Need For Speed Most Wanted - PC Performance Thread

I seem to be getting comparable FPS with Need For Speed with pretty much any other game I play.

Well, that sucks for you but we're people here with decent rigs that can achieve staggering FPS amounts with plenty of AA. This game can't even maintain a steady 60 with bad post-processed AA and it still looks kinda 2010.

for me, the framerate feels like shit as soon as it jumps of 60 in this game.

the number of frames isnt everything when it comes to fluidity, if the come at an uneven interval, even 80 fps can feel like 40. (microstuttering)

I've had no stuttering but the insane contrast in the FPS jumps annoys me to no end. 60, 45 and I've even seen 35 in tunnels and it kills in racing games.

I can't believe how a game that looks like this can run this bad.
 
Well, that sucks for you but we're people here with decent rigs that can achieve staggering FPS amounts with plenty of AA. This game can't even maintain a steady 60 with bad post-processed AA and it still looks kinda 2010.



I've had no stuttering but the insane contrast in the FPS jumps annoys me to no end. 60, 45 and I've even seen 35 in tunnels and it kills in racing games.

I can't believe how a game that looks like this can run this bad.
Looks this bad? You're speaking a different language. Other than AA problems, this is one of the best looking PC games I've played this year, from a technical perspective.
 
Looks this bad? You're speaking a different language. Other than AA problems, this is one of the best looking PC games I've played this year, from a technical perspective.

Okay, now I can't take you seriously any more. ( And I didn't say "Looks this bad" )
 
I get no microstuttering whatsoever. I haven't personally seen it on my system with this game.

do you have a 120 hz monitor by any chance? if not, 50 and 60 are easily distinguishable by the naked eye. 60 has smooth consistent notion, 50 does not.

60 frames per second gives you a new frame every time the screen refreshes, so it goes like:

1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 etc.

at 50 frames per second with triple buffered vsync one in five frames will stay on screen twice as long as the others, like so

1, 1, 2, 3, 4, 5, 6, 6, 7, 8, 9, 10 etc. this is easily visible. that's why you've got some people locking the framerate to 30 fps. that gives you:

1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6 which is smoother than 50, even if it isn't giving you the same controller response times (although I know Criterion do some clever stuff on consoles to make 30 fps control more like 60, I don't know if that applies to the PC version), and even if you will occasionally have 1 frame less to react to things.

playing Hot Pursuit (which on my PC holds 60 some of the time and drops to 45 at other times) and playing Forza Horizons back to back this week really highlight the difference for me and for a racing game, i'd rather have a locked 30 than a cock tease 45 to 60.

it's less obvious if you aren't ever holding 60 fps, so if you're getting as you say 45 to 50 fps even that is often preferable to switching back and forth from buttery smooth 60, to noticeably jerky less than 60.

I can easily tell the difference between 59 and 60 fps. 58 and 59? not remotely.

a 120 hz monitor mitigates the problem somewhat, because instead of having a frame display for twice as long as the others, you have a frame displaying for 50% longer than the others, so if you're on 120, it's even less of an issue. it's a benefit of 120 hz monitors that I rarely hear people talking about. even sub 60 fps resolutions are smoother on a 120hz monitor. I try not to think about it too much though, because i'll talk myself into buying one if i'm not careful.
 
do you have a 120 hz monitor by any chance? if not, 50 and 60 are easily distinguishable by the naked eye. 60 has smooth consistent notion, 50 does not.

60 frames per second gives you a new frame every time the screen refreshes, so it goes like:

1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 etc.

at 50 frames per second with triple buffered vsync one in five frames will stay on screen twice as long as the others, like so

1, 1, 2, 3, 4, 5, 6, 6, 7, 8, 9, 10 etc. this is easily visible. that's why you've got some people locking the framerate to 30 fps. that gives you:

1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6 which is smoother than 50, even if it isn't giving you the same controller response times (although I know Criterion do some clever stuff on consoles to make 30 fps control more like 60, I don't know if that applies to the PC version), and even if you will occasionally have 1 frame less to react to things.

playing Hot Pursuit (which on my PC holds 60 some of the time and drops to 45 at other times) and playing Forza Horizons back to back this week really highlight the difference for me and for a racing game, i'd rather have a locked 30 than a cock tease 45 to 60.

it's less obvious if you aren't ever holding 60 fps, so if you're getting as you say 45 to 50 fps even that is often preferable to switching back and forth from buttery smooth 60, to noticeably jerky less than 60.

I can easily tell the difference between 59 and 60 fps. 58 and 59? not remotely.

a 120 hz monitor mitigates the problem somewhat, because instead of having a frame display for twice as long as the others, you have a frame displaying for 50% longer than the others, so if you're on 120, it's even less of an issue. it's a benefit of 120 hz monitors that I rarely hear people talking about. even sub 60 fps resolutions are smoother on a 120hz monitor. I try not to think about it too much though, because i'll talk myself into buying one if i'm not careful.

i thought it was nvidia's adaptive vsync doing the magic, but it might have been my monitor after all.
 
Having a game that runs sub-par and has some serious performance issues, all posted in a dedicated PC performance thread is the "Need for Speed apocalypse".

Some people ...
 
45-50fps at 1920x1080 and all graphical options turned to maximum values, drops to low 40s inside of a tunnel and that's the absolute lowest it goes, 50+ when completely outdoors normally. If I turn off AO I get capped 60 at all times with Vsync on. Turning both Vsync and AO off gives me about 70-80fps.

I thought this game was capped at 60fps, is there a way to change this?
 
Why did you edit your post? You said "Ya, I turned Vsync off" but then you changed it.

How do you unlock the frame rate? Driver settings? D3DOverider?
I have some memory of turning off Vsync this morning and getting 70-80fps in FRAPs, but I see there is no option for Vsync, so I'm probably just crazy.
 
WTF is with the stupid f*king tunnels in this game. Cruising along nice and smooth (ish), enter a tunnel and SLOOOOOOOWWWWDOOOOOOOOOWWN. Surely there is less geometry to render inside the tunnels, the FPS should increase not go down.

I don't get it.
 
WTF is with the stupid f*king tunnels in this game. Cruising along nice and smooth (ish), enter a tunnel and SLOOOOOOOWWWWDOOOOOOOOOWWN. Surely there is less geometry to render inside the tunnels, the FPS should increase not go down.

I don't get it.

More light sources/reflections maybe? Or Mother Nature reacting like it's Powerthirst.
 
Are you trying to imply there is a noticeable difference between 50 and 60 frames per second?

You have to be experiencing juddering when running any vsynced game on the 45-55 fps range. It's just not silky smooth like locked 60 or 30fps, I'm sure you know that, but you probably aren't letting that bother you. Hell, I once locked a game to 59fps for shits & giggles, and the constant juddering/stuttering was driving me crazy.
 
Nvidia owners, I need you to try something. Force Vsync using Inspector and triple-buffering with D3DOverrider. I think there's something borked with the in-game vsync that's causing framerate drops. I forced vsync off with Inspector - I know it worked because it started tearing like a motherfucker - but there's a framerate cap at 60fps. Anyway, I started getting a rock solid framerate in places it would dip before.

Now, with vsync and TB externally forced, I'm getting a solid 60fps with everything maxed except Gemoetry detail at Low, and even with that at High, I still only drop to 50fps whereas before it was the mid-30s.

Just test it out.
 
do you have a 120 hz monitor by any chance? if not, 50 and 60 are easily distinguishable by the naked eye. 60 has smooth consistent notion, 50 does not.

60 frames per second gives you a new frame every time the screen refreshes, so it goes like:

1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 etc.

at 50 frames per second with triple buffered vsync one in five frames will stay on screen twice as long as the others, like so

1, 1, 2, 3, 4, 5, 6, 6, 7, 8, 9, 10 etc. this is easily visible. that's why you've got some people locking the framerate to 30 fps. that gives you:

1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6 which is smoother than 50, even if it isn't giving you the same controller response times (although I know Criterion do some clever stuff on consoles to make 30 fps control more like 60, I don't know if that applies to the PC version), and even if you will occasionally have 1 frame less to react to things.

playing Hot Pursuit (which on my PC holds 60 some of the time and drops to 45 at other times) and playing Forza Horizons back to back this week really highlight the difference for me and for a racing game, i'd rather have a locked 30 than a cock tease 45 to 60.

it's less obvious if you aren't ever holding 60 fps, so if you're getting as you say 45 to 50 fps even that is often preferable to switching back and forth from buttery smooth 60, to noticeably jerky less than 60.

I can easily tell the difference between 59 and 60 fps. 58 and 59? not remotely.

a 120 hz monitor mitigates the problem somewhat, because instead of having a frame display for twice as long as the others, you have a frame displaying for 50% longer than the others, so if you're on 120, it's even less of an issue. it's a benefit of 120 hz monitors that I rarely hear people talking about. even sub 60 fps resolutions are smoother on a 120hz monitor. I try not to think about it too much though, because i'll talk myself into buying one if i'm not careful.
goddamn you sir. you explained what I've been feeling with FPS fluctuation all my life, in a way I could never explain it.

so, i have an old Trinitron that can run resolutions up to 1440x900 at 120Hz and 1280x800 at 240Hz, should I just go back to playing on that at 120/240Hz instead of this 60Hz LCD i've got now? I can't afford a PC to max games out right now, and I'd prefer a smoother framerate with less jerky framedrops.

Nvidia owners, I need you to try something. Force Vsync using Inspector and triple-buffering with D3DOverrider. I think there's something borked with the in-game vsync that's causing framerate drops. I forced vsync off with Inspector - I know it worked because it started tearing like a motherfucker - but there's a framerate cap at 60fps. Anyway, I started getting a rock solid framerate in places it would dip before.

Now, with vsync and TB externally forced, I'm getting a solid 60fps with everything maxed except Gemoetry detail at Low, and even with that at High, I still only drop to 50fps whereas before it was the mid-30s.

Just test it out.

how would I externally force vsync? turn it off ingame and in the driver, but force it through D3D?
-fucing PC gaming, we gotta jump through all these loops to compensate for developers not optimizing their games worth half a shit.
 
Nvidia owners, I need you to try something. Force Vsync using Inspector and triple-buffering with D3DOverrider. I think there's something borked with the in-game vsync that's causing framerate drops. I forced vsync off with Inspector - I know it worked because it started tearing like a motherfucker - but there's a framerate cap at 60fps. Anyway, I started getting a rock solid framerate in places it would dip before.

Now, with vsync and TB externally forced, I'm getting a solid 60fps with everything maxed except Gemoetry detail at Low, and even with that at High, I still only drop to 50fps whereas before it was the mid-30s.

Just test it out.

Gonna test right now.

EDIT: yep, vsync is disabled but no noticiable difference in performance. Also, AO is my biggest enemy by far. Setting it on high halves my FPS.
 
For the laptop owners out there...

I'm playing on my HP DV6 (i7 2ghz, 4gb ram, Radeon 6770m). I'm getting between 30-20 fps with most stuff set to medium. I have high res textures and a few other things on.

Kind of disappointing. Not unplayable though. I need to play around with RadeonPro and see if I can get rid of these jaggies.

Amazed at how little load this game is putting on the CPU though... Need to patch that and get it working on those framerates!
 
Nvidia owners, I need you to try something. Force Vsync using Inspector and triple-buffering with D3DOverrider. I think there's something borked with the in-game vsync that's causing framerate drops. I forced vsync off with Inspector - I know it worked because it started tearing like a motherfucker - but there's a framerate cap at 60fps. Anyway, I started getting a rock solid framerate in places it would dip before.

Now, with vsync and TB externally forced, I'm getting a solid 60fps with everything maxed except Gemoetry detail at Low, and even with that at High, I still only drop to 50fps whereas before it was the mid-30s.

Just test it out.

No luck here, What's weird is I can handle 40 - 60fps but something just isn't right with the framerate in Most Wanted, for example I'll see 45fps displayed but it also has a micro stutter / jitter effect on top of that which just makes it really hard to enjoy. (i7 920 @ 3.36ghz / GTX 480).

But everything is fine when its maintaining 60fps (not often enough).
 
Well I have turned AO completely off, and set geometry detail to medium, but I still get quite a few bad drops in the city... and always in the long tunnels. Some tunnels are fine though, strangely.

It's almost like when you go in that long sequence of tunnels, something goes wrong with the engine culling and it is rendering the entire visible city above you...like the tunnel is not clipping it out. That might kind of explain the issue.
 
More light sources/reflections maybe? Or Mother Nature reacting like it's Powerthirst.

That chimes with my original experience of Hot Pursuit with a Phenom X6 - tunnels, night races and rain caused the FPS to plummet to 35-45.
Upgraded to an i5 and all was well
 
WTF is with the stupid f*king tunnels in this game. Cruising along nice and smooth (ish), enter a tunnel and SLOOOOOOOWWWWDOOOOOOOOOWWN. Surely there is less geometry to render inside the tunnels, the FPS should increase not go down.

I don't get it.
I suspect that the game is loading additional data when you enter a tunnel and, on the PC, this type of data streaming often causes hiccups in performance (look at just about any UE3 game, for instance). It has to be something like that.
 
goddamn you sir. you explained what I've been feeling with FPS fluctuation all my life, in a way I could never explain it.

so, i have an old Trinitron that can run resolutions up to 1440x900 at 120Hz and 1280x800 at 240Hz, should I just go back to playing on that at 120/240Hz instead of this 60Hz LCD i've got now? I can't afford a PC to max games out right now, and I'd prefer a smoother framerate with less jerky framedrops.
drag it out and see what you think. unless it's really really heavy and a long way from your desk, I see no reason not to at least give it a try.
 
I suspect that the game is loading additional data when you enter a tunnel and, on the PC, this type of data streaming often causes hiccups in performance (look at just about any UE3 game, for instance). It has to be something like that.

its odd though, surely the console versions would have way slower data transfer from DVD, so a PC HDD installed version should be able to stream in the relatively low amounts of data with no problem?
 
I suspect that the game is loading additional data when you enter a tunnel and, on the PC, this type of data streaming often causes hiccups in performance (look at just about any UE3 game, for instance). It has to be something like that.

I don't think this is it. If you stop the car in the tunnel. The fps stays low... if it were a disc I/O problem, it would drop then come back up again once all the data had been accessed.

There is something keeping the fps permanently low whilst in the tunnels.
 
It's just shitty optimization in the tunnels. Something stupid like reflections being drawn too many times based on the higher PC settings and they just haven't tested it.
 
I suspect that the game is loading additional data when you enter a tunnel and, on the PC, this type of data streaming often causes hiccups in performance (look at just about any UE3 game, for instance). It has to be something like that.

What's funny is the only times I get any frame drops are when I turn around really quickly. Then it shoots back up to 60.
 
It's just shitty optimization in the tunnels. Something stupid like reflections being drawn too many times based on the higher PC settings and they just haven't tested it.

yeah, tunnels are very shiny, so maybe it just has road-level reflections entirely surrounding the player and its just overloading something.

should be able to selectively turn off/down tunnel effects
 
I remember Arkham City having this same problem. Fps drops for no reason. I really wish dev's would stop shoehorning in DX11.
 
I don't think this is it. If you stop the car in the tunnel. The fps stays low... if it were a disc I/O problem, it would drop then come back up again once all the data had been accessed.

There is something keeping the fps permanently low whilst in the tunnels.
Does? Hmm, well I suppose that goes out the window.

its odd though, surely the console versions would have way slower data transfer from DVD, so a PC HDD installed version should be able to stream in the relatively low amounts of data with no problem?
Right, but this has been the case throughout this gen. Carmack has even touched on it.

While it does take more time to transfer data around on a console developers have more direct control over the hardware and are able to perform these I/O operations without interrupting framerate in many instances. It just seems to cause more problems on the PC for some reason.
 
I suspect that the game is loading additional data when you enter a tunnel and, on the PC, this type of data streaming often causes hiccups in performance (look at just about any UE3 game, for instance). It has to be something like that.

This bugged me a lot in Hot Pursuit, to the point I stopped playing the game altogheter. Isn't there a way to avoid it? Buying better quality RAM, HDD, CPU, etc? I'm waiting to upgrade to play it without hitches, but if nothing gets rid of them I might as well buy the console version.
 
This bugged me a lot in Hot Pursuit, to the point I stopped playing the game altogheter. Isn't there a way to avoid it? Buying better quality RAM, HDD, CPU, etc? I'm waiting to upgrade to play it without hitches, but if nothing gets rid of them I might as well buy the console version.

I never experienced any hitching at all in Hot Pursuit, same rig as I have now, but in this game I am experiencing it a lot (if indeed that is what it is, I still have my doubts for aforementioned reasons).
 
Shit I should have checked this thread before preloading the thing on Origin. Still doesn't unlock for another 2 hours for me.

Are there any intermediary fixes that work? Using the FXAA/SMAA injectors perhaps or forcing Vsync from drivers? From what I gather in this thread, turning down geometry detail and reflections helps performance?

I seem to remember that Hot Pursuit 2 years ago also didn't have proper AA support at release but it could be forced. It also maintained 60fps constant. What the hell went wrong?

And as a side note, I googled to see if there were any fixes for these issues. Found a tweakguides article, read a page or so before realizing it was written in 2007 for the previous game. Fuck you EA with your moronic naming schemes.
 
do you have a 120 hz monitor by any chance?
i do, but as soon as it drops from 60, it feels terrible.

i'll probably have time to check frametimes this weekend, i suspect that frames are getting rendered at a very uneven rate as soon as it drops down from 60, making it feel bad.

looking at those benches above, i think my 920 is holding me back, i can drop to 30 momentarily.

This is a fucking joke. Judging from how this game looks, it should easily run with stable 60FPS on a 660TI and above. They just didn't give a fuck. I won't buy this.
yeah thats horrible.
 
This is a fucking joke. Judging from how this game looks, it should easily run with stable 60FPS on a 660TI and above. They just didn't give a fuck. I won't buy this.

What are you talking about??? Game looks gorgeous, based on the drawing distance and all the things on the screen at the same time I think the performance is perfectly justified. It doesn't run any worse than NFS:HP, it just has a lot more detail.
 
What are you talking about??? Game looks gorgeous, based on the drawing distance and all the things on the screen at the same time I think the performance is perfectly justified. It doesn't run any worse than NFS:HP, it just has a lot more detail.

You clearly know fuck all about PC gaming in general if that's your stance.
 
What are you talking about??? Game looks gorgeous, based on the drawing distance and all the things on the screen at the same time I think the performance is perfectly justified. It doesn't run any worse than NFS:HP, it just has a lot more detail.

If I turn every single effect off or to low in the options, and trying to play it downsampled from 2560X1440, I don't have the same performance as 2010's Hot Pursuit, when I played it with supersampling.

This is another example of migrating to a DX11 render path for the sake of it. DX9 was enough for what the game is trying to render.
 
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