Quantum Break PC performance thread

So to get a 1080p quality, we should set the resolution to 2880x1620 ?

Ridiculous.

What kind of performance are we looking at on a 980ti at that resolution? Provided they fix the framepacing and the 30fps lock is a steady 30fps even possible?
 
Ridiculous.

What kind of performance are we looking at on a 980ti at that resolution? Provided they fix the framepacing and the 30fps lock is a steady 30fps even possible?

Bad performance on Ultra, I can assure you. Playing at 4k is too intensive, and the game is actually rendering at my native res (2K)... So, anything which goes above 2k is impossible to play when all the settings get maxed out.

As said above, if only we could get rid of the MSAA, or just reduce it to 2X, things would get definitely better.
 
Ridiculous.

What kind of performance are we looking at on a 980ti at that resolution? Provided they fix the framepacing and the 30fps lock is a steady 30fps even possible?

I had playable framerates (other than the "very rare" resource issue they mentioned causing me woes throughout the entire fucking game) pretty much the entire game @ 4k on my 980ti and father time CPU i7 960.

Oh, and I was turning down a few things like volumetric lighting to high and shadow res to medium.
 
Does Quantum Break support SLI or other multi-GPU solutions?
Quantum Break on Windows 10 unfortunately doesn’t support DirectX12 multi-GPU rendering. Due to the engine architecture, the work needed to support multiple GPUs would have been significant and out of scope for Remedy for Quantum Break.

Are they serious? The work is "out of scope" for Quantum Break? I'm seriously baffled.
 
Bad performance on Ultra, I can assure you. Playing at 4k is too intensive, and the game is actually rendering at my native res (2K)... So, anything which goes above 2k is impossible to play when all the settings get maxed out.

As said above, if only we could get rid of the MSAA, or just reduce it to 2X, things would get definitely better.

So the antialiasing on/off setting in graphics menu does not disable MSAA?
 
4xMSAA has fucked up my framerate in about every game I tried so forcing that on players...huh.

Still hoping we'll get regular Resolution + Anti Aliasing options at some point.
 
Are they serious? The work is "out of scope" for Quantum Break? I'm seriously baffled.

AFAIK with directX12/vulkan if you want SLI, then you need to actually write the "SLI" yourself. If anything 'out of scope' is an understatement - the engine was designed for the XB1 and probably has no concept of multiple gpus etc.
 
May is not far. At least, they seem confident MS will do the necessary job including fullscreen gsync mode.

I am pretty sure Remedy is doing their best. But the bigger problems lie in MS' hands.

Hopefully MS keep their words so everybody can finally be happy. I would hate for Remedy to take all the blames, again.

People forget that the main advantage of DX12 is its main drawback, giving control to the dev instead of the drivers.

Yeah, they automatically assume with DX12 everything is gonna be candy.

It only enables the devs to do what they want. How the devs do their jobs is another thing entirely.
 
There was a major rounding error introduced into our refresh rate predictions on shipping. A solution to this issue is already being worked on; we expect it to be resolved in a Quantum Break Title Update launching in the near future.
For me this translates as "approximately zero hours was spent on QA of the PC version before shipping".
 
Have there been any textures comparisons between the PC and X1 as I'm struggling to believe that the X1 looks worse than the PC on Ultra.
 
No Option to Quit from Main Menu
We hear you! By popular demand, we are adding an exit option to the main menu in an upcoming title update. For now, similar to all Windows 10 apps, you will need to use Alt-F4 or move the mouse cursor to top right corner of the window to the see the X icon, which you can click to exit the game.

I can't...

We now live in a world where the words "By popular demand" are being used to talk about adding a quit option from the main menu of a PC game. I get that this is the least of this game's current problems, but this is just hilarious.
 
Have there been any textures comparisons between the PC and X1 as I'm struggling to believe that the X1 looks worse than the PC on Ultra.

As per DF ultra textures on PC are more or less equivalent. PC Ultra has improvements (reflections, shadows, volumetrics + 16XAF).

Objectivement the PC version can look superior but it just runs too badly for now.
 
AFAIK with directX12/vulkan if you want SLI, then you need to actually write the "SLI" yourself. If anything 'out of scope' is an understatement - the engine was designed for the XB1 and probably has no concept of multiple gpus etc.

Then that's their problem to fix, but Microsoft can't pretend to release their games on Windows 10 without multiGPU support and be applauded for it. Users can't even try to force SLI profiles via NVIDIA Inspector because of the whole UWP environment.

So far, their efforts are no better than they were during Games for Windows Live.
 
X1 is equivalent to PC on medium settings.

For lighting, but high for GI, ultra for textures, high for shadows, slightly sharper reflections on PC, same AO (hard to give it a pass when you have experienced Nvidia HBAO+).

Currently the biggest issue is performance/frame pacing. Glad to see this will be resolved in a next update.
Not expecting anything for IQ per se. Maybe they could add a SSAA option but the reconstruction technique is here to stay.

Graphically speaking there may be bugs on the PC side (for instance lower LODs for cars) but I don't have the Xbox One version to do a thorough comparison.
 
Then that's their problem to fix, but Microsoft can't pretend to release their games on Windows 10 without multiGPU support and be applauded for it. Users can't even try to force SLI profiles via NVIDIA Inspector because of the whole UWP environment.

So far, their efforts are no better than they were during Games for Windows Live.
You actually can do that. At least i tried with GeoW and QB. It does not work properly but you can see that multiple gpus are being used and there are even framerate benefits. But at the same time it will stutter like crazy or there will be all kinds of glitches. Maybe it will work better when there is proper fullscreen mode. Inspector framerate limiter also works but it's awful even for win32 games( when you lock to 60 it will actually lock to 61 or 60.3 or something like that so there are no benefits from it )

Really sad that they are not doing proper DX12 mGPU thing. Should have kept engine on DX11 since there are no benefits from their DX12 implementation( at least until its patched ). I believe on their GDC presentation they said that their current DX12 performance is just on par with their previous DX11 render. And if there are no IQ and performance benefits from switching to new render so why would they have to even bother? :)
 
The transition between gameplay sections and the rendered cut-scenes is massively jarring as they are how the actual parts you can play should look on any PC version.
 

They're not saying that they won't implement an option of turning this off though. I still think that they should as high end PCs shouldn't be doing this type of reconstructed rendering.

It's rather strange seeing them recommending a non-game ready driver from NV as well. Did they not test the game on GeForces at all?

Honestly, this is making me extremely disappointed. The worst fortunes for DX12 games coming true with this; poor DX12 ports and the user and driver have no control.

Well, can't really say that I wasn't expecting this. More control to the developers = bad renderers and lack of options at least initially.
 
You actually can do that. At least i tried with GeoW and QB. It does not work properly but you can see that multiple gpus are being used and there are even framerate benefits. But at the same time it will stutter like crazy or there will be all kinds of glitches. Maybe it will work better when there is proper fullscreen mode. Inspector framerate limiter also works but it's awful even for win32 games( when you lock to 60 it will actually lock to 61 or 60.3 or something like that so there are no benefits from it )

Really sad that they are not doing proper DX12 mGPU thing. Should have kept engine on DX11 since there are no benefits from their DX12 implementation( at least until its patched ). I believe on their GDC presentation they said that their current DX12 performance is just on par with their previous DX11 render. And if there are no IQ and performance benefits from switching to new render so why would they have to even bother? :)

MS happened.
 
I'm satisfied after hearing about the update. The frame pacing issues were definitely the most distracting thing for me personally. I simply love the game... and it definitely deserved better.

I was gonna replay all the Acts again on hard this time and find all the remaining hidden stuff to 100% the game. Now I'll just wait until the new update comes to play it again.
 
I never said they would not do it - I just said there would be no excuse. It's not like lack of excuse would stop MS anyway.

DX12 has been a huge letdown so far, especially compared to how it was hyped and how hopes many gamers associated with it.
 
i honestly think microsoft asked for the pc port at the last minute and gave them their xbox -> uwp conversion tools and zero budget.

oh and i doubt anyone i was arguing with in the other uwp threads is reading this but QB is definitely piratable now, and apparently quite easily. so much for security.
They patched the fuck out of GoW UE so the same might happen here. Who knows how long it'll take though.

the gears team is also internal at microsoft. it would cost more to get remedy to make extensive fixes for QB.
 
Did not stop Iron Galaxy. KI is a DX11 game exclusive to Win10 store.

You can never know what MS and Remedy agreed regarding QB.

MS could have said "Make this game with DX12 so we can entice people to jump into win10 and make it on UWP so we get all the money or don't make it at all".

I don't really see Remedy could have done anything, really.
 
I can´t really believe them, when they say the reconstruction technique is a fixed part of their engine.
They are a developer with deep PC roots, they made a whole new engine from the ground up and make a feature fixed, that only makes sense for consoles with limited resources???
Doesn´t make sense to me.
 
I can´t really believe them, when they say the reconstruction technique is a fixed part of their engine.
They are a developer with deep PC roots, they made a whole new engine from the ground up and make a feature fixed, that only makes sense for consoles with limited resources???
Doesn´t make sense to me.

for the vast majority of the game's devcycle they were told by their publisher that it wouldn't be a PC game, so they designed around the xbox one's weird limitations very early on.
 
I never said they would not do it - I just said there would be no excuse. It's not like lack of excuse would stop MS anyway.

DX12 has been a huge letdown so far, especially compared to how it was hyped and how hopes many gamers associated with it.

Couldn't agree more. DirectX 12 was advertised as a free performance boost of up to 20% on the GPU and 50% on the CPU, but right now it brings more hassles than improvements really.
 
You can never know what MS and Remedy agreed regarding QB.

MS could have said "Make this game with DX12 so we can entice people to jump into win10 and make it on UWP so we get all the money or don't make it at all".

I don't really see Remedy could have done anything, really.
Idk why remedy should have a say in where it ends up though. Its not their game.

Any news on a patch, a significant one that is. Not just a quit option added.
 
for the vast majority of the game's devcycle they were told by their publisher that it wouldn't be a PC game, so they designed around the xbox one's weird limitations very early on.

Yeah sure, but they surely want to reuse their engine in future games no?
So at least have in mind, that a future game might come to other platforms then XO when you design a whole new engine.

I think there is just not enough resources allocated by MS for the PC port.
It´s just a nearly 1:1 direct XO port.
Didn´t they say, that the PC version didn´t change the cut they got from MS for the game?
Makes even more sense when they say bigger efforts on the port (like mGPU support) are "out of scope" for them.
 
Yeah sure, but they surely want to reuse their engine in future games no?
So at least have in mind, that a future game might come to other platforms then XO when you design a whole new engine.

I think there is just not enough resources allocated by MS for the PC port.
It´s just a nearly 1:1 direct XO port.
Didn´t they say, that the PC version didn´t change the cut they got from MS for the game?
Makes even more sense when they say bigger efforts on the port (like mGPU support) are "out of scope" for them.

Yeah, it's all about the budget I reckon. They make do with what allocated for them.
 
Yeah sure, but they surely want to reuse their engine in future games no?
So at least have in mind, that a future game might come to other platforms then XO when you design a whole new engine.

it depends on how the deal was structured but i'd imagine MS owns the engine tech as well as the IP and publishing rights. remedy probably never thought they'd be able to use the engine for PC games.
 
i don't pay much attention to marketing so maybe they did advertise it deceptively, but all of the tech writeups described pretty much what we're seeing.

engines and games designed around dx12/vulkan style lower level access will do better in cpu-limited situations, but there's no such thing as a free lunch. the main benefit of this whole thing to me has been getting past the clusterfuck that is opengl and hopefully making non-windows gaming a higher priority for developers so as to limit microsoft's market power.
 
Top Bottom