Hitman (2016) PC performance thread

Whamba. This is running on high-ish settings, nothing set to ultra and no downsampling.

Yeah, it's your core clock like we talked about earlier. It should at least be easily doubled. I know you said you tried Street Fighter, and it was fine. By fine do you mean it played the same and said 540hz, or it had normal core clock use?

Do you have any other recent games you can try (preferably 3d ones that are taxing). When I had the issue, The Division wouldn't even load up for me anymore.
 
Shadow Resolution seem to be a really demanding setting for those looking to squeeze some frames. Like 10-15 frame difference between high and medium.

Yep, I was getting crappy frame rates at 1440p on a 970 until I lowered shadows to medium.

Anyone else having issues even loading DX12? When I select DX12 render, the game immediately crashes using a 970 (SLI except no SLI profile for this game), 4770k, 16gb ram, dual monitors (only playing on 1st monitor), latest Nvidia drivers. Disabling SLI or DSR did not fix the immediate crashing.
 
Yeah, it's your core clock like we talked about earlier. It should at least be easily doubled. I know you said you tried Street Fighter, and it was fine. By fine do you mean it played the same and said 540hz, or it had normal core clock use?

Do you have any other recent games you can try (preferably 3d ones that are taxing). When I had the issue, The Division wouldn't even load up for me anymore.

Street Fighter V and MGS V are running with that same clock speed, and they're running fine... I tried adjusting the core clock OC'ing in Afterburner and that's not changing what's being shown on the OSD.
 
I looked it up: Apparently I'm having a weird driver issue where my card is stuck in the lowest performance profile that I guess it's only supposed to be in when idle. I'm gonna try doing a clean reinstalling of drivers to see if that helps.

EDIT: Huzzah! My clock speeds are back to normal.
 
Finally did the benchmark and I'm seeing WAY better performance on DX11. Like a 20 frame average difference.

Granted, part of this is the weird issue of Exclusive Fullscreen not working for some random reason for me on DX12 so the DX11 is in Ex Fullscreen and the DX12 bench is in borderless, but shouldn't be that far off, especially given the other benchmarks floating around.
 
GTX 680 2GB
i5 2500k @ 4.4ghz
8gb of RAM



gotta run it with everything on low and off except AA to get a steady 60fps (which goes bad when on very crowded areas)

I expected as much. game's a beast.

thankfully it looks really decent on low

I'm relatively close to you, except the GPU :

GTX 560 Ti
i5 2500K @4.3
12gb RAM

Game is barely playable on low; the training levels are fine, but the interiors in the Paris level are a stutter-fest. Guess you can't play that game without 2GB of vram BARE MINIMUM.
 
I'm relatively close to you, except the GPU :

GTX 560 Ti
i5 2500K @4.3
12gb RAM

Game is barely playable on low; the training levels are fine, but the interiors in the Paris level are a stutter-fest. Guess you can't play that game without 2GB of vram BARE MINIMUM.
Damn time to retire my 570. I can't even hit 30fps on tutorial level.
 
It's running surprisingly ok on my machine, hovering between 45 - 55fps, have tried dx12 but am getting crashes.

Xeon E3-1225v3
GTX 950 @ 1442mhz
20Gb ram

Yg8tI4y.png


I have had to put the shadows down to medium as it tanks the frame rate, the one thing that pisses me off though is the restriction to Low texture details as i have a 2gb card, the most annoying thing is that in the paris level my used video memory hasnt gone above 40%, normally hovering around 30% which means i have around 1.3gb of video memory spare, surely that cant be right...All i want is the option to try medium or high textures, i have tried the registry settings posted earlier in the thread but they keep being overwritten by the game each time.

 
Yay, everything is running way smoother now! It's still not perfect, but now it's actually friggin' playable most of the time. Thanks, Corpekata!

EDIT: With DirectX12, I'm definitely seeing higher framerates in several areas compared to DX11. It's nothing major, and there are still plenty of dips into the forties, but several of the dips that went to the forties in DX11 now go in the fifties or even stay at sixty with DX12. I've been able to get a perfectly stable 60 FPS with some settings at medium, and I am super happy. Thanks, dude, I was seriously thinking of refunding this.
 
Yay, everything is running way smoother now! It's still not perfect, but now it's actually friggin' playable most of the time. Thanks, Corpekata!

EDIT: With DirectX12, I'm definitely seeing higher framerates in several areas compared to DX11. It's nothing major, and there are still plenty of dips into the forties, but several of the dips that went to the forties in DX11 now go in the fifties or even stay at sixty with DX12. I've been able to get a perfectly stable 60 FPS with some settings at medium, and I am super happy. Thanks, dude, I was seriously thinking of refunding this.

You're welcome. It's happened to me randomly over the past year and a reboot usually fixes it for me, so when I get weird performance that's one of the first things I check.
 
The loading times aren't too bad for me, but I'm not at Paris yet, so they could get worse.
That's very similar to my problem. Benchmark works. But in the tutorial level, around when i reach the level 1 floor of the yacht, the game's visuals get frozen, though I'm still can hear the game's sound, giving me a clue it's still running the game's logic fine.
Now that I've got DirectX12 working on my machine, I'm having this problem too. It happens when it's loading the level, it just freezes partway through and I can hear Diana talking about the mission or whatever.
 
Can someone explain what the [Render Target Reuse (D3D12)] option does exactly?

Choices are Auto, Enabled, Disabled.

Thanks.
 
Those perf. gains with AMD 8core CPU are impressive. At least someone can really be happy with DX12, unlike us NV users :(
Didn't I read somewhere that the reason AMD gains more is because their drivers are so lacking to begin with there's more room for improvement?
 
Any good solutions for locking frame rate at 30 without getting camera pan judder?

If I do it in-game using vsync setting 2, it's judder-free but there is severe input lag.

I've tried locking it at 30 with both RTSS and DXTory, but I get judder when panning the camera. Tried exclusive fullscreen and fullscreen both with and without in-game vsync... always get juddery camera pans.
 
Any good solutions for locking frame rate at 30 without getting camera pan judder?

If I do it in-game using vsync setting 2, it's judder-free but there is severe input lag.

I've tried locking it at 30 with both RTSS and DXTory, but I get judder when panning the camera. Tried exclusive fullscreen and fullscreen both with and without in-game vsync... always get juddery camera pans.

settngs max prerendered frames to 1 in nv cpl reduces(but doesnt eliminate) v sync related mouse lag
 
settngs max prerendered frames to 1 in nv cpl reduces(but doesnt eliminate) v sync related mouse lag

I'm talking camera pan judder when using the controller, not mouse.

That may help, though. Are you talking about running an external frame rate limiter or the internal one with that setting? Should I have in-game vsync on or off?
 
I'm talking camera pan judder when using the controller, not mouse.

That may help, though. Are you talking about running an external frame rate limiter or the internal one with that setting? Should I have in-game vsync on or off?

do it in combination with the option that is judder free but introduced input lag. its completely separate from any frame limiter. you can enable it on a per game basis in the nv cpl. id enable it in any game you are using vsync in.
 
Okay, now the game flat out refuses to start up in DX12 first thing after turning on Windows. What the hell. I'm gonna try re-verifying the files...

Had that prob with dx12, putting -SKIP_LAUNCHER in launch options fixed it. Dont get your hopes up though abou it fixing any other problems...
 
For those using NVIDIA cards that have throttling issues, you can also use NVIDIA Inspector to force P states.

"nvidiaInspector.exe -forcePState:0,0" will force GPU Index 0 to P state 0 which should have the highest clocks.
 
Had that prob with dx12, putting -SKIP_LAUNCHER in launch options fixed it. Dont get your hopes up though abou it fixing any other problems...

I fixed that a while ago. :/ Along with a bunch of other problems. Clean-installing drivers, yo.

I think I fixed the problem with the game freezing in DX12 by turning off the steam overlay, but it could just be a placebo since I had a random chance of the game loading correctly with it on. If anyone could help verify this, that'd be nice.
 
I fixed that a while ago. :/ Along with a bunch of other problems. Clean-installing drivers, yo.

I think I fixed the problem with the game freezing in DX12 by turning off the steam overlay, but it could just be a placebo since I had a random chance of the game loading correctly with it on. If anyone could help verify this, that'd be nice.

Yo, I've got a 970 and I'm having similar problems to what you had before you uninstalled and reinstalled your Nvidia drivers.

I want to do the same thing since I think I may be having the same problem. Which version of the drivers did you install? Was it this one, the latest version 364.51? http://www.nvidia.com/download/driverResults.aspx/99512/en-us
 
i5 4460
Gtx 970
16 GB Ram

I had to turn all the shadows to medium, level of detail to medium, and SSAO off to get a reasonably stable 60 fps.
Everything else is high.
 
do it in combination with the option that is judder free but introduced input lag. its completely separate from any frame limiter. you can enable it on a per game basis in the nv cpl. id enable it in any game you are using vsync in.

That actually worked really well. It's by no means perfect, but it is the smoothest I've gotten it yet.

Thanks!
 
i5 3570k / 970, latest drivers. The framerate itself is alright if I drop stuff down a little, but no matter what settings I mess with, the game (or at least the initial tutorial mission on the boat) is absolute stutter city. Plus, it's crashed twice in the half hour I've attempted to play. Might just hold off for a patch.
 
For those who can run this at 60fps, is there any stutter and/or frame pacing issues or is it buttery smooth?
 
Something has to be wrong with this game to be getting such massive framerate drops. I can't see anything on the screen to justify it being such a performance hog. You can be getting 60 and then turn and look at something unimpressive and suddenly it just drops by 15fps.

Both AA solutions are also terrible. Visually, the game seems dated, but its killing framerates more than The Division and Rise of the Tomb Raider.
 
Can someone explain what the [Render Target Reuse (D3D12)] option does exactly?

Choices are Auto, Enabled, Disabled.

Thanks.

I have no idea what Render Target Reuse means but with it disabled DX12 seems to work fine while having it Enabled crashes the game 😖

From benchmark but it's the same when playing, anybody else got this?

Looks like you found the secret SUPERHOT mode 😀
 
6700K/4.6 Ghz
MSI 970 GTX 1509/3900
16GB DDR4

Running in DX11, everything maxed out except shadow resolution to medium and it runs solidly over 60, even in the crowds.

Shadow resolution is an FPS killer and seems terribly optimised. Turning it on drops scenes anywhere from 10-25 FPS even where there's no discernible difference between high and medium:

High

Medium

That aside, the resolution of shadows when dropped from high to medium isn't very noticeable at all, so I'm happy using medium to keep it over 60.
 
Can someone explain why the Amd 290 does not get the same Performancegain as the 390`?

Two theories:
1. Different memory bandwidth may lead to a different units load landscape.
2. Concurrent async compute gains are variable in general because of how they are sliced into the main graphics pipeline.

this would maybe be the case if the code was written specifically for nvidia. this will be a very rare occurrence due to amd being in both consoles.
No, this would be true for everyone. The code written to be ran across several engines doesn't differ much from the code which can run on one engine. The only thing which is different is the batching of compute and graphics jobs together for the single queue.

all amd gcn gpus support async compute. maxwell can not perform graphics and compute concurrently under dx12. switching from 1 to the other requires a flush of the entire gpu. performance dictates which hardware decisions are better.
All DX12 GPUs support async compute.
All AMD GCN GPUs support concurrent async compute.
All GCN versions support it a bit differently.
And all GCN GPUs support it a bit differently because of the differences in caches and memory systems.

Maxwell can perform graphics and compute concurrently but the support for this isn't enabled yet in the driver. No matter how much times you will say that it can't - the fact that it can won't change. This fact is written in Maxwell's whitepaper and has been confirmed by pretty much every party involved - with the only exception of AMD who just likes to lie I guess.

Looks like NVIDIA gamble on not bothering with proper Async Compute blew up in their faces.

Way to go NVIDIA. Next card for me might be AMD.
GCN's implementation of async compute is definitely far from "proper".
 
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