Rise of the Tomb Raider DX12 big hitches

Discussion in 'Games, Gaming & Game-demos' started by MaLDo, Oct 7, 2019.

  1. MaLDo

    MaLDo Master Guru

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    Hi, I have no problems at all with DX12 in the last Shadow of the Tomb Raider, but DX12 gives me some problems on Rise of the Tomb Raider.

    It's a problem because DX12 produces higher framerates in CPU bound situations like big open hubs versus DX11, but I can not find a fix for the hitches DX12 has in Soviet Installation main hub. I mean, they are not little stuttering but two seconds hitches always in the same places of the level. I tried different versions of the game (you can select every version in the Beta tab) and different versions of nvidia drivers. Also disabling exclusive fullscreen, vsync, async compute, reducing texture quality, shadows, hyperthreading, pagefile, everything is tested and the result is always the same:

    DX11, reduced performance in CPU bound situations but never stutter.
    DX12, better framerate, no stutters in 99% of levels but 2 seconds hitches in specific places of Soviet Installation hub


    So, is it a known problem without solution?

    I can provide a save file and test instruccions if someone want to try.


    Computer:
    2700@5 ghz
    32 GB ram
    GTX1080
     
  2. Astyanax

    Astyanax Ancient Guru

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    disable CFG, ASLR, and other exploit mitigations for the games process.
     
  3. MaLDo

    MaLDo Master Guru

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    I have everything disabled. The only purpose of this computer is gaming.
     
  4. WhiteLightning

    WhiteLightning Don Illuminati Staff Member

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    I dont think there is a solution for this. i think everyone played in dx11 because of this reason. just bad coding.
     

  5. Undying

    Undying Ancient Guru

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    Tomb Raider games have the best dx12 implmentation to date. Im sure its an nvidia driver issue becouse on AMD it works flawlessly.
     
  6. -Tj-

    -Tj- Ancient Guru

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    I played geothermal vally yesterday and it ran ok on dx12, inc 2xssaa.

    But im using 436.15 driver, maybe try that?
     
  7. MaLDo

    MaLDo Master Guru

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    But the problem is in Soviet Installation
     
  8. Astyanax

    Astyanax Ancient Guru

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    ROTTR's dx12 was bolted on.
     
  9. Damien_Azreal

    Damien_Azreal Ancient Guru

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    DX12 in RotTR improved performance for me, fixed the stuttering and low FPS I experienced in DX11.
    "Bolted on" or not it's still one of the better implementations of it.
     
  10. Undying

    Undying Ancient Guru

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    I finished both games and didnt even try dx11 at all. Thats telling something.
     

  11. WhiteLightning

    WhiteLightning Don Illuminati Staff Member

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    That could very well be true. Not sure if its sponsored by AMD ,the first game was and their coding is still in there. even in the shadow of the tombraider it is still there, so it is kinda expected to run great.
     
  12. Caesar

    Caesar Ancient Guru

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    Maybe the
    is the culprit. It is a larger area than most in the game, that's why you have frame drops and there's a lot of foliage spread around that area. Most of the CPU bottleneck comes from shadow quality.
    See what happens when shadow quality set to LOW..or disable (if possible)
     
  13. Undying

    Undying Ancient Guru

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    Both Rise/Shadow can use more than 8threads. Im seeing 70% usage on all 12threads. This is one instance where 5ghz isnt helping but having enough cpu threads does.
     
  14. MaLDo

    MaLDo Master Guru

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    That's not the problem.

    First: is not a slowdown. Framerate is always 60 locked fps. But in some specific points there is a two second pause.
    Second: CPU is not 100% when happens
    Third: Tested with shadow quality, texture quality and object quality at lowest possible changes nothing.
    Fourth: In DX11 there are the same assets on screen and is a renderer that push even more the CPU weakness but I can play at locked 60 fps in the same scenes without hitches.
     
  15. Astyanax

    Astyanax Ancient Guru

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    its either dx12 synchronised shader compilation, if you do dx12 right you do it at game start / level load - or, super sampling too high.
     
    Caesar likes this.

  16. -Tj-

    -Tj- Ancient Guru

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    I was there too, but a few drivers ago


    Try playing with nvcpl settings


    -fastsync
    -smaa
    -driver threaded opt. On
    -2 frames to render ahead
    -16xaf in driver ingame trilinear
     
  17. gerardfraser

    gerardfraser Guest

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    I find Nvidia and DX12 does not work the best also ,especially on this game.I had reasonable success with file below.

    Well you can always try something different ,by Wagnardsoft .
    newest version I think.

    Intelligent standby list cleaner v1.0.1.9
    If you get errors when starting you need to reset the counter

    Click the START button
    Type CMD
    Right click CMD PROMPT and select RUN AS ADMINISTRATOR
    Type LODCTR /r
    Wait a few seconds for it to throw ERROR: UNABLE TO REBUILD PERFORMANCE COUNTER SETTING FROM SYSTEM BACKUP STORE. ERROR CODE IS 2
    Type LODCTR /r again for a second time and it should work then,can be customized and set to start every restart


    https://www.wagnardsoft.com/content/intelligent-standby-list-cleaner-v1000-released
     
  18. Astyanax

    Astyanax Ancient Guru

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    none of these settings have any affect on DX12 titles apart from the AF setting.
    also nvidia doesn't have an SMAA setting.
     
  19. MaLDo

    MaLDo Master Guru

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    I don't think so because you can reproduce the hitch every time you pass the invisible line that separate the sections of the level. If it was a shader compilation problem, only the first time will hitch.
     
  20. MaLDo

    MaLDo Master Guru

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    All of that is already tested. That's not the problem.
     

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