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
I dont think there is a solution for this. i think everyone played in dx11 because of this reason. just bad coding.
Tomb Raider games have the best dx12 implmentation to date. Im sure its an nvidia driver issue becouse on AMD it works flawlessly.
I played geothermal vally yesterday and it ran ok on dx12, inc 2xssaa. But im using 436.15 driver, maybe try that?
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.
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.
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)
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.
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.
its either dx12 synchronised shader compilation, if you do dx12 right you do it at game start / level load - or, super sampling too high.
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
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
none of these settings have any affect on DX12 titles apart from the AF setting. also nvidia doesn't have an SMAA setting.
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.