Im starting to think this game was designed to run on 360 and then later decided to port over to Xbox one... cScalabilityProfile xbox360 { cScalabilitySelectedOption msaa_type { option = "msaa_4x" } } cScalabilityProfile ps3 { cScalabilitySelectedOption msaa_type { option = "msaa_2x" } } cScalabilityProfile pc { cScalabilitySelectedOption msaa_type { option = "none" } }
well, it is placed in a pretty large open world with tons of things going on, that's not really surprising. the game is performing very well for me on my setup, though i had to disable crossfire as the game doesn't seem to support multi-gpu at the moment. zero crashes, no stutters and pretty flawless performance. disabling crossfire/sli is a must.
How the hell are you getting such high CPU usage, im getting only around 35% CPU usage, im running my two 660s in sli using arkham origin bits. Im getting 40-60 FPS.
Yep, lots of other files have 360 mentioned.. Anyways i am 100% positive the crashes are related to the games memory management. Been doing tests in the data budgets, increasing graphics options beyond the menu will do, ie texture resolution, LOD, doubled the mirror resolution, shadow resolutions, doubling the loading distance around the player etc; by doing this i can guarantee a crash within 30 secs every time. Gonna play around with it some more.
^^ Good they're supporting post-release, which Capcom do rather well. I hope the road to optimising the game isn't too long.
I've just noticed a patch downloading on my PC though it is stuck at 0 bytes because it is "validating". I've never noticed Steam doing that before but maybe it has something to do with the large size of the game? If anyone has Windows 8/8.1 and is using the v340.52 drivers then I'd be extremely grateful to know whether the game still crashes or not after 15 minutes. If you have Windows 7 then the game seems to work fine with those drivers so only Windows 8/8.1 users please. Thanks.
I'm playing the game on a fast SATAIII 7,200 rpm hard drive with a 32 MB buffer and I've noticed a lot of slow loading textures, particularly after driving fast in a vehicle and then getting out. Some can take 3-5 seconds to appear. The Xbox One version seems to be better at streaming textures in my experience and that game is running off a SATAII laptop 5,400 rpm drive with an 8 MB buffer so there's no way the PC version should be worse.
Does the online sucks that much? I cant find any friends game or invite them in my session, i HATE random drop in and drop outs. Someone has experience in this?
I did not get the opportunity to play the game this morning before work as the downloading of the patch took around 45 minutes because Steam was revalidating the game. The patch is only 10 MB! Anyway, I was able to verify that the game now exits to the desktop immediately on selecting Quit. Prior to this patch, my game could take upwards of 3 minutes to exit to the desktop, which at first I mistook for the game hanging but I found it would always exit on its own if I waited long enough.
Just installed this.... Fixes here and SLI flag. http://guide4games.net/dead-rising-3-pc-crashes-fps-cap-crash-desktop-fixes/
It doesnt have anything to do with storage speed, because my ssds are 10x faster than any HDD.. Anyways ive solved that problem mostly, been messing with the engines memory budgets and what not. I got excited for a sec when i saw the patch, then disappointed.. Edit: Also, if you guys know what maximum frame rendered ahead is, this game uses a default of 15... Setting it down to 3 in ini cuts down on the input lag..