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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    GPU:
    4 GTX 970-Quad Sli
    GTX 970 - 4-WAY SLI - HALO: MCC - HALO 2 - INITIAL TESTING/TUNING THOUGHTS + PERFORMANCE IMAGES + CUSTOM MADE BITS - FINAL - UPDATE - 3/13/23:

    So I am finally done with this game, no doubt, I have invested alot in this game, more then HALO: Reach & Halo: CE (Anniversary Edition) combined and then some.

    This game was extremely challenging to work with, mainly controlling the shadow flickering & Texture flashing/flickering issue, although I have manage to keep majority under control, it will still be there, I did the very best of my tuning experience, not easy, but in the end, absolutely very playable.

    Here are the very extensive testing tests that I have personally conducted and they are:

    No Reshade: 2-Way Sli to 4-Way Sli

    With Reshade: 2-Way Sli to 4-Way Sli

    No shadows + Reshade: 2-Way Sli to 4-Way Sli

    Far as making the game tick, as in, making Sli to even work, took sometime initially but not to bad.

    I am not going to go over everything about this game in regards about my tuning process as I already mentioned pretty much everything from previous posts, so if you need a full run-down of things, please look up the previous page and look for my previous posts in regards about this game, tons of info.

    Far as overall tuning sensitivity: Extremely good, some rare crashes here and there but overall, excellent.

    Far as overall tuning difficulty: Far as making Sli tick = sort of easy but took some time to do so, but far as controlling the shadow flickering/texture flickering/flashing, etc, was extremely challenging, would even make the most demanding Sli tuner weep, for this reason, I would give it a 8 3/4 out of 10, even though I have managed to keep majority of the things under control, flickering will be present here and there, again, this is the very best I can do, this game is basically for very experienced, extreme Sli tuners only, absolutely not a game you would start out with.

    Also, the main system ram, it seems going from 2-Way Sli to 4-Way Sli, increases from each mode, I strongly believe that, while testing this game and being totally out of Vram, the system ram will be used as a buffer, because of this, all 4 Gpu's has to be covered, I did some testing on my own from 2-Way Sli to 4-Way Sli, The System Ram is defin't alot higher, when going to 2-Way Sli to Tri-Sli and above.

    Lets move on to the performance section, lots of stuff to cover there.

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

    Performance Section:

    OS Used: Win 10 X64 Build 15063 (RS2-RTM) Version update: .2679

    Graphic Drivers used: Modified Tesla Drivers 427.60

    Resolution being used: 3.5k (3504X1971/No Shadows + Reshade) - 4k (2160p/with and without reshade) - 5k (3200p/No Reshade) - 6k (3456p/No Reshade)

    Settings used: Will be mentioned right during the presentation of the performance images themselves.

    Reminder to all: Totally disregard the Vram Usage, other then under 4-Way Sli as on my testing system that has all 4 Gpu's, if I switch to another Sli Configuration, the Vram Usage itself, doesn't read properly, even restarting the system doesn't fix this, so please totally disregard it, use the main system ram as an indicator.

    Important Note: Far as with shadows + Reshade, I chosed probably one of the roughest scaling spot that I have personally encountered, this particular spot is meant for, with reshade to better utilize Sli in general, also, with reshade performance images, from 2-Way Sli to 4-Way Sli, with shadows, reshade settings and usage is totally different from one another, thanks, for example, 1 Gpu vs 2 Gpu or 1 GPU vs 4 GPU's, the reshade settings are 100% identical.

    Perfomance images section:

    First, I am going to do without reshade:

    1 GPU (No Reshade/4K 2160p/Max Settings/Outskirts area):

    https://ibb.co/jRZrctr

    2 GPU's (No Reshade/4K 2160p/Max Settings/Outskirts area):

    https://ibb.co/qWkCqJ0

    1 GPU (No Reshade/5k 3200p/Max Settings (Except for Both Texture and Detail quality/both set to medium/Outskirts area):

    https://ibb.co/nLMbRwk

    3 GPU's (No Reshade/5k 3200p/Max Settings (Except for Both Texture and Detail quality/both set to medium/Outskirts area):

    https://ibb.co/Fx7g4qF

    1 GPU (No Reshade/6k 3456p/Max Settings (Except for Both Texture and Detail Quality/both set to medium/Outskirts area):

    https://ibb.co/ZgTcHG6

    4 GPU's (No Reshade/6k 3456p/Max Settings (Except for Both Texture and Detail Quality/both set to medium/Outskirts area):

    https://ibb.co/4TyR1fh

    1 GPU (With Reshade/4k 2160p/Max Settings (Except for Texture Quality/set to medium/Outskirts area):

    https://ibb.co/q5TBy42

    2 GPU (With Reshade/4k 2160p/Max Settings (Except Texture Quality/Set to medium/Outskirts area):

    https://ibb.co/LkYKGSC

    1 GPU (With Reshade/4k 2160p/Max Settings (Except for both Texture & Detail Quality/both set to medium/Outskirts area):

    https://ibb.co/44kVZDd

    3 GPU's (With Reshade/4k 2160p/Max Settings (Except for both Texture & Detail Quality/both set to medium/Outskirts area):

    https://ibb.co/wWGsnns

    1 GPU (With Reshade/4k 2160p/Max Settings (Except for Both Texture & Detail Quality/Detail set to medium/Texture set to LOW):

    https://ibb.co/Qn2HWk3

    4 GPU's (With Reshade/4k 2160p/Max Settings (Except for Both Texture & Detail Quality/Detail set to medium/Texture set to LOW):

    https://ibb.co/YB4sRNh

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

    Without Shadows (Shadows completely removed from the User.cfg file + Reshade section (Bonus Section):


    All 4 tests shown below are set @ identical in-game settings as well as 100% Identical reshade parameters and its usage.

    Resolution: 3.5k (3504X1971/Max Settings (Except for both Texture and Detail Quality/Detail set to Medium/Texture set to LOW)/Mission 10: Sacred Icon area):

    Results are as follows:

    1 GPU:

    https://ibb.co/tCKq90y

    2 GPU's:

    https://ibb.co/0ZgWyD8

    3 GPU's:

    https://ibb.co/jTXXpGy

    4 GPU's:

    https://ibb.co/8xTy56B

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

    Custom made bits section:

    I will only give a direct link to my custom made bits, folder will contain everything you need from 2-Way Sli to 4-Way Sli, with and without reshade, there are several ones without reshade, try them out to see which one will control the shadow flickering/texture flickering, also remember, if your going to test with reshade, you will need to remove all shadow parameters within the User.cfg file, also, if your going to use with reshade, please use a strong reshade filter for 2-Way Sli and for Tri-Sli and 4-Way Sli, please "Only" use Bessel_Bloom.fx, these will help control the texture flickering problem by a large margin then without, and as before and to remind everyone again, don't even try to enable all the shadows within the User.cfg file and use very sick reshade settings, you will have problems with the texture flickering/flashing issue, you can use some but if you go to crazy on it, you will have problems, therefore, like before, it is "Only" designed to work without shadows, so please remove all shadows within the User.cfg before you attempt, many thanks.

    Far as a complete run down of my custom made bits, this post will be revised at a later time, so far now, I will only provide a direct link to the folder.

    Link:

    https://www.dropbox.com/scl/fo/so27hhqp27k8cp49t2sfr/h?dl=0&rlkey=n6myxhj3uk6p5gicnqnzs40cx

    Per remainder to all, the above link shown above, if you happen to test with the one that's showing: Under Sli Compatibility (DX10+DX11) Bits: 0x00000<<~~ 5th hex down, digit 8, this one will try to help with the flickering issue, mainly the shadows and texture flashing but in turn, higher bus usage, these particular bits are meant for "Without" Reshade, thanks, and the custom made bits, without reshade, is designed to work with shadows, the one with reshade, you need to completely remove all shadow parameters within the User.cfg file, thank you.

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

    Complete rundown of my custom made bits:

    Warning about my custom made bits:

    110% Tested and guaranteed to work with only, I repeat again, "Only" with the nvidia GTX 970 family, I have not conducted any tests with any other 9xx Variants or any other family, such as Kepler/Pascal series, so please make sure of this before you continue, absolutely important.

    Please only use Modified Tesla drivers 427.60 along with the proper respected OS (Described earlier) along with Nvidia Inspector (3.50/Deadmanwalking version), absolutely no exceptions.

    Each Sli mode, has several custom made bits, you can test each of them a try on your respected Sli configuration, test to see which one will help with the Shadow flickering/texture flashing issue, the other one is for reshade only (Shadows "must" be completely removed from the User.cfg)

    Open up: Nvidia Inspector and lets make the proper changes below:

    Under 1 - Compatibility:

    Starting with 2-Way Sli Mode:

    2-Way Sli Custom Made Bits #1 (No Reshade):

    Sli Broadcast (DX1x) Bits: 0x00000403

    Sli Compatibility (DX10+DX11) Bits: 0x805337F1

    Sli Specific Hacks (DX1x): 0x0000050A

    2-Way Sli Custom Made Bits #2 (No Reshade):

    Sli Broadcast (DX1x) Bits: 0x00000C04

    Sli Compatibility (DX10+DX11) Bits: 0x805397F1

    Sli Specific Hacks (DX1x): 0x0000050A

    2-Way Sli Custom Made Bits #3 (Warning: Higher Bus Usage/No Reshade):

    Sli Broadcast (DX1x) Bits: 0x00000C03

    Sli Compatibility (DX10+DX11) Bits: 0x805387F1

    Sli Specific Hacks (DX1x): 0x0000050A

    2-Way Sli Custom Made Bits #4 (With Reshade/Please completely remove all shadows within the User.cfg file):

    Please use custom made bits #2 (Mention earlier), thanks.

    Tri-Sli Operation/Custom made bits #1 (No Reshade):

    Sli Broadcast (DX1x) Bits: 0x0000040A

    Sli Compatibility (DX10+DX11) Bits: 0x805337F6

    Sli Specific Hacks (DX1x): 0x0000050A

    Tri-Sli Operation/Custom made bits #2 (No Reshade):

    Sli Broadcast (DX1x) Bits: 0x00000C04

    Sli Compatibility (DX10+DX11) Bits: 0x8D5397F6

    Sli Specific Hacks (DX1x): 0x0000050A

    Tri-Sli Operation/Custom made bits #3 (Warning: Higher bus usage/No reshade):

    Sli Broadcast (DX1x) Bits: 0x00000C03

    Sli Compatibility (DX10+DX11) Bits: 0x805387F6

    Sli Specific Hacks (DX1x): 0x0000050A

    Tri-Sli Operation/Custom made bits #4 (With Reshade/Please completely remove all shadows within the User.cfg file):

    Same as Custom bits #2 (Shown earlier), except for Sli Compatibility (DX10+DX11) Bits, change it to: 0x805397F6

    4-Way Sli Custom made bits #1 (No Reshade):

    Ambient Occlusion Compatibility: 0x00000031 (Sniper: Ghost Warrior 2)

    Sli Broadcast (DX1x) Bits: 0x00000C04

    Sli Compatibility (DX10+DX11) Bits: 0x8D5397F5

    Sli Specific Hacks (DX1x): 0xA000050A

    4-Way Sli Custom made bits #2 (With Reshade/Please completely remove all shadows within the User.cfg file):


    Same as custom made bits #1, with the exception for Sli Compatibility (DX10+DX11) Bits, please change it to: 0x805397F5

    Under 5 - Common (For "All" Sli configuration modes):

    Ambient Occlusion Setting: Performance

    Ambient Occlusion Usage: Enabled

    Under 6 - Sli:

    Antialiasing - SLI AA: DISABLED

    # of GPU's to use on SLI Rendering Mode: Switch to the desired # of Gpu's, If your using 2 gpu's, switch to TWO.

    NVIDIA predefined # of GPU's to use on SLI rendering mode(For older API/DX9): Leave it on autoselect.

    NVIDIA predefined # of GPU's to use on SLI rendering mode(DX1x): Switch to the desired # of Gpu's, If your using 2 gpu's, switch to TWO.

    NVIDIA predefined SLI mode(For older API/DX9): Leave it on autoselect.


    NVIDIA predefined SLI mode on DX1x: For 2-Way & 3-Way Sli systems, leave it on SFR MODE, for 4-Way Sli Systems, please use: SFR


    SLI rendering mode: For 2-Way & 3-Way Sli systems, leave it on SFR MODE, for 4-Way Sli Systems, please use: SFR

    Head over to 8 - Extra (Applies to all Sli Mode: 2-Way Sli through 4-Way Sli):

    COLORCOMPRESSENABLE: ON

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

    EDIT, forgot to add another paramater:

    PS_ASYNC_SHADER_SCHEDULER_FLAGS: 0x00000001 IGNORE_LOAD_BALANCING - debug: Ignore gpu load, apply always.

    Finally, we need to make some changes to the unknown ID settings, but before you do, on top of the program, there is a magnifying glass, click on that, then scroll all the way down to where you see the unknown ID settings and make the following changes below (Applies to all Sli Modes: 2-Way Sli through 4-Way Sli), Be very careful while making these changes:

    0x00035AED (2 Profiles): 0x00000001 (Tom Clancy's The Division 2, Shadow of the Tomb Raider)

    0x00854CAB (26 Profiles): 0x00000038 (Batman: Arkham Origins, Batman: Arkham City)

    0x00C96F61 (4 Profiles): 0x0000000F (Battlefield 1, Plants vs Zombies Garden Warfare 2, Star Wars: Battlefront (2015), Mirror's Edge: Catalyst)

    0x809D5F60 (393 Profiles): 0x08000001 (Battlefield 1, Sid Meier's Civilization VI, Total War: WARHAMMER, Rise of the Tomb Raider, Halo Wars 2, Ashes of the Singularity, etc., etc., etc.,

    And you are all set to go.

    Total testing/tuning time for Halo: MCC currently (Only 3 games I worked on: Halo: Reach, Halo: CE (Anniversary Edition) and Halo 2 (Anniversary Edition), rest no) well over 70+ hrs.

    I might take a break before I hop onto Halo 3, need to back to my original projects that I have been working on, Lately I haven't been touching them, so, we will see how Halo 3 goes in the beginning, if it needs more tuning, going to give the series a break for a bit then might go back on it later, need to really finish Mass Effect series (Both original and LE version), and among other projects I have to go back on, until then, cheers.
     
    Last edited: Mar 17, 2023 at 4:48 AM
  2. A M D BugBear

    A M D BugBear Ancient Guru

    Messages:
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    GPU:
    4 GTX 970-Quad Sli
    GTX 970 - 4-WAY SLI - DREAM CYCLE - FIRST 20 MIN IMPRESSION - UPDATE - 3/16/23:

    So here is the last of the Trio games that I wanted to try out, the other 2 were: Stray & Halo: MCC, and this game is the last one out of the bunch.

    I didn't realize this was an UE4 based game until I started to work on it (After seeing the .exe file).

    As expected, the first 20 mins of testing/tuning this game, forget about it, this game will require tons of work, as with UE4 games in general, the moment I hopped on to this game, right off the back, this game is very advanced, I will save this game at a later time, I just wanted to see first initial impression of the game, forget it, tons of time will be required.

    There is also some drawbacks of this game:

    When changing your resolution or the in-game settings themselves, it does not take into effect until the next restart, this will be a major downfall on my end, as controlling problems in general, changing specific settings and or resolution during gameplay may help but seems this game will not take into effect until the next restart, makes this game very challenging to work with.

    This game will worked on at a later time, if anyone is planning on testing/tuning this game, forewarned here, Very experienced Sli tuners only, you will clearly see why the moment you hop into the game.

    Seems this game might be on the same ball-park as Mortal Shell, based from my first initial impressions and Mortal Shell (Another UE4 based game) is one of the hardest games to tune, bar-none.

    This game will be on my upcoming projects in the future, I got to many games to work on right now.

    I will work this game at full swing at a much later date.
     
  3. A M D BugBear

    A M D BugBear Ancient Guru

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    GPU:
    4 GTX 970-Quad Sli
    GTX 970 - 4-WAY SLI - HALO: MCC - HALO 3 - 1ST UPDATE + PERFORMANCE IMAGES - 3/17/23:

    1st update for this game, initial tuning impressions thus far:

    Everything seems to be looking extremely well, didn't take long at all to get scaling to work at full swing, also, far as shadow flickering/texture flashing issues that's associated with Halo 2 (Anniversary Edition), currently seems non-existent at this time, I found some very minor graphical anomalies that's seems to be associated with the weather, but seems I fixed the problem, overall, seems like an excellent start, forewarned though, I only played right in the very beginning of the game, I didn't even move much at all, just wanted to see if I can get the scaling well packed down and I have managed to do so.

    Detail Quality seems to make a some impact on overall scaling performance while under 4-Way Sli, if its set to either High or Medium, seems about the same, but soon as its set to low, scaling peformance goes up a bit, similar to the other Halo games I have worked on before.

    Also, to really bring 4-Way Sli scaling out, at least on my own testing system, resolution has to be set at a bare minimum of 4k (2400p) or most preferably set to: 5k (3200p).

    The problem is under 5k, soon as you load your saved game, there is some loss in your overall scaling performance, to help bring this out, there is two ways:

    1st one: Start at your native resolution, soon you are in the game, set to your desired playing resolution, should be all set.

    2nd: Start the game @ 5k resolution, right when your in the game, do: ALT+ENTER (Twice, but wait for like a 2 second before doing the 2nd one), then the game should go back to your native resolution, go to resolution, switch back to your 5k resolution, scaling performance should be at its peakest.

    I also notice that, this game is extremely sensitive while under custom resolution, soon as your in the game and start to move your camera, if you move not even an inch, game crashes instantly, the only way around this, is to use DSR mode, seems to be working perfectly, this could only pertain to 4-Way Sli mode as I have not even tried 2-Way or Tri-Sli Operation yet.

    Here are some performance images showing 1 GPU vs 4 GPU's.

    Just heads up: The images down below had to be compressed as the original files are way to large to be uploaded on to here, furthermore, by uploading the images here, it also further lowers the overall image quality quite a bit, so overall, a loss of image quality in general will be present, I also included links down below that directs you to 100% full quality of the images shown below.

    Location: Very beginning of the game (Ignore where you the see the Vram Utilization under 1 GPU mode, I currently using 4 Gpu's in my testing system, if I force it to 1 GPU or disable SLI, the Vram won't read properly, please read the Vram under 4-Way Sli instead, thanks):

    OS Used: Win 10X64 Build 15063 (RS2-RTM) / Version Update: .2679

    Graphic Drivers: Modified Tesla Drivers 427.60

    Resolution: 5k (3200p/16:10 Aspect Ratio)

    In-game Settings: Max (Including AA)


    1 GPU:

    HALO - MCC (HALO 3) - 1 GPU - Initial testing image - Beginning.jpg

    4 GPU's:

    HALO - MCC (HALO 3) - 4 GPU's - Initial testing image - Beginning.jpg

    Direct Links to the above image shown @ 100% Full image quality:

    1 GPU:

    https://ibb.co/PCjkBqt

    4 GPU's:

    https://ibb.co/PZWN2wn

    Far as how my current custom made bits looks, this is for 4-Way Sli:

    Ambient Occlusion Compatibility: Not being used

    Sli Broadcast (DX1x) Bits: Currently not being used

    Sli Compatibility (DX10+DX11) Bits: 0x802197F5

    Sli Copy Engine: Not being used

    Sli Specific Hacks (DX1x): 0x0000050A

    Far as 8 - Extra and the unknown ID settings, currently they are not being used atm, in time perhaps but as of now, no.

    More updates to come.
     
    Last edited: Mar 17, 2023 at 8:02 AM
  4. A M D BugBear

    A M D BugBear Ancient Guru

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    GPU:
    4 GTX 970-Quad Sli
    GTX 970 - 4-WAY SLI - MASS EFFECT 1 (DX9 VERSION/ORIGINAL) - ORIGIN / EA APP - UPDATE - 3/18/23:

    Got some pressing news here:

    This is while on RS2 of Win 10 X64:

    Ever since Origin went bye bye and now become EA App, launching Mass Effect 1 (DX9 Version), seems to get stuck during title screen or at times with a black screen, I tried launching the program under Windows mode, still having problems, did some changes within properties within the actual .exe file, nothing, it was working fine before Origin move to EA App.

    So I proceeded to try out the steam version, which I owned for quite sometime, and as expected, program boots up perfectly with absolutely no hesitation.

    I then took the DLC from the Mass Effect game within the EA games folder and moved it to the steam version, checked under ME3 Tweaks Manager, under DLC, both Pinnacle Station & Bring down the sky DLC's are installed, so all good.

    So for those who are having these same issues, go ahead and give steam version a try instead.

    Also, Mass Effect 2 & 3 (DX9 Version) and the LE version (All 3) within the new EA App program, all programs boot up properly with no problems.

    And personally, I liked the old origin GUI much better, alot less fancy, sucks that I can not stick with the original Origin program, I tried to see if I can find ways to block the update to EA App, no can do.

    EDIT:

    On RS3 of Win 10 X64, My backed up modded of Mass Effect 3 (DX9 Version), does not want to start with this new EA App program, game crashes upon starting up then goes back to EA App screen, everything is all screwed up now, going to find a work around, ON RS2 it works perfectly. EDIT: I got it to work, I had to do more adjustments with the .exe, both Security & Compatibility, all set now. EDIT: Mass Effect 1 on RS3 does the same thing like RS2, where it hangs during start up, I tried doing some adjustments within the .exe file, doesn't work, will do the same like RS2.
     
    Last edited: Mar 19, 2023 at 11:48 AM

  5. A M D BugBear

    A M D BugBear Ancient Guru

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    GPU:
    4 GTX 970-Quad Sli
    GTX 970 - 4-WAY SLI - MCC: HALO - RS3-RTM (WIN 10 X64 BUILD 16299.2166) - INITIAL TRYOUT - UPDATE - 3/19/23:

    All the ones I worked on before on RS2, everything seems to be working just as good.

    I also notice that on Halo 3, I seem to get more performance on RS3 then I did on RS2 overall.

    Halo: Reach runs like absolute beyond insanity, I also notice that, at times, when loading up your saved game, there is no graphical problems (Not all the time), such as that rain problem, where it throws into the screen, in a grid like pattern from top to bottom, I also notice that water splashes and fires, smokes, etc seems to be completely stable over RS2, again, it may or may not stabilize these issues.

    Also, RS3 is famous for locking up games before the title screen hits or changing resolution, MCC: Halo is no exception, you can help this problem by doing: CNTRL+ALT+DEL then go back into the game once more, you may have to restart the program to get it going, even changing the resolution, you will experience this, frequency is about 50/50, no BSOD to report or hard hangs that completely stalls the system where a hard reset or power down is needed, again, RS2 does not have any of these problems.

    Other then those mini lockup issues, runs roughly about the same as RS2 give or take, but Halo 3 seems to be running somewhat better from initial testing.
     
    Last edited: Mar 20, 2023 at 3:10 AM
  6. A M D BugBear

    A M D BugBear Ancient Guru

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    GPU:
    4 GTX 970-Quad Sli
    GTX 970 - 4-WAY SLI - HALO: MCC - (HALO 3) - FPS FLUCTUATION FIXED - UPDATE - 3/20/23:

    During my tuning process, I have discovered some fps fluctuation, this usually occurs when starting up the game and re-loading your saved game, example of this:

    Lets say you reload your saved game and playing @ 4k max, and fps reads 272 to 273 fps, then after like 5 times or so of doing this, your fps will boost to 282 to 283 fps, then when exiting out the game and coming back on the game, fps will read again at 272 - 273 fps range, to help stop this fluctuation, lets do the following:

    Open up nvidia inspector and make this one change below:

    Under Sli Broadcast (DX1x) Bits:

    0x0<<~~ 1st hex down, please change it to digit: 4

    Granted, this is only at the very beginning of the game when I was checking under static mode (Idle/no movement), I have not checked other areas that are effected with this fluctuation, but from initial testing, this seems to help tons, I checked about 7+ times, restarting the actual MCC: Halo program, then loading Halo 3 and my saved game progress, the fps fluctuation is non-existent, basically fixed, but again, no way of telling now as I have not ventured far enough to know, so for those who are seriously tuning this game and coming across this problem, try the above procedure to see if it will help.

    EDIT:

    Be careful while using reshade, by switching to reshade then back to normal, you will experience some decrease in overall scaling performance, then if you go back to reshade, your reshade overall scaling peformance goes down again but very little, after switching back to normal again, your overall scaling once again takes another small hit, from here, if you keep doing this, you shouldn't see any decrease in your overall scaling performance, if you want to bring back your overall scaling performance back to peak potential, go back to the title screen and re-load or restart the area in question again, should be all set, if your going to use reshade, please only use that until you go back to the main title screen, thanks.

    More updates coming.
     
    Last edited: Mar 21, 2023 at 3:46 AM
  7. A M D BugBear

    A M D BugBear Ancient Guru

    Messages:
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    GPU:
    4 GTX 970-Quad Sli
    GTX 970 - 4-WAY SLI - HALO: MCC - HALO 3 - UPDATE - 3/21/23:

    So I just conducted a long game play test, well over 2+ hrs, there was only one crash that I can report, no BSOD or anything related to that matter, everything was running extremely well, with absolute blistering (Incredible) scaling potential.

    I only mainly did 4-Way Sli testing thus far, I have yet to do 2-Way Sli or Tri-Sli.

    One thing I need to point out here:

    Within Sli Compatibility (DX10+DX11) Bits:

    0x00<<~~ 2nd hex down, this particular hex here, "Must" be used under 4-Way Sli if your not using reshade, as if its not being used under 4-Way Sli, you will experience scaling issues in certain parts of the game, even under 5k (3200p), doesn't matter, overall scaling potential under certain circumstances, will not be well packed down, therefore, this particular hex, "Must" be used if no reshade is being enabled, there are some graphical problems that's associated while using this particular hex, mainly just flashing/flickering problem with fires, smokes, water splashes and so on, but the actual background environment itself, perfect, this is while the fps cap is set to unlimited.

    Now, that being said, I will be conducting 2-Way Sli & Tri-Sli test's, so the above mentioned hex, might not be needed at all.

    So far, based on initial long game play tests, excellent, but under 4-Way Sli, with the above hex used, I can not get rid of those flickering issues, but overall, absolutely 100% playable.

    Alot more updates are coming.
     
    Last edited: Mar 21, 2023 at 8:11 AM

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