drivers without noticing significant differences: Vulkan/Open GL performance are basically the same. Maybe under Vulkan I have 5/10 more FPS and slightly better frame-times here and there, but that's it.
Not a bummer for me, BTW, DOOM already performed like a charm on my rig.

Loving Photo Mode:
http://imgur.com/a/QaCfb
 
The crashing with this game has eroded my goodwill towards it. Getting towards the end and I now just hope I get through a combat section to make a checkpoint before it crashes on me, and it sure seems like the further I get in the game, the more it crashes.
I'm very glad I didn't pay full price, regardless of how good the gameplay is.

I have noticed this as well. The game crashed a few times in the second to last level. Very annoying.

EDIT: And even more crashing on the final level. They need to fix this!

EDIT2: I was able to complete the game by reducing the virtual texture paging size from nightmare to ultra (on a Geforce 1070). YMMV
 
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