Uh...that's how SSR works.What gets me the most is not even the upscale blurriness - this actually looks kinda ok considering the overall game's styling - but how the light source halos are staying visible through the main character for a second or two when the lights get behind him. This is just some temporal rendering console optimized bullshit I can't play the game with.
Example number one, notice the remaining light pole halo on his back:
SSRs seems to be rather cheaply implemented as well - anything which isn't seen on the screen is disappearing from reflection the moment it exits the screen. Sometime it's pretty jarring:
Then there's the constant flickering noise on the reflective window surfaces. I mean, this isn't supposed to happen, right? Or is there some explanation for this in the game's plot?
No wonder with that quality of PC version optimization - GCN cards will natively run the game better than anything else.
That screenshot is not a glitch, that happens whenever you move the player character closer to the screen, the part that disappears is behind the camera and hence it causes that...in other games you'd either end up with the camera pulling back or the character ends up translucent.that video is brutal...
and I don't even understand German.
I don't think so, that would make no sense. Minimal fps is calculated from the biggest frametime spike they've had on each card probably.Thanks for clarification, the minimum framerate also is an average?
That's how a stupid brute force implementation of SSR works and that's also what happens when this SSR is used in a wrong way by the artists. There are ways of making the reflections stay but alas they require more performance and we're all having 1TF GPUs on PC obviously so that is absent.Uh...that's how SSR works.
I mean it's right there in the name "Screen space reflection". You won't find a single game that does not do that lol. Another problem SSR has is its flickery nature that you are noticing, you need very high quality SSR to be at a point where you have only some flickering. Considering how prominent it is in the game in terms of wuantity I am not surprised that they choose to go lower res for SSR. But still they probably could have chosen to have an option to enable high res SSR in though.
The blurriness is due to rendering to a 1.5x lower resolution than whatever is selected in the settings. Film grain doesn't add blur. AA may add blur as it's a TAA probably but the game is very blurry even with that being off.Also, the blurriness is most likely due to the film grain and not upscaling considering the reconstruction technique would mean you get a native image the moment you stay in place for longer than 4 frames (which is like less than 7.5 milisecond if you are running above 30FPS). In fact I doubt any of the stills posted in here are non native because there is no way you'd end up with a non native screenshot in this game unless you take one while in motion...which I don't see any of the screenshot here doing.
I know what it does and this technique is producing all the blur you're seeing. There is no way to render to a 720p image and show it as 1080p without at least some loss of detail. The reconstruction technique is likely to fill in the missing checkerboard part by extrapolating the color information from the parts which were rendered with the help of MSAA color samples stored in these parts. It's still not a true 1080p rendering and the reconstruction itself isn't ideal. The whole thing is just a substitution of the rendering pipeline with compute reconstruction pipeline which runs better on GCN h/w because of how bad it's rendering pipeline actually is.Yes the game has a non native renderer because of the reconstruction technique but atleast consider what the reconstruction technique actually does instead of using it as the reason for blurry/grainy screenshots when it's most likely the grain filter...can't have the cake and eat it as well.
This is a glitch though as the engine should catch these things and prevent this type of clipping in 2016.That screenshot is not a glitch, that happens whenever you move the player character closer to the screen, the part that disappears is behind the camera and hence it causes that...in other games you'd either end up with the camera pulling back or the character ends up translucent.
That depends. Some games detect when SSR disappears and immediately replace it with a "pre baked" cube map - for example The Division does that, reflections in that game are excellent.Uh...that's how SSR works.
I mean it's right there in the name "Screen space reflection". You won't find a single game that does not do that lol.
guys, stupid question i'm sure, but i seriously can't get windows 10 to let me change the default install drive for w10 store games.
i try choosing my D drive, and it just defaults back to C [tiny SSD for OS only] after i click apply...
really not sure what to do!
Does buying via foreign windows store still works, cause no way in hell am I paying full whack for this PoS.
http://www.overclock3d.net/reviews/gpu_displays/quantum_break_pc_performance_review/
While there has been a lot of talk on the internet about the "terrible" PC performance of Quantum Break I can say that these reports have been exaggerated though I will agree that at the games maximum setting the game does indeed not perform that well.
Sadly on my system I was unable to get the game to run at a solid 60FPS, regardless of the GPU that I used.
So it's exaggerated that the game runs terrible, yet he cannot get a stable 60 fps on any gpu.
There are two main issues:
1. The awful frame pacing which doesn't get reflected in these benchmarks but is confirmed by pretty much every video of the game running on PC I've seen.
2. The fact that the game is producing sub-60 fps on cards like FuryX and 980Ti while rendering in 720p with the graphics quality which is arguably way below what some other much better performing games are showing.
Considering these I certainly wouldn't say that the reports are exaggerated. The game is close to being unplayable on a vast majority of modern PC h/w and this is hardly something which can be overlooked.
I mean, seriously, how the fuck not being able to hit stable 60 on a FuryX/980Ti in 1080p on LOWEST settings isn't terrible?
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lol wowSo what these charts don't seem to noting is the monitor refresh rate issue we encountered. We've found that the game only supports 5/6th of the refresh rate. So a 60hz monitor is limited to 50fps.
In order to go beyond 50fps you need a higher refresh rate but, even then, you won't get a smooth frame-rate due to inconsistent frame delivery.
If you switch to a 50Hz output, for instance, it drops instead to 43fps max.
It's really insane.
So what these charts don't seem to noting is the monitor refresh rate issue we encountered. We've found that the game only supports 5/6th of the refresh rate. So a 60hz monitor is limited to 50fps.
In order to go beyond 50fps you need a higher refresh rate but, even then, you won't get a smooth frame-rate due to inconsistent frame delivery.
If you switch to a 50Hz output, for instance, it drops instead to 43fps max.
It's really insane.
As things stand, it simply isn't possible to achieve a smooth frame-rate on any PC hardware configuration and thanks to the profound limitations imposed on gamers by the Universal Windows Platform, there's no way to fix it.
So what these charts don't seem to noting is the monitor refresh rate issue we encountered. We've found that the game only supports 5/6th of the refresh rate. So a 60hz monitor is limited to 50fps.
In order to go beyond 50fps you need a higher refresh rate but, even then, you won't get a smooth frame-rate due to inconsistent frame delivery.
If you switch to a 50Hz output, for instance, it drops instead to 43fps max.
It's really insane.
Does buying via foreign windows store still works, cause no way in hell am I paying full whack for this PoS.
I'm sorry but this is just nonsense, there is no way for SSR to work for something that's way off-screen, perhaps maybe if it's slightly offscreen or partially it may work but not if it's offscreen completely.That's how a stupid brute force implementation of SSR works and that's also what happens when this SSR is used in a wrong way by the artists. There are ways of making the reflections stay but alas they require more performance and we're all having 1TF GPUs on PC obviously so that is absent.
The reconstruction will get you a 1080P image it's not what's causing the blur. In fact I should have made it clear when I mentioned film grain. What I meant was that I am pretty sure most people are looking at the film grain and think it's blur when it's just that film grain.The blurriness is due to rendering to a 1.5x lower resolution than whatever is selected in the settings. Film grain doesn't add blur. AA may add blur as it's a TAA probably but the game is very blurry even with that being off.
As I said, you can't have the cake and eat it too. You can't claim it's a blurry Ness because it's 720P but then say the reconstruction technique will result in at least some loss of detail CI know what it does and this technique is producing all the blur you're seeing. There is no way to render to a 720p image and show it as 1080p without at least some loss of detail. The reconstruction technique is likely to fill in the missing checkerboard part by extrapolating the color information from the parts which were rendered with the help of MSAA color samples stored in these parts. It's still not a true 1080p rendering and the reconstruction itself isn't ideal. The whole thing is just a substitution of the rendering pipeline with compute reconstruction pipeline which runs better on GCN h/w because of how bad it's rendering pipeline actually is.
So what these charts don't seem to noting is the monitor refresh rate issue we encountered. We've found that the game only supports 5/6th of the refresh rate. So a 60hz monitor is limited to 50fps.
In order to go beyond 50fps you need a higher refresh rate but, even then, you won't get a smooth frame-rate due to inconsistent frame delivery.
If you switch to a 50Hz output, for instance, it drops instead to 43fps max.
It's really insane.
That depends. Some games detect when SSR disappears and immediately replace it with a "pre baked" cube map - for example The Division does that, reflections in that game are excellent.
I found a presentation about Quantum Break in which they talk about reflections (starting on page 36). I don't understand much, but maybe someone smarter than me will:
https://mediatech.aalto.fi/~ari/Publications/SIGGRAPH_2015_Remedy_Notes.pdf
So what these charts don't seem to noting is the monitor refresh rate issue we encountered. We've found that the game only supports 5/6th of the refresh rate. So a 60hz monitor is limited to 50fps.
In order to go beyond 50fps you need a higher refresh rate but, even then, you won't get a smooth frame-rate due to inconsistent frame delivery.
If you switch to a 50Hz output, for instance, it drops instead to 43fps max.
It's really insane.
You've already been given an example of how this can be fixed. Consider this as well: a frame frustum doesn't have to be equal to the frame buffer. Consider as well that you have several temporal options at keeping those rendered once they leave the frame.I'm sorry but this is just nonsense, there is no way for SSR to work for something that's way off-screen, perhaps maybe if it's slightly offscreen or partially it may work but not if it's offscreen completely.
In fact why don't you give me an example of an SSR implementation where you have reflection from offscreen object ?
The reconstruction will get you a 720p image upscaled to 1080p with some information restored from MSAA and temporal accumulation samples. It still won't be a proper 1080p image and it will be blurry. If it was the same as in 1080p then there would be no win in even using this technique instead of 1080p native rendering. Logic.The reconstruction will get you a 1080P image it's not what's causing the blur. In fact I should have made it clear when I mentioned film grain. What I meant was that I am pretty sure most people are looking at the film grain and think it's blur when it's just that film grain.
Also you can't turn off film grain in this game so there is no way for you to tell how blurry it is with it off.
As I said, you can't have the cake and eat it too. You can't claim it's a blurry Ness because it's 720P but then say the reconstruction technique will result in at least some loss of detail Cared to 1080P thereby implying it's pretty close to it. But to discuss you point, yes it is possible to have a 1080P image without it being "true 1080P" the trade off here is not that the image has loss of detail compared to true 1080P but rather that it just doesn't work in motion.
My point was that people were using the wrong examples and wrong pointers to talk about the game's technical issues.
I'm sorry but this is just nonsense, there is no way for SSR to work for something that's way off-screen, perhaps maybe if it's slightly offscreen or partially it may work but not if it's offscreen completely.
In fact why don't you give me an example of an SSR implementation where you have reflection from offscreen object ?
Depends what?
Replacing SSR with cubemaps is a completely different thing to having SSR itself stay with the object being offscreen, which is just not possible...which was my point. It's like when I say fast ray tracing is not possible on current hardware and you say "it depends" because we can fake some of the results by rasterisation.
A lot of games replace SSR with cube maps or use a mix of both...and a lot of games don't. You have problems associated with over reliance on both instances.
This is a game that must be installed on a solid state drive. We tested Quantum Break on a fast 7200rpm HGST mechanical drive as well as a Samsung 850 EVO SSD and found that performance simply wasn't acceptable on the former when transitioning between areas. Huge stutters and skips appear, leading to a very jerky experience at select points. (...) an SSD is an essential requirement you must bear in mind before purchasing.
The almost negligible price difference alone makes it not worth it.
good guy remedy sabotages own game to stave off uwp adoption
your sacrifice will not be forgotten!
i..i was joking but this port is all kinds of fucked up. sad to see the quality drop after alan wake
The bottom line for me: If you weren't really looking forward to the game and were on the fence to begin with, you probably shouldn't bother with this PC version.
But if you like Remedy and you WERE really looking forward to playing this game and will never own an xbone, consider swallowing your pride, and don't deprive yourself of what's still a very fun game.
It reeks of mismanagement on Microsoft's end. Remedy probably only got the greenlight for a PC port a few months ago. I really doubt Remedy would have put this out had a PC version been agreed on since day one.
Yep clearly no problems to be found here..none at all.
Also, while we are on the subject: does anyone know if Nvidia's drivers are safe to install yet? I'm still on 362 >.>
They are and were. Give them a try, worse thing which will happen you'll have to roll back to the previous ones.
No, they absolutely were not. Had to personally roll back not only my own due to bsod issues but also drive 90 minstrel south to fix my brothers pc for the same reason.
No, they absolutely were not. Had to personally roll back not only my own due to bsod issues but also drive 90 mins south to fix my brothers pc for the same reason.
Hopefully Nvidia is prepping a driver update. A 290 beating a 980ti is nuts.
No, they absolutely were not. Had to personally roll back not only my own due to bsod issues but also drive 90 mins south to fix my brothers pc for the same reason.
Hopefully Nvidia is prepping a driver update. A 290 beating a 980ti is nuts.
Hopefully Nvidia is prepping a driver update. A 290 beating a 980ti is nuts.
Was that with 364.72? If yes that's still the latest driver, if no stay away nonetheless in case you have a multi-monitor setup. They haven't released something without major issues in a good, long while.
Hopefully Nvidia is prepping a driver update. A 290 beating a 980ti is nuts.