Tomb Raider PC Performance Thread

You don't get more lag with triple buffering than with double buffering, only potentially less. Unless the game does it wrong.

Maybe you can help answer this, why, when I force 1/2 refresh rate in Inspector, do I get hellacious input lag? In order to alleviate it, I have to use Afterburner and cap the framerate at 29.
 
Nixxes said during a Q&A that it's hoping to add more AA options post-release, so I hope we get SMAA.
 
edit: 4 crashes with 680 here. Even after reverting to stock clocks/restart/etc/

On the bright side, it looks fantastic and seems to run really well consistently, especially with HairFX off, which I find doesn't make the game look worse personally.
 
Like Exodus5, I can't remember a game where it drops from 60 straight to 30 with nothing in between. I play with Vsync on all my games and can't seem to remember any game that does this. Even Crysis 3 I have seen my fps around 40's and 50's.

Just Cause 2 does this if you use in game Vsync. The workaround is to disable it in game and use d3doverrider instead.
 
It almost appears as if certain settings (ultra high rez) are having a negative effect on it.. because there are good and bad gifs out in the wild highlighting this feature. Needs a lot of work.. sounds like it sucks on Nvidia hardware though.
 
Am I the only one who doesn't think this TressFX looks very good?

Also, anyone running this on a 650M by chance? I'm jelly of you aussies and VPNers.
 
Maybe you can help answer this, why, when I force 1/2 refresh rate in Inspector, do I get hellacious input lag? In order to alleviate it, I have to use Afterburner and cap the framerate at 29.
My best guess would be that while forcing the refresh rate to 30 Hz, it keeps the internal buffer length the same, so basically it doubles the input lag in games which are already susceptible to it.

I'm fairly sure those who actually like it are in the minority, at least on GAF.
I like it. It's not perfect, and it seems to use too much performance for what is offered (particularly on NV cards), but it's far better than static hair.

I guess I'm more forgiving about the artifacts since I programmed a hair simulation once and know how finicky it can get :P
 
Nixxes said during a Q&A that it's hoping to add more AA options post-release, so I hope we get SMAA.

Well the only drawback to injecting SMAA into something is that it disables D3DOverrider killing triple buffering, since this has Triple Buffering built in you can inject SMAA on your own with no drawback.
 
Well the only drawback to injecting SMAA into something is that it disables D3DOverrider killing triple buffering, since this has Triple Buffering built in you can inject SMAA on your own with no drawback.
I'd say there are more drawbacks to injection compared to an in-game implementation:
- it will also be applied to GUI elements
- it can't use additional information which could be readily available in-engine (ie. the depth buffer)
- you won't get the (really good and efficient) SMAA2 and higher modes, just SMAA1x
 
Game crashes on nVidia card - devs fault
Game crashes on AMD card - AMD's fault

Funny!

Hopefully that gamebreaking bug is not present in the PC version at least.
 
I was looking to get a british VPN in the next week or two. Does anyone know if the british version is going to unlock at midnight tonight GMT? If so I'll probably subscribe to that VPN tonight.
 
I'd say there are more drawbacks to injection compared to an in-game implementation:
- it will also be applied to GUI elements
- it can't use additional information which could be readily available in-engine (ie. the depth buffer)
- you won't get the (really good and efficient) SMAA2 and higher modes, just SMAA1x

Yeah, I tried injecting SMAA when playing through AssCreed 2/Brotherhood late last year and while it did a fine job at cleaning up the aliasing (with no discernible texture blur), I couldn't stomach the beating the GUI elements received as a result. If Nixxes takes the time to implement SMAA into the game proper I'll be one happy chappy.
 
GTX 680/i7-920@4Ghz/12Gb Ram

Everything maxed out gives me about 36 fps average.
Everything maxed out except TressFx gives me 56 fps average.

Dunno. Gonna start the game up with it on and see if it changes during the actual game.
 
GTX 680/i7-920@4Ghz/12Gb Ram

Everything maxed out gives me about 36 fps average.
Everything maxed out except TressFx gives me 56 fps average.

Dunno. Gonna start the game up with it on and see if it changes during the actual game.

20fps loss then. I'm not sure the effect warrants such hit.

Can't wait to see by myself tomorrow.
 
20fps loss then. I'm not sure the effect warrants such hit.

Can't wait to see by myself tomorrow.

That's kind of how I feel. It does look good, but around the shoulders it sort of floats over them, so it kind of breaks the immersion. Hopefully, we'll get some patches down the line that will address that. Still, I like the direction that TressFx is going.
 
Maybe a solution to the Nvidia 670 Crash problem!

I have tested to see what it made the crash.

Program used EVGA Precision X hardware monitor

First I turned everything to low settings. No crash after the cave for 10min. GPU usage about 20-30%
Turned everything to ultra, 2xSSAA crash after 10 seconds. Checked EVGA GPU up to 99% GPU usage.

Checked again with everything on ultra and 2xSSAA but have turned off tessellation.
The game run perfectly fine when I ran up and down the hill. Turned on tessellation, the game chrashed after 10 seconds. Checked EVGA GPU was 60-70% on before I turned on tesslation then it went to 99% and thats where it crashed.

Started the game again with ultram, 2xSSAA and tesslation off, no crash. Got to the camp and further. Turned on tessellation. No crash and checked EVGA GPU and it was around 70% with the smaller area I was in.

All the time the Memory was about 700-1100Mb so it wasnt that which crashed the game. It seems instead that if the game reaches 99% of the GPU the game crashes.

EDIT: Played some more with tessellation on, the game chrashed and EVGA Precision showed that the game chrased as soon as GPU reched 99%
 
Maybe a solution to the Nvidia 670 Crash problem!

I have tested to see what it made the crash.

Program used EVGA Precision X hardware monitor

First I turned everything to low settings. No crash after the cave for 10min. GPU usage about 20-30%
Turned everything to ultra, 2xSSAA crash after 10 seconds. Checked EVGA GPU up to 99% GPU usage.

Checked again with everything on ultra and 2xSSAA but have turned off tessellation.
The game run perfectly fine when I ran up and down the hill. Turned on tessellation, the game chrashed after 10 seconds. Checked EVGA GPU was 60-70% on before I turned on tesslation then it went to 99% and thats where it crashed.

Started the game again with ultram, 2xSSAA and tesslation off, no crash. Got to the camp and further. Turned on tessellation. No crash and checked EVGA GPU and it was around 70% with the smaller area I was in.

All the time the Memory was about 700-1100Mb so it wasnt that which crashed the game. It seems instead that if the game reaches 99% of the GPU the game crashes.

Nice find, the tessellation setting seems bugged then, funnily enough it happend with Deus Ex HR as well...And the game uses the same engine.
 
I guess we can say that the performance with TressFX turned on is....kinda hairy.

NOGODNO.gif
 
Not that it doesn't look good, it just doesn't look as impressive as I thought it was going to be or the way it was hyped up.

The FPS is a little bit disappointing as well, but it is what it is.

the part that's unimpressive to me is the collision modelling around her shoulders, which I'm sure could be fixed pretty easily.
 
I just had 4 crashes within 5 minutes after I left the cave
GTX680, not gonna bother anymore until a fix is out.
 
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