Extreme 4-Way Sli Tuning

Discussion in 'Videocards - NVIDIA GeForce' started by A M D BugBear, Mar 10, 2019.

  1. A M D BugBear

    A M D BugBear Ancient Guru

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    ECHO - 4-WAY SLI - UPDATE 11-10-19:

    Thanks for your reply, I am still very hard at work on Echo.

    I am learning alot of things within the UE4 engine and its settings.

    Great deal of tuning is going to be within the settings within the windowsNOfolder.

    This probably explains why certain places in DQ11 like in cities, was getting kinda eh scaling in the towns where there is tons of people, after dealing with echo, I said to myself, maybe I can further improve DQ11 performance but it won't be anytime soon.

    Lots of trail and errors in Echo, certain engine.rendering settings can hinder performance while certain area it improves a bit, so tons of work here.

    Final conclusion to this game, I am hoping in few days tops.

    Once this game is complete, looking into the Vanishing of Ethan Carter(both versions) and AC: O.

    Far as temp wise is concerned, this game is by far the WORST in terms of how HARD the temps hits on the gpu's.

    Just sitting stationary for like couple mins, the overall temps sky rocket.

    Personally I would go at least water cooling at this point, even though I am still within range, and that's with tons of cooling modifications done to my system.

    And also, I would highly go against increasing your voltage for your gpu's, if you want to overclock, keep it to min to be safe, you will experience throttling issues, if you keep it safe range, no problems.

    Highest I seen in temps was gpu 3, 81c within few mins, sitting stationary upon loading up saved games, and that's with all the cooling stuff I have done to my system, so keep this in mind, this game is absolutely no joke, game is to be taken very seriously.
     
  2. harry9x

    harry9x Guest

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    @ThirtyIR hi,Have you tried doing SLI in Star Citizen?? i m gonna test it today.but as far as reviews are concerned it doesnt scale well.
     
  3. A M D BugBear

    A M D BugBear Ancient Guru

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    I think I have tried sli with the 980ti's or the 1080ti's in the past, confirm it does work but one down fall, can NOT use Anti-aliasing while sli is enabled, deus ex mankind divided has the same exact problem and other games as well.

    I remember at one time, While tuning Alien Isolation, at first, I couldn't get aa to work under sli mode, now it does work but have not been on that game in months, remember, I have gained alot more experience since then so I might have to go back to that game one time.

    Yes, from what I understand, Star Citizen, AA is a MUST, it looks bad without it.

    Speaking about star citizen, kinda off topic here, I am highly interested in the squadron 42(Single player) then anything else, yes extremely interested and been watching the game for quite some time, they are aiming for next year's release, good luck on that, People say, it will live to its hype, we shall see, looks extremely promising, again, we shall see in the end.

    And yes, I loved the old Wing commander series.

    Wing Commander: Secret Missions for the SNES FTW!, Oh hell yes!!!

    And to ThirtyIR, in regards what you were mentioning before, I will look into these games, I want to tune ALOT more games before moving to the 980 level, I got LONG!!!! ways to go, truthfully, My level of tuning is below average, again, takes at least 6 months of doing this stuff, just to break it in, nothing but tuning and I mean nothing but that, TUNING, either play games or tune, I chose tune, You learn ALOT more while your at it, and ALOT more challenging, and yes, 4 way is not what people think it is, far from it, not as easy as people think it is, absolutely not.

    You can spend a week on a game tuning and don't get any results, and don't expect anything out of it, if you do, you are doing one hell of a job, just getting the 4th card to scale at all, doing one heck of a job.

    And yes I have learned lots of stuff, Shakes head(Crazy, Crazy, CRAZY!!).
     
    Last edited: Nov 11, 2019
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  4. A M D BugBear

    A M D BugBear Ancient Guru

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    ECHO - 4-WAY SLI - UPDATE ON SFR/AFR MODES - 11-12-2019:

    Just heads up to everyone before doing my final conclusion on this game.

    I just did some quick test observation using AFR and SFR modes, and guess what the difference between the 2 was and the answer might surprise to some, the difference was basically NIL, in other words, both modes performed pretty much the same with the same amounts of graphic anomalies(IF ANY/SSR when being used in certain locations.

    In the final conclusion, It's going to be ran on SFR MODE, this is where most of my tuning is done.

    There is several extremely important things I need to bring up, those will be brought up during the final conclusion of this game.

    I am trying to fix the Green graphic anomaly in chapter 1, scene 2(snow area), I know whats causing this issue right off the back but I am trying to keep it there because it is giving me better overall performance in this area, other games that I have tuned gave me this problem as well.

    Under SLI Broadcast (DX1x) bits:

    0x00000<<~~~ this one, this particular hex in certain games in certain situations or area, not all games I have tested gets effected, some objects, or certain places in the scene, you will experience, flashing green like anomaly, now trying to work by keeping this particular hex at work but trying to neutralize the green anomaly issue.

    Right now, I am using drivers: Modified Quadro Drivers: 391.74, But I think the drivers: Modified Quadro drivers: 387.95 gave me a lil bit better performance in certain given situations.

    I was doing some testing on several drivers for this game, was checking overall stabiliity,etc and such.

    Final conclusion, I will be using the 387.95 drivers.

    Basically, the overall scaling of the game in general, after everything was tuned and complete = Pretty Damn good for the most part.

    Be sure to look for it, I am now trying to get the game done by today or tommorrow, but hoping today, absolutely no guarantees, thanks for reading you all, means great deal to me, tons and tons and tons of tuning was put into this game, man your not kiddin'.

    UPDATE:

    Alot of time tuning is within the windowsNOfolder.

    If I am tuning for a specific area, and I load to another level, some performance is reduced, it seems to me from closer observation, that each chapter and each of its level has to be individually fine tuned, I am trying to keep it where I don't have to change anything, so its a real issue to work around with, again, very very very very time consuming process.
     
    Last edited: Nov 12, 2019
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  5. ThirtyIR

    ThirtyIR Active Member

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    @harry9x no I don't have Star Citizen so I've never tried it.

    @A M D BugBear do you have the settings for AC Origins or Odyssey? How do you get rid of the flickering?
     
  6. A M D BugBear

    A M D BugBear Ancient Guru

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    Again, as mentioned before, Sli users might want to look into this particular hex:

    Under Sli Compatibility Bits (DX10+DX11):

    0x00000<<~~ this one, try setting it to two, fair warning though, by doing so, all flickering is wiped clean BUT!!!!!!, massive drop in scaling performance(AC:O Speaking here), to bring it up a notch:

    Go under Sli Broadcast (DX1x) Bits:

    0x00000<<~~ try setting to 3.

    Like before, This was a quick test to see if I could eliminate the flickering, months ago I could not, Now I can, Was working on it for just a brief and that's it, I will be looking at it once Echo is complete is basically echo will be done today, so yes, AC: O is on my list as my next game so stay tuned.
     
    Last edited: Nov 14, 2019
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  7. A M D BugBear

    A M D BugBear Ancient Guru

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    ECHO - 4-WAY SLI - [/Script/Engine.RendererSettings] - UPDATE - 11/14/19:

    I am going to provide a full complete list done on what needs to be changed for the best overall scaling performance.

    The ones I have covered are these areas:

    Chapter 1, Both Areas

    Chapter 2, Only areas 1,2,3,4 are tuned, anything more, NO at the moment.

    Another thing, very very important here, lets say for instance, in certain areas:

    r.AmbientOcclusionLevels
    r.AmbientOcclusionSampleSetQuality

    Has to be shut off, and if you put it like this:

    r.AmbientOcclusionLevels=0
    r.AmbientOcclusionSampleSetQuality=0

    It does NOT matter, I want to make this crystal clear, you MUST not even put this in your:

    [/Script/Engine.RendererSettings]

    Doing so, if the area calls for NO AO under 4-Way, you will be Handicapped performance, Absolute fair warning.

    Sometimes during tuning/testing purposes, setting to =0, might even help overall performance then not putting it there, kinda strange.

    Final conclusion I am trying to get the game done today, so I trying to speed things up here.

    Here are the list done on what needs to be done:

    First go to your local disk(C: drive)

    Then go Under Users(View Hidden Folders)

    Then the name of the Pc user, Appdata/Local/Echo

    From here, go to your windowsNOfolder

    open up the engine .ini

    Then Below type in:

    [/Script/Engine.RendererSettings]

    WARNING, BEFORE CONTINUING, THESE WERE TESTED ON THE GTX 970, I CAN ONLY GUARANTEE THIS TO FULLY WORK ONLY FOR THE NVIDIA GTX 970 FAMILY, ABSOLUTELY NO GUARANTEES THAT IT WILL WORK ON THE GTX 980, IF YOU DO, IT WILL BE AT YOUR OWN RISK, PLEASE KEEP THIS IN MIND AT ALL TIMES BEFORE CONTINUING, THANK YOU, AND ONLY TESTED UNDER 4-WAY CONFIGURATION MODE, AND I WILL GUARANTEE THIS TO WORK ON GTX 970 UNDER 4-WAY 100% AND NOTHING ELSE.

    Now here comes the fun part.

    For chapter 1, scene 1:

    [/Script/Engine.RendererSettings]
    r.AmbientOcclusionLevels=2
    r.AmbientOcclusionSampleSetQuality=1
    r.MaxAnisotropy=16
    r.AmbientOcclusion.Compute=2
    r.SubsurfaceQuality=1
    r.SSS.Filter=1
    r.SSS.SampleSet=2
    r.SSS.Checkerboard=2
    r.AOSampleSet=1
    r.AOUseHistory=1
    r.Atmosphere=1
    r.oneframethreadlag=2
    r.TrueSkyQuality=0
    r.CompileMaterialsForShaderFormat=1
    r.Streaming.MipBias=0
    r.RHICmdBasePassDeferredContexts=True
    r.RHICmdUseParallelAlgorithms=1
    r.RHICmdPrePassDeferredContexts=1
    r.RHICmdShadowDeferredContexts=1
    r.SSAOSmartBlur=1
    r.HZBOcclusion=2
    r.SSR.Quality=3
    r.SSR.Temporal=1
    r.OptimizeForUAVPerformance=1
    r.TiledDeferredShading=1
    r.DrawRectangleOptimization=1
    r.TriangleOrderOptimization=1
    r.GPUBusyWait=0
    r.DX11NumForcedGPUs=4
    r.VirtualTexture=1
    r.PreTileTextures=1
    r.ParallelShadows=0
    r.IndirectLightingCache=1
    r.OcclusionCullParallelPrimFetch=1
    r.Streaming.HLODStrategy=0
    r.UseAsyncShaderPrecompilation=1
    r.EnableAsyncComputeTranslucencyLightingVolumeClear=1
    r.FXSystemPreRenderAfterPrepass=1
    r.MultithreadedLightmapEncode=1
    r.MultithreadedShadowmapEncode=0
    r.UseParallelGetDynamicMeshElementsTasks=0
    r.Shaders.Optimize=1
    r.CreateShadersOnLoad=1
    r.KeepPreCulledIndicesThreshold=1
    r.MorphTarget.Mode=1
    r.ShaderPipelines=1
    r.ReflectionEnvironment=1
    r.LightShaftQuality=1
    r.RefractionQuality=2
    r.BloomQuality=5

    For Chapter 1, Scene 2(Snow area):

    r.AllowLandscapeShadows=0
    r.LensFlareQuality=2
    r.oneframethreadlag=0
    r.TrueSkyQuality=0
    r.CompileMaterialsForShaderFormat=1
    r.Streaming.MipBias=0
    r.RHICmdBasePassDeferredContexts=True
    r.RHICmdUseParallelAlgorithms=1
    r.RHICmdPrePassDeferredContexts=1
    r.RHICmdShadowDeferredContexts=1
    r.SSAOSmartBlur=0
    r.HZBOcclusion=0
    r.SSR.Quality=0
    r.SSR.Temporal=0
    r.OptimizeForUAVPerformance=0
    r.TiledDeferredShading=0
    r.DrawRectangleOptimization=1
    r.TriangleOrderOptimization=1
    r.GPUBusyWait=0
    r.DX11NumForcedGPUs=4
    r.VirtualTexture=1
    r.PreTileTextures=1
    r.ParallelShadows=1
    r.ParallelShadowsNonWholeScene=1
    r.ParallelTranslucency=0
    r.ParallelVelocity=0
    r.ParallelBasePass=0
    r.ParallelPrePass=0
    r.OcclusionCullParallelPrimFetch=0
    r.Streaming.HLODStrategy=0
    r.UseAsyncShaderPrecompilation=1
    r.EnableAsyncComputeTranslucencyLightingVolumeClear=0
    r.FXSystemPreRenderAfterPrepass=1
    r.MultithreadedLightmapEncode=0
    r.MultithreadedShadowmapEncode=1
    r.UseParallelGetDynamicMeshElementsTasks=0
    r.ShaderPipelines=1
    r.Shadow.StencilOptimization=1
    r.BloomQuality=5
    r.Shadow.PerObject=1
    r.LensFlareQuality=2

    For Chapter 2, Scene 1:

    [/Script/Engine.RendererSettings]
    r.AmbientOcclusionLevels=2
    r.AmbientOcclusionSampleSetQuality=1
    r.MaxAnisotropy=16
    r.AOSampleSet=1
    r.AOUseHistory=1
    r.Atmosphere=1
    r.oneframethreadlag=2
    r.SSAOSmartBlur=1
    r.HZBOcclusion=2
    r.SSR.Quality=4
    r.SSR.Temporal=1
    r.RHICmdShadowDeferredContexts=1
    r.MultithreadedShadowmapEncode=1
    r.ParallelShadows=1
    r.DrawRectangleOptimization=1
    r.TriangleOrderOptimization=1
    r.GPUBusyWait=0
    r.VirtualTexture=1
    r.PreTileTextures=1
    r.OcclusionCullParallelPrimFetch=1
    r.Streaming.HLODStrategy=0
    r.UseAsyncShaderPrecompilation=1
    r.ReflectionEnvironment=1

    For Chapter 2, Scene 2:

    [/Script/Engine.RendererSettings]
    r.AmbientOcclusionLevels=2
    r.AmbientOcclusionSampleSetQuality=1
    r.MaxAnisotropy=16
    r.AOSampleSet=1
    r.AOUseHistory=1
    r.Atmosphere=1
    r.oneframethreadlag=0
    r.TrueSkyQuality=0
    r.CompileMaterialsForShaderFormat=1
    r.Streaming.MipBias=0
    r.RHICmdBasePassDeferredContexts=True
    r.RHICmdUseParallelAlgorithms=1
    r.RHICmdPrePassDeferredContexts=1
    r.RHICmdShadowDeferredContexts=1
    r.SSAOSmartBlur=0
    r.HZBOcclusion=2
    r.SSR.Quality=4
    r.SSR.Temporal=1
    r.OptimizeForUAVPerformance=1
    r.TiledDeferredShading=1
    r.DrawRectangleOptimization=1
    r.TriangleOrderOptimization=1
    r.GPUBusyWait=0
    r.DX11NumForcedGPUs=4
    r.VirtualTexture=1
    r.PreTileTextures=1
    r.OcclusionCullParallelPrimFetch=1
    r.Streaming.HLODStrategy=0
    r.UseAsyncShaderPrecompilation=0
    r.EnableAsyncComputeTranslucencyLightingVolumeClear=0
    r.FXSystemPreRenderAfterPrepass=1
    r.MultithreadedLightmapEncode=0
    r.MultithreadedShadowmapEncode=0
    r.UseParallelGetDynamicMeshElementsTasks=1

    For Chapter 2, Scene 3:

    [/Script/Engine.RendererSettings]
    r.AmbientOcclusionLevels=2
    r.AmbientOcclusionSampleSetQuality=1
    r.MaxAnisotropy=16
    r.AOSampleSet=1
    r.AOUseHistory=1
    r.Atmosphere=1
    r.oneframethreadlag=0
    r.TrueSkyQuality=0
    r.CompileMaterialsForShaderFormat=1
    r.Streaming.MipBias=0
    r.RHICmdBasePassDeferredContexts=True
    r.RHICmdUseParallelAlgorithms=1
    r.RHICmdPrePassDeferredContexts=1
    r.RHICmdShadowDeferredContexts=1
    r.SubsurfaceQuality=1
    r.SSS.SampleSet=2
    r.SSAOSmartBlur=0
    r.HZBOcclusion=2
    r.SSR.Quality=4
    r.SSR.Temporal=1
    r.OptimizeForUAVPerformance=1
    r.TiledDeferredShading=1
    r.DrawRectangleOptimization=1
    r.TriangleOrderOptimization=1
    r.GPUBusyWait=0
    r.DX11NumForcedGPUs=4
    r.VirtualTexture=1
    r.PreTileTextures=1
    r.OcclusionCullParallelPrimFetch=1
    r.Streaming.HLODStrategy=0
    r.UseAsyncShaderPrecompilation=0
    r.EnableAsyncComputeTranslucencyLightingVolumeClear=0
    r.FXSystemPreRenderAfterPrepass=1
    r.MultithreadedLightmapEncode=0
    r.MultithreadedShadowmapEncode=0
    r.UseParallelGetDynamicMeshElementsTasks=1

    For Chapter 2, Scene 4/With SSR/SFR MODE:

    [/Script/Engine.RendererSettings]
    r.AmbientOcclusionLevels=2
    r.AmbientOcclusionSampleSetQuality=1
    r.MaxAnisotropy=16
    r.AOSampleSet=1
    r.AOUseHistory=1
    r.Atmosphere=1
    r.oneframethreadlag=2
    r.TrueSkyQuality=1
    r.CompileMaterialsForShaderFormat=1
    r.Streaming.MipBias=0
    r.RHICmdBasePassDeferredContexts=True
    r.RHICmdUseParallelAlgorithms=1
    r.RHICmdPrePassDeferredContexts=1
    r.RHICmdShadowDeferredContexts=1
    r.SubsurfaceQuality=1
    r.SSS.SampleSet=2
    r.SSAOSmartBlur=0
    r.HZBOcclusion=2
    r.SSR.Quality=4
    r.SSR.Temporal=1
    r.OptimizeForUAVPerformance=1
    r.TiledDeferredShading=1
    r.DrawRectangleOptimization=1
    r.TriangleOrderOptimization=1
    r.GPUBusyWait=0
    r.DX11NumForcedGPUs=4
    r.VirtualTexture=1
    r.PreTileTextures=1
    r.OcclusionCullParallelPrimFetch=1
    r.Streaming.HLODStrategy=0
    r.UseAsyncShaderPrecompilation=0
    r.EnableAsyncComputeTranslucencyLightingVolumeClear=0
    r.FXSystemPreRenderAfterPrepass=1
    r.MultithreadedLightmapEncode=0
    r.MultithreadedShadowmapEncode=1
    r.UseParallelGetDynamicMeshElementsTasks=1

    For Chapter 2, Scene 4 with NO SSR/AFR MODE(No graphic anomaly problems):

    [/Script/Engine.RendererSettings]
    r.oneframethreadlag=2
    r.SSAOSmartBlur=0
    r.SSR.Quality=0
    r.SSR.Temporal=0
    r.SubsurfaceQuality=1
    r.SSS.Filter=1
    r.SSS.SampleSet=2
    r.SSS.Checkerboard=2
    r.Atmosphere=1
    r.CompileMaterialsForShaderFormat=1
    r.Streaming.MipBias=0
    r.RHICmdShadowDeferredContexts=1
    r.MultithreadedShadowmapEncode=1
    r.Streaming.HLODStrategy=0
    r.ReflectionEnvironment=1
    r.Shaders.Optimize=1
    r.CreateShadersOnLoad=1
    r.GPUBusyWait=0
    r.VirtualTexture=1
    r.PreTileTextures=1
    r.ParallelShadows=1
    r.OptimizeForUAVPerformance=1
    r.TiledDeferredShading=1
    r.DrawRectangleOptimization=1
    r.TriangleOrderOptimization=1
    r.DX11NumForcedGPUs=4
    r.KeepPreCulledIndicesThreshold=1
    r.MorphTarget.Mode=1
    r.ShaderPipelines=1
    r.ReflectionEnvironment=1
    r.LightShaftQuality=1
    r.RefractionQuality=2
    r.BloomQuality=5
    r.MultithreadedLightmapEncode=1
    r.UseAsyncShaderPrecompilation=1
    r.UseParallelGetDynamicMeshElementsTasks=0
    r.Cache.DrawInterpolationPoints=1
    r.Cache.LimitQuerySize=1
    r.Cache.UpdateEveryFrame=1
    r.Cache.ReduceSHRinging=1
    r.Cache.DrawLightingSamples=1

    Chapter 2, scene 5:

    [/Script/Engine.RendererSettings]
    r.AmbientOcclusionLevels=2
    r.AmbientOcclusionSampleSetQuality=1
    r.MaxAnisotropy=16
    r.AOSampleSet=1
    r.AOUseHistory=1
    r.Atmosphere=1
    r.oneframethreadlag=2
    r.TrueSkyQuality=1
    r.CompileMaterialsForShaderFormat=1
    r.Streaming.MipBias=0
    r.RHICmdBasePassDeferredContexts=True
    r.RHICmdUseParallelAlgorithms=1
    r.RHICmdPrePassDeferredContexts=1
    r.RHICmdShadowDeferredContexts=1
    r.SubsurfaceQuality=1
    r.SSS.SampleSet=2
    r.SSAOSmartBlur=0
    r.HZBOcclusion=2
    r.SSR.Quality=4
    r.SSR.Temporal=1
    r.OptimizeForUAVPerformance=1
    r.TiledDeferredShading=1
    r.DrawRectangleOptimization=1
    r.TriangleOrderOptimization=1
    r.GPUBusyWait=0
    r.DX11NumForcedGPUs=4
    r.VirtualTexture=1
    r.PreTileTextures=1
    r.OcclusionCullParallelPrimFetch=1
    r.Streaming.HLODStrategy=0
    r.UseAsyncShaderPrecompilation=0
    r.EnableAsyncComputeTranslucencyLightingVolumeClear=0
    r.FXSystemPreRenderAfterPrepass=1
    r.MultithreadedLightmapEncode=0
    r.MultithreadedShadowmapEncode=1
    r.UseParallelGetDynamicMeshElementsTasks=1



    ---------------------------------------------------------------------------------------------------------

    All the above settings on each area was very carefully checked to make proper scaling is top notch and it is, and all the above parameters, are all tuned by me.

    Also if you want some of that very nice Shiny/Reflection of that cube that she wears on back of her suit, simply changed it to:

    r.TrueSkyQuality=1

    FAIR WARNING though, do NOT put it to =1 in the snow area, your performance will be reduced, all the other areas from what I have seen are fine, so please keep this in mind at all times please.

    On a final note:

    SSR(Screen Space Reflections on Chapter 1, scene 1, the performance hit is HUGE!!! while other areas are not, therefore I put it under =3, =4 is to much of a hit, very very crazy.

    Speaking about SSR in general, in Chapter 2, scene 1, if you want to get rid of some of the graphic anomaly, really isn't all that bad due to the place is dark as hell and looking through your shoulder lights so it isn't that bad, and yes there is some kind of image overlay imprint and I can NOT get rid of it no matter what I do, only way to do it is to put SSR =0, no choice and no exceptions.

    Also on the snow scene(chapter 1, area 2), right when you get off your ship and your on the platform, shadows MUST be turned off otherwise some stuttering/hitching will be present, however that being said, when you release the 3 release mechanisms then after you leave the chute, you can enable shadows here, confirm on my side, seems no stuttering, MS(Frametime) seems good, MS is around 10/12 ms give or take while shadows are turned on, and gpu bus usage @ 0% = Excellent, very abnormal reaction to the gpu bus usage % = game is very un-tuned, bits Tottally un-tuned, bad overall stability of any game and possible bsod coming up, from my own personal experience, its a warning sign or a signal, be aware of the gpu bus usage, very important.

    Game also uses SSR right off the back on default, so your call, and yes scaling is still top dog.

    Also, whats interesting about chapter 2, scene 4, you MUST have SSR enabled other wise scaling won't kick in worth jack, I tried eliminating alot of things within the engine.render settings, and did some other work arounds, NOPE, you MUST have SSR enabled, Absolutely no exceptions period, and doing so you will have some kind of graphical imprint overlay, is it bad? eh - to so so, I have tried everything that I can think of on my 4-way sli experience to see if I can help eliminate the problem, nope, but it scales like one bad mutha ----eR!!

    See you all on the final conclusion, and yes, you will all be amazed. :).

    UPDATE:

    I couldn't get the game done on time, sorry about that, working on it later so be sure to look for it later.

    Yes I also went further changing some of my bits around, on my Sli broadcast bits, I have now eliminated the green anomaly problem within the snow area, also added some parameters to the [/Script/Engine.RendererSettings], So I revised some of the stuff, so please check scroll back up to where you see: Chapter 1, Scene 2(Snow Area), also increased my fps probably 14 fps, that is HUGE, with shadows in certain parts of this area, I gained about 8 fps, again, HUGE!.

    Scaling in the snow scene HITS TREMENDOUSLY HARD on all 4 gpu's, good God Ol'mighty, does it scale like a beast to be reckoned with, Shakes Head(In a good way), Holy Hell, I am even surprised here, game hits Incredibly hard folks, No B.S. here and I kid you not.

    Check back for updates later.
     
    Last edited: Nov 18, 2019
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  8. ThirtyIR

    ThirtyIR Active Member

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    GPU:
    RTX 3090 Ti FE SLI
    That's interesting - scaling on both GPUs is great but performance is worse than single GPU. In 4K maxed out, I'm getting only around 55 - 60fps whereas with single GPU, I'm getting around 65 - 70fps. Is there some other setting I'm missing?

    Single GPU:

    [​IMG]

    SLI/NVLink:

    [​IMG]
     
  9. A M D BugBear

    A M D BugBear Ancient Guru

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    GPU:
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    Again I need to go back and re-tune the bits, If you all can, DO NOT do anything at the moment as this is my next game on radar along with vanishing of ethan carter.

    As I said before, you can eliminate the flickering but massive drop in scaling performance.

    Also you also need to tune those settings, certain settings SLI in general does NOT like it at all.

    Seems like certain hexs within the sli bits or something else is causing the usage to show both at high usage.

    For example, there is a particular setting within the unknown predefined Nvidia settings, there is 2, called Nvidia share, some say scaling was improved while turning this setting on, on my side, all 4 gpu's are like 99% but behaves like one gpu.

    Another example:

    Within the sli broadcast bits:

    0x00000000<<--- this one, if set to 1, it will help in certain games scale like an animal but some games like Yakuza 2 has a very adverse reaction, even though 4 gpu's says like 100%, behaves like one gpu, again as a general thumb rule, never ever go by that usage, means absolutely nothing, always check with one gpu then work yourself up from there, this Will create a baseline, very very very important.
    Like before, never go by that usage like you already observed.

    Curious, what bits did you use???

    Sli compability bits? Broadcast or specific hack bits??? if so, what were they???

    Again I will be going back on this game shortly.
     
    Last edited: Nov 16, 2019
  10. ThirtyIR

    ThirtyIR Active Member

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    I used the following settings (nothing else changed):

    [​IMG]

    Looking forward to your input.
     

  11. A M D BugBear

    A M D BugBear Ancient Guru

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    Judging on your sli bits, no wonder its not working.

    Try working on your Sli bits:

    0x00<<~~ and 0x00000<<~~ this one as well..

    also Sli Broadcast bits, for starters, work on this:

    0x00000<<~~

    Even then, don't expect great results as my findings are still very early.

    Let me work on this game once echo is all completed.

    I am basically done with echo, I just got done jotting down all the tests for 1 gpu mode and almost done with 4-way sli.

    After that, going to write my final conclusion, again guys, sorry for being late on this game, need to get some rest after this, been on this game long time, every day pretty much.

    Echo's final conclusion 99 to 100% will be ready by tommorrow, then I can work on AC:O(Finally)

    Need to get to another game...
     
  12. ThirtyIR

    ThirtyIR Active Member

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    I'm not sure what "0x00<<~~" or "0x00000<<~~" mean - you mean change the numbers after the 2nd 0 and 5th 0?

    You said for "SLI Compatibility Bits (DX10 + DX11)" 'try setting it to "two" and set "SLI Broadcast (DX1x)" to "three" which is what I did.

    Please explain.
     
  13. A M D BugBear

    A M D BugBear Ancient Guru

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    Hello again, please go back to page 14 of this thread and scroll down to where you see:

    UPDATE ON QUADRO DRIVERS 416.30 & CRITICAL UPDATE ON: BIOHAZARD 2(2019) - 10/13/19:

    Read carefully on the stuff that causes flickering and the graphic anomaly issue.

    Again, me and you have 2 totally different gpu's all together, so the bits may or may not work at all, in the beginning, I said I will only guarantee these to work ONLY for the nvidia gtx 970 family, absolutely no exceptions whatsoever.

    Cause what if you get a possible bsod then you load up your os and all your data is gone? So I am trying my best for everyones protection cause if people trying to take risks, this could happen, all your data is gone, this is why I urged everyone backup drives are the single most important in any pc build, if everything is wiped out, guess what? still have all your backups, most important thing I think.

    You can give it a try, but please do so at your own risk, I can understand if someone is trying it with an 980 but then again don't bet on it that it may work, it may perhaps not.

    Certain things I am doing with echo ATM, doing some scenes with AFR with no SSR on chapter 2 scene 4, I have gotten rid all the graphic anomalies and flickering way, so doing some test runs there.

    I wasn't on my pc all day until recently, slept a bit, Remember, I was on this game constantly, pretty much every single day, long hours.

    Stay tuned for echo's conclusion.
     
  14. A M D BugBear

    A M D BugBear Ancient Guru

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    ECHO - 4-WAY SLI - FINAL CONCLUSION - 11-18-19:

    Here it is folks, The moment we "ALL" been waiting for.

    Before continuing reading here, scrolled up, and look for:

    ECHO - 4-WAY SLI - [/Script/Engine.RendererSettings] - UPDATE - 11/14/19:

    And make those changes, absolute imperative that you all do for the overall scaling to be at its tops at all times, I can NOT stress this enough.

    Before I begin, many thanks to Venturi within the guru3d community, if it wasn't for him, I wouldn't be on this game at all, per special request, he asked me to do this to see how well I can make it through, my god, this game is something, Learned a great deal while I was tuning this game, even though I have known about this game before Venturi asked me to look into it, but never really got into it before he specifically asked me to and here is the end results:

    There is Crap loads of stuff to cover about this game it ain't even funny, lets begin.

    In the beginning while I was tuning this game, I never messed with the windowsNOfolder until like Chapter 2, Scene 1(Discovery).

    From there on out, I have to do some real hard core tuning within the Engine .ini settings.

    I am going to straight to the point: overall scaling performance

    I am going to try to skip most of this tuning process and go straight forward, just to much to cover, I would need 10 pages worth to cover everything, for this reason, going to skip most of it.

    First, grab this program before reading any further:

    https://coderbag.com/programming-c/disable-cpu-core-parking-utility

    Next within steam:

    Set launch options, put this in:

    -useallavailablecores

    This was a very interesting game all together to work on, tuning went bananas during chapter 2, scene 1, from there on out, I know each area needed to be fine tuned for scaling to work properly, and yes, big difference.

    I have jotted down performance test from 1 gpu & 4 gpu's only, I did NOT even think about doing 2-3, my main focus is 4-way on this project.

    I did from chapter 1-scene one to chapter 2, scene 5.

    Before I begin on the results of these tests, make sure everyone, that you scroll up, and look for my:

    [/Script/Engine.RendererSettings]

    Each area was carefully tuned, so make sure you use thoses, no exceptions.

    1st of all:

    Before even thinking about loading up the game under 4-way mode, you MUST have this in Borderless mode, otherwise, 1 out of perhaps 6 chance you might get a light blue/green/grayish type screen and it will stay there forever, in order to bypass this with absolutely no problems, you MUST have the initial startup resolution on Borderless, there is Absolutely no exceptions to this at all.

    2nd:

    After loading up the saved game in Borderless mode, do the following in order for scaling to keep in its peakest, this applies to all areas, no exceptions:

    Change your shadows from Off to Ultra then back to off(I normally have it off right off the back/Read only Gameusersettings.ini), If certain areas calls for shadows, switch back to ultra AFTER switching the effect quality setting to ultra but there is more, please read:

    Change your effect settings from ultra to off then back to ultra(I always have this on ultra right off the back).

    And lastly, crank your shadows from off to ultra, then to FULLSCREEN mode, You will be prompt with a window upon backing up to the main game, click on restart game to take effect.

    Failure to do so, step by step: you will or may experience decreased overall scaling performance.

    3rd of all: You might experience infinite loading loop upon loading(rare), simply do CTRL+ALT+DEL and exit the game's process, sign off then sign back on, re-load the game.

    And last but not least, 4th of all:

    There is a Massive Scaling drop for just a slight second then it will come back to normal, this usually occurs the initial 15-20 seconds into the game upon restarting the loaded area, after the drag is complete and everything goes back to normal, there is some loss of fps here, and here's how to fix it or help stabilize this situation:

    After successfully going back to fullscreen mode, here are very important things that needs to be done in order the overall scaling to be at its peakest, failure to do this properly, you might see some fps loss, not awhole lot, this applies to certain areas, especially areas 2-1, some areas no, But I highly recommend doing this:

    After restart to take effect when switching to fullscreen mode, lets say for instance, Chapter 2, scene 1(Discovery):

    Head back to the Wall/Door(South): face it very closely, or face in the direction where you have the highest possible fps, wait until that drag comes in(15-20 seconds into the game upon loading the saved area), after the drag does its thing, continue on playing, failure to do this, especially in this area, you will see some loss in fps, again nothing to be concerned about but doing performance test runs like myself, it matters greatly, still, even then, I highly recommend doing this in ALL areas, no exceptions.

    And lastly, some stuff to mention here:

    Certain parts I had to turn shadows completely off, for instance, upper platform on chapter 1, scene 2(Surface), to much stutttering,etc), after you exit the chute, no problems from there, and yes I tried many things to fix it, no can do at the moment.

    Certain areas, such as, chapter 2, scene 3(Evolution), certain parts there seems to be some scaling weakness in certain given situations/certain camera view, I tried tons of things to fix it, no can do at the moment.

    There is some scaling Drag Spots, for instance, when you load up level 2-4, right in the beginning, you will notice a major drag, this applies to one gpu as well, if you have it in afr mode, after the drag is done what it is doing, you will have reduced performance, to bypass this, you need to use sfr in this area along with SSR to totally neutralize this situation.

    There is some other scaling drag spots but once they are hit then you go back or whatever, it ain't there, thank goodness, yakuza 2 was very terrible in this situation, this game does NOT have that problem.

    And the results that everyone has been waiting for:

    CHAPTER 1, SCENE 1(AWAKENING+NO SHADOWS/WITH SSR+AO+SSS):

    1 GPU:

    MIN FPS: 18 FPS
    AVG FPS: 20 FPS
    MAX FPS: 23 FPS
    %1 LOW: 17 FPS
    .1% LOW: 15 FPS

    4 GPU's:

    MIN FPS: 63 FPS
    AVG FPS: 79 FPS
    MAX FPS: 91 FPS
    1% LOW: 59 FPS
    .1% LOW: 43 FPS


    CHAPTER 1, SCENE 2(SURFACE/UPPER PLATFORM ONLY/NO SHADOWS)


    1 GPU:

    MIN FPS: 23 FPS
    AVG FPS: 30 FPS
    MAX FPS: 36 FPS
    1% LOW: 23 FPS
    .1% LOW: 22 FPS

    4 GPU's:

    MAX FPS: 89 FPS
    AVG FPS: 111 FPS
    MAX FPS: 135 FPS
    1% LOW: 85 FPS
    .1% LOW: 74 FPS

    CHAPTER 1, SCENE 2(SURFACE/AFTER THE EXIT PLATFORM/NO SHADOWS)

    1 GPU:

    MIN FPS: 23 FPS
    AVG FPS: 29 FPS
    MAX FPS: 41 FPS
    1% LOW: 23 FPS
    .1% LOW: 22 FPS

    4 GPU's:

    MIN FPS: 88 FPS
    AVG FPS: 104 FPS
    MAX FPS: 130 FPS
    1% LOW: 80 FPS
    .1% LOW: 67 FPS

    CHAPTER 1, SCENE 2(SURFACE/AFTER EXIT PLATFORM/WITH SHADOWS+AO+SSR):

    1 GPU:

    MIN FPS: 17 FPS
    AVG FPS: 25 FPS
    MAX FPS: 34 FPS
    1% LOW: 18 FPS
    .1% LOW: 17 FPS

    4 GPU's:

    MIN FPS: 75 FPS
    AVG FPS: 94 FPS
    MAX FPS: 124 FPS
    1% LOW: 70 FPS
    1.% LOW: 50 FPS


    CHAPTER 2, SCENE 1(DISCOVERY/WITH SSR+SHADOWS+AO)

    1 GPU:

    MIN FPS: 24 FPS
    AVG FPS: 27 FPS
    MAX FPS: 31 FPS
    1% LOW: 24 FPS
    .1% LOW: 23 FPS

    4 GPU's:

    MIN FPS: 75 FPS
    AVG FPS: 97 FPS
    MAX FPS: 112 FPS
    1% LOW: 75 FPS
    .1% LOW: 60 FPS

    CHAPTER 2, SCENE 2(INFINITY/WITH SSR+SHADOWS+AO)

    1 GPU:

    MIN FPS: 18 FPS
    AVG FPS: 23 FPS
    MAX FPS: 29 FPS
    1% LOW: 18 FPS
    .1% LOW: 15 FPS

    4 GPU's:

    MIN FPS: 64 FPS
    AVG FPS: 86 FPS
    MAX FPS: 109 FPS
    1% LOW: 62 FPS
    .1% LOW: 43 FPS

    CHAPTER 2, SCENE 3(EVOLUTION/PERFORMANCE TEST 1/WITH SSR+AO+SSS)

    1 GPU:

    MIN FPS: 16 FPS
    AVG FPS: 22 FPS
    MAX FPS: 31 FPS
    1% LOW: 15 FPS
    .1% LOW: 13 FPS

    4 GPU's:

    MIN FPS: 59 FPS
    AVG FPS: 80 FPS
    MAX FPS: 111 FPS
    1% LOW: 55 FPS
    .1% LOW: 41 FPS

    CHAPTER 2, SCENE 3(EVOLUTION/PERFORMANCE TEST 2/WITH SSR+AO+SSS):

    1 GPU:

    MIN FPS: 19 FPS
    AVG FPS: 26 FPS
    MAX FPS: 34 FPS
    1% LOW: 17 FPS
    .1% LOW: 15 FPS

    4 GPU's:

    MIN FPS: 59 FPS
    AVG FPS: 79 FPS
    MAX FPS: 114 FPS
    1% LOW: 57 FPS
    .1% LOW: 11 FPS

    CHAPTER 2, SCENE 4(COMPULSION/NO SSR/AFR RENDERING MODE):


    1 GPU:

    MIN FPS: 28 FPS
    AVG FPS: 33 FPS
    MAX FPS: 44 FPS
    1% LOW: 24 FPS
    .1% LOW: 20 FPS

    4 GPU's:

    MIN FPS: 78 FPS
    AVG FPS: 109 FPS
    MAX FPS: 138 F[S
    1% LOW: 50 FPS
    .1% LOW: 43 FPS

    CHAPTER 2, SCENE 4(COMPULUSION/WITH SSR/SFR RENDERING MODE):

    1 GPU:

    MIN FPS: 20 FPS
    AVG FPS: 27 FPS
    MAX FPS: 34 FPS
    1% LOW: 22 FPS
    .1% LOW: 12 FPS

    4 GPU's:

    MIN FPS: 76 FPS
    AVG FPS: 99 FPS
    MAX FPS: 119 FPS
    1% LOW: 71 FPS
    .1% LOW: 24 FPS

    CHAPTER 2, SCENE 5(MOMENTUM/WITH SSR+AO+SSS):

    1 GPU:

    MIN FPS: 22 FPS
    AVG FPS: 26 FPS
    MAX FPS: 32 FPS
    1% LOW: 21 FPS
    .1% LOW: 13 FPS

    4 GPU's

    MIN FPS: 71 FPS
    AVG FPS: 97 FPS
    MAX FPS: 118 FPS
    1% LOW: 44 FPS
    .1% LOW: 19 FPS

    CHAPTER 2, SCENE 5(MOMENTUM/SCENE WHERE AREA GOES DARK BLUE):

    1 GPU:

    MIN FPS: 33 FPS
    AVG FPS: 33 FPS
    MAX FPS: 34 FPS
    1% LOW: 24 FPS
    .1% LOW: 24 FPS

    4 GPU's

    MIN FPS: 128 FPS
    AVG FPS: 131 FPS
    MAX FPS: 138 FPS
    %1 LOW: 109 FPS
    .1% LOW: 75 FPS

    --------------------------------------------------------------------------------------------

    Before I list the bits I used, I want to say some things, very important.

    I will be providing different bits for the following locations

    1-2
    2-4+2-5

    And the last main piece of the puzzle, the bits themselves, here they are but FIRST:

    ABSOLUTE FAIR WARNING ABOUT BITS FOR THIS GAME AND ETC:

    BITS HAS BEEN CAREFULLY TUNED, AND WILL ONLY, REPEAT, ONLY GUARANTEE TO WORK WITH THE NVIDIA GTX 970 FAMILY, UNDER 4-WAY SLI MODE ONLY, ABSOLUTELY NO EXCEPTIONS PERIOD, AND HERE'S ANOTHER FAIR WARNING TO USERS WHO HAVE SAME SETUP AS ME:

    THIS GAME IS FAR BY THE WORST WHEN IT COMES TO OVERALL TEMPS, THIS GAME HITS SO HARD IN CERTAIN AREAS, ESPECIALLY IN THE SNOW AREA, ABSOLUTE STRONG CAUTION IS ADVISED, BEFORE YOU EVEN ATTEMPT TO RUN THIS, MAKE ABSOLUTELY SURE 110% THAT YOUR TEMPS IS IN CHECK, GPU BIOS UNMODIFIED AND TRY KEEPING YOUR VOLTAGE ON ALL OF YOUR GPU'S TO THE MINIMUM, WITHIN 2 MINS OR LESS IN THIS AREA, JUST SITTING STATIONARY(IDLE), IT WILL PRODUCE ABSOLUTE BRUTAL TEMPS ON ALL 4 GPU's, SO AGAIN, MAKE 110% SURE THAT YOUR CASE, GPU'S, ETC, ARE ALL READY TO GO, FAR'S I AM CONCERN, I WOULD STRONGLY RECOMMEND DOING CUSTOM WATER-COOLING AT THIS POINT, THIS HITS VERY SERIOUSLY ON ALL 4 GPU's IN CERTAIN AREAS, SO AGAIN, THIS IS A VERY FAIR WARNING, SO BE AWARE OF THIS BEFORE CONTINUING, AND I AM BEING VERY SERIOUS HERE.

    Nvidia Inspector profile program used during this whole tuning session:


    DmW 3.50 - Modified by DeadManWalking - available at github

    Before I go on further:

    SSR = Screen Space Reflections
    AO = Ambient Occulusion
    SSS = Sub-Surface Scattering

    -------------------------------------------------------------------------------------------------------------------

    Go under 1 - Compatibility:

    CUSTOM MADE BITS:

    SLI COMPATIBILITY (DX10+11) BITS:

    0x8B9728F5 - (FOR SFR MODE ONLY AREAS/AREAS 1-1,2-1,2-2,2-3,2-4,2-5(WITH SSR)

    0x8B9718F5 - (FOR AFR MODE ONLY AREAS, AREAS 2-4,2-5(NO SSR)


    SLI BROADCAST (DX1x) BITS:

    0x10000381 - (FOR AREAS 1-1,2-1,2-2,2-3 & 2-4,2,5(UNDER SFR ONLY+SSR)

    0x1000838A - (FOR AREAS 2-4,2-5(UNDER AFR MODE/NO SSR)

    0x10000C81 - (FOR SNOW AREA/AREA 1-2)

    SLI SPECIFIC HACK BITS (DX1x):

    0x98000305

    SLI COPY ENGINE BLITTER:

    0x00000020 FORCE_CE_UPLOADS Force - Copy Engine Async Uploads for all uploads (ignoring location of destination surface)

    5 - Common:

    Ambient Occlusion Setting: Peformance
    Ambient Occlusion Usage: Enabled

    6 - SLI

    Anti-aliasing - SLI AA - ENABLED
    # of GPU's to use on Sli rendering mode: FOUR
    NVIDIA predefined # of GPU's to use on SLI rendering mode: AutoSelect
    NVIDIA predefined # of GPU's to use on SLI rendering mode (DX1x): FOUR
    NVIDIA Predefined SLI mode: Autoselect
    NVIDIA predefined SLI mode on DX10: AFR or SFR(Depends on what the area calls for)
    SLI Rendering Mode: AFR or SFR(Depends on what the Area calls)

    Next, go to 8 - extra, make the following changes below(Applies to ALL areas):

    ASYNC10_NVAPI_MODE: 0x00000002 ALLOW_NOBLOCKING_SLISTATE - Allow specific non-blocking optimizations for GetCurrentSliState NVAPI.

    CULL_BEFORE_FETCH: 0x00000007 Always.

    LARGE_VA: 0x00000003 Enable_LargeVA_Quadro_Tesla - Enable large VA on Quadro Tesla GPUs.

    MAX_PENDING_CMD_BUFFERS: 0x00000000 Off - Limit max number of pending command buffers (per context) in software queue. If key is set zero it will be ignored.

    MCLINKINSTANCED_LIMIT: 0x00000064 Default - Threshold in megabytes for using of RT/ZB allocations as LinkInstanced (SLI DX9/10).

    PS_ASYNC_SHADER_SCHEDULDER_FLAGS: 0x00000800 DISABLE_MULTI_APP_THREAD_HEURISTIC - Disable heuristic for detecting multiple app threads compiling shaders.

    STAGING_CACHE_SIZE: 0x01000001 Max

    NEXT go to unknown NVIDIA predefined settings, click on magnify glass on top of the program, scroll all the way down and make the following changes:

    0x00473934: Set to: 0x00000000
    0x00473935: Set to: 0x00000001
    0x00666634: Set to: 0x00000000
    0x00666665: Set to: 0x00000001
    0x00675665: Set to: 0x00000001
    0x00676635: Set to: 0x00000001
    0x008D624E: Set to: 0x00000001
    0x70F8E408: Set to: 0x0000000D
    0x80303A19: Set to: 0x00000001
    0x80857A28: Set to: 0x00000001
    0x809D5F60: Set to: 0x08000001

    And there you all have it, All the tuning process, trail and errors, everything, you named it, Did everything on my own and no one else.

    --------------------------------------------------------------------------------------------------------------

    Final Conclusion:

    Again, thanks to Venturi for requesting me to look into this game further, ALOT of work and time was spent on this game.

    This game was something, I knew the moment I hit chapter 2, scene 1, I knew the amount of tuning and time that has to be done from there on out, will be staggering and yes it was and for the most part, I am quite impressed with the results, although not 100% perfect.

    I have used some sites as references to my tuning, such as this, this is one of them:

    http://www.kosmokleaner.de/ownsoft/UE4CVarBrowser.html

    https://docs.unrealengine.com/en-US/Engine/Performance/Scalability/ScalabilityReference/index.html

    To name a few...

    Overall Scaling Potential basically for the most part is Very quite impressive to say at least, certain areas have mixed bag scaling such as Chapter 2, Scene 4 area, but does not take it away whatsoever.

    Far as Temps is Concerned, this game is the WORST in my 4-Way Sli experience thus far, bar-none.

    Certain places, even 3-way would give off very good performance, but this game was specially fine tuned for 4-way from the ground up by scratch.

    Really wanted to see if 4-way could even pull off with this game and it did, although not perfect throughout, mainly for most part, It scales like a Beast.

    4-WAY RECOMMEND = OVERALL, DESPITE SOME ISSUES, I give it 2 THUMBS UP! :)

    OVERALL GAME STABILITY WHILE PLAYING = 2 THUMBS UP.

    MS(FrameTime) = for the most part, excellent...

    ---------------------------------------------------------------------------------------------------------------------------

    GRAPHIC DRIVERS USED: ALL THESE ARE MODIFIED:

    QUADRO DRIVERS: 387.95(FINAL TUNING WAS DONE ON THIS DRIVER)

    QUADRO DRIVERS 397.14/QUADRO DRIVERS 416.30/QUADRO DRIVERS 431.94

    GPU CORE/MEMORY TESTED: 1/4-WAY SLI MODE = 1533MHZ(CORE)/7600(MEMORY)

    SYSTEM RAM USAGE: ABOUT 10GB+

    VRAM USAGE: OVER 2-3GB.

    OS USED: WIN 10 x64 (15063.2108/VERSION: 1703/RS2/RTM)

    STORAGE USED: SAMSUNG 950 PRO(512GB).

    MOTHERBOARD BIOS USED: 4001

    INTEL CHIPSET DRIVER USED: 10.1.18010.8141

    TOTAL TUNING/PERFORMANCE MONITORING/TESTING TIME: AROUND 60+ HRS EASY.
     
    Last edited: Apr 3, 2020
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  15. A M D BugBear

    A M D BugBear Ancient Guru

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    MY NEXT 4-WAY SLI PROJECT/GAME - UPDATE - 11/18/19:

    I have 2 games, actually 3 games in total that's on my main radar now:

    1st one was specifically asked me or should I say mentioned from Venturi:

    Vanishing of Ethan Carter(Both UE3/UE4 Flavors)

    And the 2nd one:

    I have couple people ask me to go back to Assassins Creed Origins, a game that I went back for a brief time then quit(for the time being).

    I will be looking on these games with absolute Focus, these will be my primary games now, so stay tuned for more updates.

    Thanks for reading.

    UPDATE:

    Just heads up, just got Vanishing of Ethan Carter, both versions on steam and all downloaded and ready to play, I also been had AC: O on uplay as well.

    Don't know which I will be going on first, but I am going to work all three, will be going back to back on all 3, so continue to check back for more updates, thank you.

    ALL 3 GAMES ARE ON STANDBY AS WE SPEAK.
     
    Last edited: Nov 19, 2019

  16. A M D BugBear

    A M D BugBear Ancient Guru

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    The Vanishing of Ethan Carter(UE3 Version) - 4-Way Sli - First Update - 11/19/19:

    Very first time on this particular game.

    First of all, AA under SLI does NOT work however I did some work around the bits themselves but my gpu scaling went down a bit, the one that works under SLI MODE:

    Under: Sli Specific Hack Bits:

    0x0000000<<~~ This one.

    Also, I tried doing Enhance with SGSSAA within nvidia inspector and use in-game MSAA, = Some inaccurate discoloration on some textures, I also gave Override AA with hybrid AA = no go.

    I will try to tune the game without modifying any of its contents within the .ini file, If I have to re-tune for any reason, I will give heads up.

    That being said, first time on the game, look for more updates.
     
    Last edited: Nov 19, 2019
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  17. A M D BugBear

    A M D BugBear Ancient Guru

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    GPU:
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    The Vanishing of Ethan Carter(UE4 Version) - 4-Way Sli - First Update - 11/19/19:

    Trying out the UE4 verson, for about first hr or 2, overall scaling eh, so first initial impression isn't good,
    I tried some stuff within the windowsNOfolder to see if scaling would change = nope, same performance.

    Next went to gameusersettings.ini to see if anything else would change, better performance but scaling went down.

    I also tried doing some stuff within the Sli Compatibility bits, Broadcast & specific hack bits, tried similar method to echo to see if anything would change, again, nope.

    There is a section in the game that the game scales extremely well, in the beginning, while viewing in the tunnel straight down to the light or looking to the ground or something close up, but viewing the actual scenery after the tunnel = scaling weakens big time.

    Again, this is just first initial impression, only been on it for less then 2 hrs or so, so its gonna take massive work/tuning to bring it forth.
     
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  18. A M D BugBear

    A M D BugBear Ancient Guru

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    ASSASSINS CREED: ORIGINS - 4-WAY SLI - UPDATE - 11/19/19:

    Alright back to this game again, this time at full force.

    I quickly managed to get rid of the Flickering, and it seems from closer observation, Sli Broadcast bits is playing a big role of the overall scaling potential after the elimination of the flickering.

    Game scales without the massive flickering problems but the scaling is rather weak, and tons of stuttering, and etc, but the flickering is gone, so now working on the scaling dept.

    I am back on this game once again.

    Check back for further updates, thank you.
     
  19. A M D BugBear

    A M D BugBear Ancient Guru

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    630
    GPU:
    4 GTX 970/4-Way Sli
    ASSASSINS CREED: ORIGINS - 4-WAY SLI - UPDATE - 11/20/19:

    Doing some real tuning now on this game.

    I would like to first point out, people with similar system, please be absolutely carefully when fine tuning the bits, as at times the game will do a complete hang while getting into the title screen or even while in the game for a brief moment, this game is very sensitive to tuning, not the worst but its kinda bad, so be absolutely careful while tuning those bits.

    I tried to do in borderless mode upon loading up the title screen, seems fine from here on out, then the moment I tried to go into the game, I do the CTRL+ALT+DEL method, sometimes I will get a black screen the the game will quit, sometimes I will have major decrease in overall scaling performance, so keep this in mind, thanks.

    Far as getting my scaling going:

    When it flickers, it scales somewhat decent, on the otherhand:

    When flickering is totally eliminated = scaling is much worse, currently working on the issue as we speak, not very easy, not at all.

    And yes, I am also looking into the game I last tuned that uses the same engine as this game, Tom Clancy's - Ghost Recon: Wildlands, and I am looking back on that game as reference to see if it can help me some.

    Check back later for more updates in regards about this game as this game is currently:

    ---WORK IN PROGRESS---
     
    Last edited: Nov 20, 2019
    harry9x likes this.
  20. A M D BugBear

    A M D BugBear Ancient Guru

    Messages:
    4,394
    Likes Received:
    630
    GPU:
    4 GTX 970/4-Way Sli
    ASSASSINS CREED: ORIGINS - 4-WAY SLI - UPDATE - 11/20/19:

    Making another dent in this game, not in the scaling dept. but the stuttering part, good god, was it very bad, some still there.

    Also couple things I want to mention here, this particular bits/hex covers the major stuttering part, although it doesn't keep the MS(Frametime) stable at all times but it is alot better now, not only covers the stuttering part, but it also covers the where particular areas are covered in dark, for example, right in the beginning, when you begin your journey in the lair, right in the beginning, this area should be dark, I have now fixed this problem, otherwise this whole area is lit up and if you use your torch, you will not see any lighting effect from the torch since everything is lit up, the particular bits/hex are as follows:

    SLI Broadcast Bits (DX1x):

    0x00000000<<~~~ This one, Mine is Set to E, D also works as well, I have also notice that it may improve scaling potential but to much stuttering, for me, I leave it to E, like before, D works too.

    So people who's tuning this game with similar setup, pay close attn to this particular hex, VERY important, no exceptions.

    Also, another one that helped me increase my scaling after I managed to get rid all of the flickering, this:

    Again Under Sli Broadcast Bits:

    0x00000<<~~ Mine is set to B, 3 also works, be careful when tuning this particular hex.

    Also just to let everyone know, My Sli Compatibility (DX10+DX11) Bits is all finished, now working on Sli Broadcast bits and later on Specific hack Bits.

    Please check back later as this game is still:

    ----------W O R K | I N | P R O G R E S S----------
     
    Last edited: Nov 20, 2019
    harry9x likes this.

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