Quantum Break PC performance thread

Well it depends. Of course you can write an UWA that is perfectly optimized for smartphones. If later you decide to also make this ap available on Xbox, I imagine that you have to rewrite quite a lot of your code to make it work on a controller-based device.

I think it's the same for Quantum Break. Quantum break was developed as an Xbox One exclusive for the majority of the development process. Therefore there will be some core elements of the code (like the forced upscaling) that would take a lot of effort to rewrite for PCs. Probably they didn't have time and resources to rewrite all that, so basically QB turned out to be an XBO game ported minimally to PC.

If you develop a UWP game bottom up with multiple platforms in mind, you make sure that the core elements of the code work for all platforms you want your game to run on.


My point is, also in the future there is the possibility of bad XBO ports coming to PC, certainly in the case where developers decide late in the process to also release their game on other hardware than the Xbox console.

That's no different to how previous Console games and PC gamers are done, some PC ports are good, ie GTA V, and some are bad, ie Arkham Knight. It doesnt make any sense to release as a UWP app if it is no different to w32, only more restrictive.
If games still have to be developed with PC in mind, then UWP does nothing different to w32. I'm failing to see a single advantage to UWP over a w32 app. Microsoft can make a w32 pc game crossplay with XB1 games. The fact that the PC version is w32 doesnt make any difference, other than to lock down user freedom, and give control to Microsoft. Paragon is both Cross-play and Cross-progression, and that is a w32 DX game, talking with a GNM/GNMX console game. Sure if UWP helps share code base across both its easier for developers, but looking at current UWP pc games, it appears you need a lot of PC specific code to get a decent PC version, also making that point moot, or maybe the basic xbox port worked great but the devs added a lot of PC specific code, and that messed everything up...unlikely but Microsoft have done some pretty Microsoft things.
 
How? Isn't it the same if you activate the 30 fps lock?

If the frame pacing is fucked then it's not going to feel like a smooth 30fps at all. And that's what all the impressions seem to be saying. And with this being a UWP game, we can't use RTSS to fix the frame pacing. This shit really is frustrating.
 
No concerns of mine have been quelled, so I know what he means.

Well I guess if you look at it in the very simplistic way of "Well Build is over and nothing is yet to change", I can see why'd you think that. If that's the way you want to look at it then fair enough, but as I said earlier it was never the intention of Build to actually implement those changes. And if a bunch of MS fanboys previously used it as a deflective tool against all criticism of UWP, well, GHG shouldn't have believed them :) Build is simply a platform for MS to announce changes, in some cases demonstrate them, and then to give us an idea of when they'll actually be implemented. If you want to take the approach of "those changes haven't yet been implemented therefore my fears haven't been quelled" then I understand that, but that doesn't change the fact that at Build we got information of changes to come, demonstration of changes to come, and a rough release date of May. Hence my original reply to GHG who seemed to think Build didn't do a damn thing to try and ease people's fears.

Anyway, all of this Build clarification is a bit pointless really. It doesn't really matter in the grand scheme of things. Plus I'm starting to ramble again, and since this discussion is a little off-topic, I'll stop now.
 
If the frame pacing is fucked then it's not going to feel like a smooth 30fps at all. And that's what all the impressions seem to be saying. And with this being a UWP game, we can't use RTSS to fix the frame pacing. This shit really is frustrating.

Looking at the frame pacing graph, it is jumping from 16.6ms to 33.3ms. Considering the forced v-sync, it isn't surprising. It can't keep 60fps at all times so some frames are displayed longer than others. Locking to 30 should make it a smooth 33.3ms.

inb4 hahaha smooth 33.3ms paradox
 
Looking at the frame pacing graph, it is jumping from 16.6ms to 33.3ms. Considering the forced v-sync, it isn't surprising. It can't keep 60fps at all times so some frames are displayed longer than others. Locking to 30 should make it a smooth 33.3ms.

inb4 hahaha smooth 33.3ms paradox

Hmm yeah that does sounds like a V-Sync thing. I could live with 33.3ms. I need to see some more frametime charts.
 
Having fun after disabling Gsync for the game in it's NVCP profile.

Small problem though is that when you unlock an achievement, or turn your volume up or down, the desktop takes over briefly and that means an odd flicker back and forth between Game with Gsync disable, Desktop with Gsync enabled.

Anyone know if there's a way ti disable achievement notifications in Windows 10? I can live with the volume change thing since I can anticipate when I do that, but so with achievements.

Edit: Found it , under System - Notifications & Actions
 
4790k @ 4.6Ghz
980ti
16GB DDR3 2100
SSD



A mess...pulling around 40fps @ "1080p". It certainly doesn't look like 1080p...and this is with ambient occlusion disabled.

Seems like people with 980s are having bad luck? I have a comparable system to this guy, and am getting near identical results as him:

http://www.pcgamer.com/quantum-break-port-impressions/
But now the game is in a playable, if not perfect, state. The frame rate holds at 50-60 indoors, dropping to 40 outdoors. Some have suggested the game could have been unpacking data in the background, as I ran it just after the download finished. But these problems persisted for a good hour.

I’m running a GTX 970, an i7-5820K CPU clocked at 3.30GHz, 16GB of RAM, and playing the game on ultra settings at 1080p with the latest NVIDIA drivers. And, if it makes any difference, I have the game installed on an SSD.
 
H5kowfy.png


SamLake.gif

lol
 
4790k @ 4.6Ghz
980ti
16GB DDR3 2100
SSD



A mess...pulling around 40fps @ "1080p". It certainly doesn't look like 1080p...and this is with ambient occlusion disabled.
If a 980ti can only do 40fps at 1080p, does that mean that my 780 is doomed to 30fps and below? Even worse for my 970m laptop? :(
 
The fact that the PC version is w32 doesnt make any difference

It does make a difference if cross-buy is becoming the standard.
Also i would imagine that the development process is indeed significantly simplified by developing on UWP from scratch. ^^
 
Looking at the frame pacing graph, it is jumping from 16.6ms to 33.3ms. Considering the forced v-sync, it isn't surprising. It can't keep 60fps at all times so some frames are displayed longer than others. Locking to 30 should make it a smooth 33.3ms.

inb4 hahaha smooth 33.3ms paradox
It does not lock to 33ms, though. Fluidity is interrupted constantly due to frame pacing issues and other stutters. It's much less fluid than the Xbox version when you enable the 30fps cap.
 
I just don't get this type of post. If Microsoft ends up building a good ecosystem that pc gamers like why is this a bad thing? Sure shit isn't perfect right now but the fuck them let them burn type of attitude makes me wonder what type of people you are in your daily life.

I'm a child eating monster, obviously. Because how I feel about the actions of a multinational corporation is proof.
 
It does make a difference if cross-buy is becoming the standard.
Also i would imagine that the development process is indeed significantly simplified by developing on UWP from scratch. ^^

You can crossbuy w32 code, steam has buy one play on Linux,Mac,osx. Again paragon is crossbuy on PC and ps4, win32 and GNM. Two completely different code bases. So far NOTHING about UWP makes it better for consumers, and offers nothing over a standard win32 application. Developers still need to write separate code bases, meaning write one use everywhere is bs, crossbuy isn't some uwp magic and can and has been used on non uwp apps, cross play/cross-progress are also possible and even in use right now on none UWPs.
The ONLY advantage I can see for users is that each application is sand boxed from other applications. However this is possible with w32 apps, and is by far not a new concept. From a gaming perspective is also useless. The mod scene hasn't and doesn't suffer from a malicious code problem.

UWP is great for locking everything down to Microsoft store. In the interest of "security" uwp won't be distributed and accessible outside the w32 store and even if they are you'll have to side-load them after "allowing" third party apps. It will let Microsoft slowly eat away until the only way to run apps on windows are through the store, à la the iOS platform and its app store. It will also bring some apps to windows phone, cos god knows no one is using that platform or making apps for it.

Overall Microsoft are being Microsoft - Business minded, not consumer/gaming minded. Unless you can state one thing that UWP can do that w32 cant, and I mean that w32 just fundamentally can not do but UWP can.
 
UWP games have been disappointing so far, agreed. But if you're going to make this sort of post (one that'll likely be quoted repeatedly in different threads) at least be accurate. I'm pretty sure you know the bolded isn't true.

He is being accurate, nothing changed it's still sandboxed.

vsync being fixed was never in question, steam workshop style 'mod support' was never in question. People wanted to know whether they'd make it an open api and the answer was still no.

Build did NOTHING to put our mind at ease, it only confirmed the fears.
 
Played a couple of hours last night after finally solving all the immediate problems (mostly caused by gsync).

There are obviously frame pacing issues, as mentioned in this thread already. I tried both on my 1440p monitor and 1080p TV, and while I get what mostly seems like a steady 60fps at 1080p/Ultra preset, there's this small stutter that is there constantly. Reminds me very much of Bloodbourne, for example.

Being able to monitor FPS would help me with finding the best settings a lot. MSI afterburner doesn't show anything in the fps section (second monitor), and fraps obviously doesn't work since overlays are not supported. What are people using to monitor FPS with this game?
 
There is no 30+ fps with UWP. It either runs with 30 or with 60 fps (on a 60 hz display of course), there is no in between here (or it constantly switches between both).

Wait, do all UWP games use a double buffered v-sync? That can't be right...
 
How's VRAM/RAM usage? Maybe someone posted about it but it's hard to follow all these QB threads.

Does it have Ultra textures? Is 4GB of VRAM enough?
 
My impressions from the other thread:

I get the feeling I'm the only one whose having a relatively positive experience with the PC port of Quantum Break Lol. I'm playing on a PC with a i5-4690K, gtx 970 and 16gb ram system. I'm playing 1080p with every setting turned to their highest (either high or ultra, depending on what the setting allows) - and I'm getting a consistent / playable frame rate regardless of the situation.

In terms of visual clarity - I think people are confusing a sub optimal resolution with the film's over usage of a film grain filter, which is definitely a symptom of the fact that the game was created with under powered hardware in mind. It'd be nice if we had the option to remove film grain, or reduce it (uwp :3) - since the cut scenes give a glimpse of how nice the game would look without it.

It still looks pretty good though:


I had to install Visual Studio on this computer, but was able to analyze my fps using PresentMon. While running the tool during an action scene, my fps dipped to 56 and was about about 61 once the action had died down. I haven't really analyzed elsewhere, but as I said - the game has had a playable frame rate for most of my playtime thus far and it's been relatively smooth to boot.

There's some noticeable texture pop in though.
 
Could you record/analyze frametime using that tool? That would show what framepacing you have. Perhaps you are not sensitive to stutter.

Also, I had a dream that a rogue Remedy dev anonymously released win64 executable (they must have it internally) and community rejoiced. Then I woke up.
 
I'm pretty sure it can be used to guage frame pacing. I'm not sure how to calculate it using the data that's output though. All I can say is that it bugged me in Bloodborne, but hasnt really been an issue with Quantum Break thus far.
 
My impressions from the other thread:

I get the feeling I'm the only one whose having a relatively positive experience with the PC port of Quantum Break Lol. I'm playing on a PC with a i5-4690K, gtx 970 and 16gb ram system. I'm playing 1080p with every setting turned to their highest (either high or ultra, depending on what the setting allows) - and I'm getting a consistent / playable frame rate regardless of the situation.

In terms of visual clarity - I think people are confusing a sub optimal resolution with the film's over usage of a film grain filter, which is definitely a symptom of the fact that the game was created with under powered hardware in mind. It'd be nice if we had the option to remove film grain, or reduce it (uwp :3) - since the cut scenes give a glimpse of how nice the game would look without it.
Problems start coming from anything above 1080p, the game gets almost unplayable... And it's not only about the grain filter, just look at these screens I took @4K (which is 2k plus filters apparently), as you can see there is a consistent improvement over image sharpness, this is a clear sign the game is indeed outputting at the right resolution but the internal render is inferior. I don't know if Global Illumination has something to do with this (too heavy to handle, even for a high end PC?) but I am not sure things are going to get better...

https://onedrive.live.com/redir?res...authkey=!AJZCqB36xdbiaSM&v=3&ithint=photo,png
https://onedrive.live.com/redir?res...authkey=!AEjbwLzHGZ02PP4&v=3&ithint=photo,png
https://onedrive.live.com/redir?res...authkey=!AOXdtihdjuPlGt0&v=3&ithint=photo,png
 
Top Bottom