Kozary's Triple & Quad SLI Thread

Discussion in 'Videocards - NVIDIA GeForce' started by Kozary, Dec 21, 2020.

  1. A M D BugBear

    A M D BugBear Ancient Guru

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    Please look at this 2 files for death stranding:

    https://dosya.co/drsbnmr6ckmb/Death_stranding_DirectX_Fix.iso.html

    It replaces 2 files within Death Stranding folder, enables to play it in DX11, far's the looks of it, people saying it works perfectly.

    Please let me know asap if it works, if it does, then I will seriously looking into this game for my upcoming 4-way sli projects.

    Also be aware that on my side, 3-way sli and higher, only the following driver branches will work:

    39x.xx, 41x.xx, 42x.xx & 43x.xx, anything higher on my side, it does not work period.

    I have tried some drivers prior to 39x.xx and it works perfectly, again, just heads up on my side.

    Far as Genshin Impact, whats your Sli Broadcast (DX1x) Bits looking now?
     
  2. A M D BugBear

    A M D BugBear Ancient Guru

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    Thanks for the reply through PM.

    So even if the files are replaced, it still shows up DX12 but very useful for old gpu's.

    Bummer, so its still stuck on DX12, SMH.

    Was hoping to see if the game will read DX11, I would be more then happy to have this game in one of my future projects, thanks for testing the game out, man that helps out alot.
     
  3. Kozary

    Kozary Member Guru

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    Yeah just seems to lower the feature level so 700 and 900 series gpus can run the game.


    Small update on Genshin, every time i make progress in this game something else regresses. Below are some of the testing notes but not everything

    BroadCast

    8th hex - 1 A crash, 8 single gpu, 2 7 nothing or crash
    6th hex - 8 C makes flicker dark/light, F fixes shadow flicker some scaling loss in liyue? night time & adds very bad water flickering, 4 changes flickering no better, 1 3 B D no flicker crash bad scaling, 5 9 like F but crash, 2 6 A E nothing, 7 crash

    Compat

    5th hex - scaling bit anomalies, 1 7 3 4 5 6 9 B C E flickers and scales, 2 8 A D nothing, This bit is what causes all the flickering but without it there is 1gpu performance.
    2nd hex - A B C scaling bit. 8 scales/more anomaly
    Other other bits are possibly irrelevant did some testing and they dont seem to do anything.

    hack

    1st hex - C D fix flicker reduced scaling breaks TAA, 1 4 8 tested seem to do nothing


    Bit conflicts

    Brdcast 6th F - Compat 5th E = crash
    Brdcast 6th F - hack 1st C = bad scaling and no reduction to anomalies

    Flickering pertains to snow/rain particles, water and night shadows. Fixing one breaks another at this point.

    Other bits's i have quickly tested they either do nothing or crash i mainly focused on the bits that changed something even if even slightly, but i have not gone into much depth. In particular the broadcast at this point the best solution is just the plain compat bits as scaling in 3way is compromised with any flicker fixes. However i think 2way still has full scaling with no flickering which is what i will focus on getting to work properly next.

    2way scaling is 200% in areas i have tested 20-24fps to 40-48fps. I was using a custom dsr tool to run 6k but still was getting 60fps with 3 cards.
     
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  4. Kozary

    Kozary Member Guru

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    GPU:
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    Shadow Warrior 2

    Compatibility - 0x0C0000F5

    Reshade - yes

    Scaling - ~300% (perfect) 24-32fps to 75-90fps
    No graphical anomalies or crashing but yet to play through the game for the second time. Couldn't be an easier game to get working in 3way.

    This game absolutely eats power and overheats my system best played in a cold room.
     
    Last edited: Jan 6, 2021
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  5. Kozary

    Kozary Member Guru

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    GPU:
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    Code Vein

    Tri SLI

    Broadcast - 0x00000008
    Compatibility - 0x0B0A25F5
    Hack - 0xCB000B09 (disable this for 2way sli)

    Quad SLI
    Broadcast - 0x80000008
    Compatibility - 0x0B0A25F5
    Hack - 0xCB000B09

    Ingame settings:
    Anti aliasing - medium //setting this any higher maxes out my bandwidth your mileage may vary

    Reshade - yes recommended improves scaling.

    Ini settings in "Engine.ini"

    [/Script/Engine.InputSettings]
    bEnableMouseSmoothing=False
    r.ScreenPercentage=100
    r.SceneColorFringeQuality=0
    r.SSR.Quality=0
    r.ssr.temporal=0
    r.TonemapperFilm=1 ; game default = 0
    r.LightFunctionQuality=3 ; use highest light function quality, game default = 1
    r.MaxQualityMode=1 ; enables max quality mode for a bunch of shadow-related code, game default = 0
    r.MaxAnisotropy=16
    r.Streaming.MipBias=-15 ; always use best mips, default = 0
    r.MipMapLodBias=-15 ; always use best mips, default = 0
    r.SceneColorFormat=4 ; better color format for scene, default = 3
    r.SSS.HalfRes=1 ; default = 1 can be 0 possibly
    r.EmitterSpawnRateScale=3 ; this may kill your fps during bossfight vs butterfly
    r.Shadow.MaxCSMResolution=4096 ; default = 2048
    r.Shadow.MaxResolution=4096 ; = 2048
    r.Shadow.MaxSoftKernelSize=80 ; = 40
    r.Shadow.RadiusThreshold=0.0075 ; lower value = further shadow distance. game default = 0.01
    r.Shadow.TexelsPerPixel=16 ; game default = 1.27324
    r.ViewDistanceScale=1 ; game default = 1, for some reason during testing i set this back to 1 but upto 6 should have no issues
    r.StaticMeshLODDistanceScale=0.5 ; game default = 1.
    foliage.LODDistanceScale=5 ; game default = 1
    r.MinScreenRadiusForLights=0.015 ; game culls lights based on their size on the screen, lower the culling size so that more lights can stay onscreen. game default = 0.03
    r.Streaming.PoolSize=0 ; game default = 3000
    r.Streaming.LimitPoolSizeToVRAM=1 ; game default = 0
    r.Streaming.MaxTempMemoryAllowed=2048 ; game default = 50
    r.Streaming.UseAllMips=1 ; remove any resolution requirements for mips, game default = 0
    r.TextureStreaming=0
    r.Streaming.FullyLoadUsedTextures=1 ; game default = 0
    r.Streaming.HLODStrategy=2 ; forces all LOD mips to be loaded rather than streamed. game default = 0
    r.VolumetricFog=0
    r.GPUBusyWait=0
    r.HZBOcclusion=0
    r.MultithreadedLightmapEncode=1
    r.MultithreadedShadowmapEncode=1
    r.BloomQuality=0
    r.MotionBlur.Max=0
    r.MotionBlurQuality=0
    r.DefaultFeature.MotionBlur=0
    r.DepthOfFieldQuality=0
    r.LensFlareQuality=0
    r.EnableAsyncComputeTranslucencyLightingVolumeClear=1
    r.FXSystemPreRenderAfterPrepass=1
    r.FastVRam.PostProcessMaterial=1 ; you do not need this if you have a lot of vram this is recommended for 6gb or less
    FX.AllowGPUSorting=1
    r.AllowHDR=0
    r.EarlyZPass=1
    r.OptimizeForUAVPerformance=1
    r.DrawRectangleOptimization=1
    r.TriangleOrderOptimization=1
    r.TrueSkyQuality=0
    r.UseAsyncShaderPrecompilation=1

    Scaling:
    Single 40 to 45fps
    Triple 117 to 131
    Static tested in home base area, the scaling does absolutely suffer with the above engine.ini settings in some areas but it flattens out overall average scaling throughout the game to maintain that silky 4k100fps. I would say this game drops to 230% at worst and nearly perfect at times. One area in particular will have terrible performance when looking at a certain island in the distance but under no normal gameplay will you be doing so pretty sure single gpu had an issue there also.

    Quad SLI Scaling not yet measured but it does add a good FPS gain.

    Also interesting to note my fps is almost the same at 1080p and 4k. So don't waste your time in peasant resolutions.

    Anomalies:
    Yes the red lanterns in memories have a slight flicker and the snow level late game has issues with light thingies flickering when moving does not look bad. However the rest of the game is perfect.

    Notes: The engine.ini settings make the game look a lot better, load better textures, use less vram etc. However some textures don't load in high detail like Yakumo's sleeves but it is hard to notice this is caused by "r.FastVRam.PostProcessMaterial=1". I have not spent a lot of time tweaking the .ini but I noticed it hurt my peak scaling and improved areas that where weak before. Can definitely play around with it more.

    Warnings: GPU power draw, this game was pulling 325-350watts per card for an entire level and one boss fight. This can be reduced in the ini the setting "r.EmitterSpawnRateScale=3" can be set to 1 or if you just want to go ham I had it on 6 or higher.

    This game is playable as is for me but there is more scaling to be had and I'm all about playability and not changing settings for each level. Final profile.

    I lost my 2way SLI profile for this game and the 3way one crashes in 2way but it won't be hard to regress this profile backwards im pretty sure its just the SLI hack.
     
    Last edited: Oct 31, 2021
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  6. A M D BugBear

    A M D BugBear Ancient Guru

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    Seems like your being more and more committed to 3-way sli, good going there sir.

    But, my friend, absolutely no disrespect here, UE4 games should not be one of your first games to work on(Depending on game), they are kinda not easy to get into if don't have enough tuning experience, again no disrespect here, but then again your doing 3-way not 4-way, big difference, but even then I still recommend other games before UE4 in the beginning.

    I would personally highly recommend starting games like ROTR, Ghost of a tale, Dead Space 1 W/MSAA+SGSSAA/ Hitman Absolution(Enhanced Edition) w/MSAA+SGSSAA, Project Cars 2 to name a few.

    I would not work on UE4 games until enough experience is acquired, they take LOTS of time to tune, Although I do admire your effort to get into the bandwagon, that right there speaks volumes.

    Also Kozary, If your working on UE4 games, I would personally crank, within your Gameusersettings, to =0, and not only that, Within Engine.ini, Start this in the beginning then work your self up:

    r.AmbientOcclusionLevels=0
    r.AmbientOcclusionSampleSetQuality=0
    r.Tonemapper.GrainQuantization=0
    r.Upscale.Quality=0
    r.RefractionQuality=0
    r.SceneColorFringeQuality=0
    r.EyeAdaptationQuality=0
    r.TranslucencyVolumeBlur=0
    r.MaterialQualityLevel=0
    r.TonemapperQuality=0
    r.SubsurfaceQuality=0
    r.SSS.Filter=0
    r.SSS.SampleSet=0
    r.SSS.Checkerboard=0
    r.AOSampleSet=0
    r.AOUseHistory=0
    r.SSR.Quality=0
    r.SSR.Temporal=0
    r.SSAOSmartBlur=0
    r.DepthOfFieldQuality=0
    r.LensFlareQuality=0
    r.DefaultFeature.LensFlare=0
    r.DefaultFeature.Bloom=0

    [SystemSettings]
    r.DepthOfFieldQuality=0
    r.LensFlareQuality=0
    r.DefaultFeature.LensFlare=0
    r.DefaultFeature.Bloom=0
    r.BloomQuality=0

    This is how my Engine.ini looks while I was tuning Mortal Shell in the beginning, this way, you get rid of all the B.S. that may effect your scaling while you tune.

    I would start from there, then tune your bits from there, if you see your scaling is kicking in and probably needs more kick to the mix, Enable Ambient Occlusion to start out with, then go up little by little, piece by piece.

    Far as your shadow lod, fade, distance, etc, I would just leave them out, I never use them, If it does not like shadows at all, I leave it on off.

    Far as reshade is concerned, and this is extremely important while tuning:

    While using reshade in a DX9 Based game, you can "NOT" use MSAA+SGSSAA while using reshade, it does not like it, already confirmed it awhile back ago, and believe me, I rather have AA quality then Reshade any day.

    If there is a game you personally or anyone that you want me to look into as my next project, please leave reply on my thread or on here, thanks.

    Keep it going Kozary, UE4 is excellent to work on as lots of tuning versatility is involved but in the end, requires ALOT of time on your hands. Longest ever in my 4-way sli project: Mortal Shell, well over 140+ hrs was involved(With almost 2 years of nothing but tuning), I was ready to quit towards the end of the game but managed to pull it through, was about to really quit on that game.

    Far as code vein is concerned about the flicking on the lights around laterns,etc.

    Under Sli Broadcast (DX1x) Bits:

    Try Switching it to:

    0x0000030A

    Also try out:

    0x00000309 or 0x00000303

    Your scaling might get effected while keeping the anomalies at bay, let me know how it works.

    For your own reference, please re-read all of my UE4 based games that I have personally tuned on my thread, UE4 games, some of them are no joke to tune, so, please feel free to look mine up as reference, alot of invaluable info is up there, I would go back/read/gather all the references(Starting with the game Echo that I worked on), then go from there.

    Keep it up Kozary, Sucker takes lots and lots and lots of time on your hands, and Ton's of patience, Longs your 110% seriously committed into this, you will pull it through, :).
     
    Last edited: Jan 7, 2021
  7. Kozary

    Kozary Member Guru

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    I have been tuning SLI for a long time but mainly 2way since gtx285 and not in UE4 however back in the day things where a lot lot easier! My biggest project so far is Monster Hunter world with probably around 100hours spent and I got it working great until certain effects are triggered, this game tunes like no other that I have worked on so far totally different to unity and UE4. However this is going back a few years but I will drag up all my notes on it and summarize how far I got at some point. I also had a great PUBG profile (long lost) back when that was early access. I just make them and play the game when it reaches a good state. However that being said your forums posts open up UE4 tuning to any general tuner who has a decent idea of what to do.

    Code Vein is working satisfactory with very minimal anomalies and good to near perfect scaling depending on what area you are in. My .ini tweaks are mainly there to buff up the settings beyond max and the game looks absolutely Fing fantastic with reshade on at very respectable frame rates and to me that is what SLI is for going beyond in IQ and frame rates with minimal anomalies. Code Vein working in about an hour or two also helped having an old 2way profile which took quite some time to make a couple years ago. Those broadcast bits do not help with the anomalies because I think they are caused by a bad setting in the .ini I may look into this later but the game is tuned to my satisfaction at this point. However yes there is more left to be had but I can't justify spending bonkers time on this game.

    I have catalogued your unity/UE4 tuning so I can easily reference them this makes tuning quicker I am going to practice on a game called Ghostrunner in my spare time which is a UE4 game. At a quick glance it will not be easy.

    Also it kinda breaks my heart a little not being able to use sgssaa+msaa in dx11 titles. Reshade is pretty damn good though and if you play with smaa+fxaa you get good results in 4k and above.

    I feel like I have hit an impasse with Genshin and Monster Hunter maybe you should give those two a crack as they are definitely different to tune then other games so far at least from my experience. Bits either do nothing or crash the game entirely and then when testing on another system it reacts totally different.
     
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  8. A M D BugBear

    A M D BugBear Ancient Guru

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    There is one game I know for a fact that MSAA+SGSSAA works in a DX1x title:

    One of them is:

    COD: Ghosts

    However, you can't go over x4 quality as anything above that, you will not notice any jack diddle doo difference.

    Known this, ever since I owned the GTX 690, which was a very good card for its time.

    You should try out: DX9 or even DX 10 version of Crysis 2+Maldo mod+ MSAA+SGSSAA, despite how old the game is, far as Image quality(AA) is concerned, absolute crushes alot of games, Still look absolutely fantastic, even give today's games run for its money.
     
    Last edited: Jan 8, 2021
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  9. Kozary

    Kozary Member Guru

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    GPU:
    980Ti Quad SLI
    Risk of Rain 2 - 3way SLI

    Compatibility bits - 0x080020F5

    Scales like an absolute charm in 3 way SLI. 270% scaling with settings maxxed out. This was a very easy game to get working and have no idea why it had no profile on release. I measured 100-130fps in 5120x2880 (5k) resolution with all 3 cards going a single gpu was around 45fps sometimes as low as 29fps. However my frame rate testing consisted of me just running around levels.

    No graphical anomalies or issues.



    Extra bits if your game is crashing.
    During testing I was also using:
    Broadcast - 0x0000100A
    Hack - 0x00010000 (Rugby 18, Need for Speed, Plants vs Zombies Garden Warfare 2, Star Wars: Battlefront (2015))

    IF you run into any stability issues just add those the game was rock solid with that enabled however im 99% sure you do not need them. This is just my baseline unity SLI profile. But testing was done quite some time ago.
     
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  10. A M D BugBear

    A M D BugBear Ancient Guru

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    Hello again, question for you again Kozary:

    Going back to Monster Hunter, Ever came across the green graphical anomaly by any chance while you were tuning along the way?

    I remember on my side, awhile back ago, scaling was good but massive green graphical anomaly and I couldn't not get rid of it.

    Most of the Green Graphical Anomaly is coming from:

    Under Sli Broadcast (DX1x) Bits:

    0x00000<<~~ This hex here, I remember messing with the game called echo and had the same problems with the green anomaly but learned how to to fix it later, this hex can drastically help your scaling performance in some games.

    Even tuning within this particular hex, I can not get rid of it, I haven't been on the game for quite sometime, I might at a later time.
     

  11. Kozary

    Kozary Member Guru

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    Yes this is the main issue with the game. Ways to stabilize or help with it include a protocol and some broadcast changes the more GPUs you add the harder it is to get rid of. 2way is completely fine but 3way still has issues that i cannot mitigate with one particular in game effect.

    Some tuning notes as 5th bit = 0x00000 < (5th digit)

    under broadcast:
    The 8th bit - 1 or 9 work here but 1 works better. A reduces bus bandwidth usage but it will have anomalies (protocol for scaling with this bit at the bottom)
    6th bit - set as B, playing around with this particular bit causes bad frame pacing, full screen desyncs etc. B
    *3rd bit - I dont know why but it was set to 7 in my profile may have been a mistake

    are the main ones I use in 3way, the 5th hex is also potent at reducing anomalies. particularly A but it was not needed after adjusting the SLI Hack

    under hack:
    8th bit set to 8 is a must have, having a 4 here does have similar effects but not as good.
    6th - 2 may help stability but is kind of a left over from the 2way profile
    2nd - 8 may help stability but is kind of a left over from the 2way profile

    Compatibility bits are more simple in this game and work off a pretty generic set of bits.
    6th bit effects sync 2, 4, 8 better
    5th bit great for scaling and stability, 2
    4th bit effects scaling and stability 1, 7
    2nd bit, C seems to work best, A reduces bus usage but I remember it destabilized the game or hurt frame pacing.

    scaling was 203% out of 300. Each card added an equal amount of fps.

    The protocol for launching the game is simple. Launch the game in 32bit dynamic range, at this point you may be getting single GPU performance but once you load in change the "dynamic range" to 64bit and back to 32bit and scaling should kick in. Launching the game in 64bit seems to cause a lot of anomalies.

    I was still new to tuning when I set up these notes so they feel a bit incomplete so some of it is from memory


    I will do a more in depth post below of my current working bits for 3way in which the game is playable if you don't use the Palico's meowlotove. I have shared this profile with people and the success rate is generally pretty good but some people's computers do not like it at all including my other SLI setup, so I ended up with two sets working bits for this game.
     
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  12. A M D BugBear

    A M D BugBear Ancient Guru

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    Keep it going Kozary, Let the impossible become the possible.

    Speaking about the Sli Broadcast (DX1x) Bits:

    0x00000<<~~ This hex here that your were mentioning, I have toyed with this in the past with other games and doesn't seem to do much or if any at all, I'll look more deeper into it again, thanks for the input.

    Also in regards about:

    Sli Specific Hacks (DX1x):

    0x000000<<~~ This hex here, This usually helps for UE4 based games and among other games, games such as Hellblade, it is required for it to work properly but then again, its been a long time since I been back on that game. Normally I use the following Digits for this particular hex: 1, 5, and the Letter: B, 2 doesn't do much at all in my testing, but then again, depending on the game, this hex is a must to get your scaling going, but then again, I can not stress this enough, certain other bits and their hexs, "MUST" be changed, and at times, they work together, if one is left out, scaling will "NOT" work period.
     
    Last edited: Jan 27, 2021
  13. Kozary

    Kozary Member Guru

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    GPU:
    980Ti Quad SLI
    Monster Hunter World SLI

    First of all this game has some issues with SLI, 2way works fine but scales pretty bad, 3way works with some issues but gains same scaling as 2way. ~50-60% per GPU. This pertains mainly to when the DLSS update happened and it totally killed SLI off (almost). I'd rather just have proper true resolutions over blurring my game up with DLSS but each to their own. I've also never owned a system weak enough to need something like DLSS so I guess I just don't understand it. 4k120fps has been viable for over 5 years now.

    Current working 3way SLI bits:
    SLI Broadcast - 0x00700B01
    Compatibility bits - 0x8C0128F5
    Copy Engine - 0x00000020
    SLI Hack - 0x08000208

    Protocol - launch game in dynamic range 32bit and toggle to 64 back to 32, launching straight into 64bit = anomalies.

    8 Extra:
    ASYNC10_Enable - 0x42563729 ON - Enable dual core optimizations
    ASYNC10_NVAPI_MODE - 0x00000002 ALLOW_NOBLOCKING_SLISTATE - Allow specific non-blocking optimizations for GetCurrentSliState NVAPI
    PS_ASYNC_SHADER_SCHEDULAR_FLAGS - 0x00002000 DISABLE_SHADER_CREATION - Compile multiple shaders in parallel at creation

    Enabling these notched up the frame rate ever so slightly.

    TAA is broken with my profile. But it looks absolutely F'ing horrendous in this game absolutely do not recommend using it, use reshade instead but this game has very little to no jaggies.

    I found this profile left in my NV inspector with some suspicious looking bits left in it, particularly the 3rd hex on broadcast and the 6th hex on the hack they are most likely redundant and left in from testing I will look into it later and update if so. These bits have the best anomaly suppression for me and scaling does not tank during particle effects. During 3way meowcano has some serious issues.

    Extra note - in particular 2nd hex in compat bits as A lowers bus usage significantly as does 8th hex to A in broadcast. However I have plenty of bandwidth on a 8x pcie slot on my 3way system with the "working" profile. I also found that the same profile will not work on different computers and have a different profile for my other computer, this game is a PITA.

    Below are some notes on 3way testing:

    3way testing

    compat bits
    7th hex - not tested or useful to change
    6th hex effects sync - 2, 4, 8 better
    5th hex great for scaling and stability - 2
    4th hex effects scaling and stability - 1, 7
    3rd hex best left 0
    2nd hex, C works best on my system, leaving this empty puts a lot of load on bus bandwidth probably fine on RTX cards, I don't remember if i tested this bit thoroughly but it would be worth doing in any future updates.


    Broadcast
    8th 1 & 9 do good, 1 better
    6th 1 helps stability, 3 bad frame pace but changes stability, 6 full screen desync , B flash flies fix, A stalling fix
    5th B smoke almost disappears, A overbloom on flash, 8 possible scale bit, 5 frame rate smoother, 2 astera water no flicker,

    These are largely incomplete notes for some reason, but on the hexes listed I did test from 1-F as this was one the first game I made a profile for. 2way SLI is stellar in this game but 3way is very hard to suppress the anomalies while 95% of them are gone the few that are left are annoying as the meowcano is a staple in speed running monsters.
     
    Last edited: Feb 8, 2021
  14. A M D BugBear

    A M D BugBear Ancient Guru

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    Ever fixed the Green Anomaly Issue?? Was it coming from the Sli Broadcast (DX1x) Bits or something within the game settings? I haven't been on that game in quite sometime.
     
  15. Kozary

    Kozary Member Guru

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    The guiding flash flies in the game causes the issue, the thing on your characters hip and pretty much everywhere throughout the entire world. There is no way to disable the particles afaik.

    There isn't any particular bit that causes the issue iirc all I remember is it started during the DLSS update.

    The bits that effect the issue:
    The 8th hex in hack
    5th, 6th and 8th hex in broadcast
    The 5th hex in compatibility bits and also the 4th from my testing also help stabilize the issue.

    In 3 way anomalies come off sparks and are the same yellowy color. Similar to the green anomaly issue but not off of the flash flies and it only pertains to the effect its self not the entire screen however the 3way profile was still in early days. This is one of those games I think 2way SLI is the way to go if at all.
     

  16. A M D BugBear

    A M D BugBear Ancient Guru

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    Ever tried using older drivers to see if problems persists?

    EDIT:

    As before, I only use 43x.xx branches and under as they all work perfectly along with RS2 of win x64, I know rather old but it works excellent on what I have to do, later on, I will be testing other Redstone branches but in the far distant future.

    Whenever I am very curious about a specific driver branch, I load up my #1 Quad Sli Game Testing of choice, and its none other then:

    Rise of Tomb Raider + My custom made bits

    If it does not work then I know 200% that any of the game I previously tuned for 4-Way Sli, will not work period, All I need to do is test just that one game(Mentioned above), if it works then I know all my other games that I tuned previously will work, Absolutely no exceptions to this whatsoever.

    Surprised 3-Way Sli is even working on the driver branches your using, but then again, my focus is NOT on 3-way, my entire focus is 4-Way(Quad Sli).
     
    Last edited: Feb 9, 2021
  17. Kozary

    Kozary Member Guru

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    GPU:
    980Ti Quad SLI
    I built the SLI profile on 43x.xx before updating to 445.75 and noticed no difference in SLI.
     
  18. A M D BugBear

    A M D BugBear Ancient Guru

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    GPU:
    4 GTX 970-Quad Sli
    Interesting, good to hear that 445.xx drivers are not given you any problems.

    Thanks for your work on monster hunter, I might go back on it in the future.
     
  19. Kozary

    Kozary Member Guru

    Messages:
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    GPU:
    980Ti Quad SLI
    Valheim SLI 3way

    Compatibility bits - 0x0A00E0F5
    Compatibility bits (alternative) - 0x0000E0F5 //use these if you have major flickering
    SLI Hack - 0x70000000

    In your valheim_Data folder there is a boot.config file you need to add:
    gfx-enable-gfx-jobs=1
    gfx-enable-native-gfx-jobs=1
    I just added these to the top otherwise gpu usage is low even on single card, this helps with multithreading.

    You also need the game to be in exclusive full screen which you may need to press alt enter a few times to get it to go there even with the launch command.

    Game settings maxxed out default blur settings disabled as I enjoy seeing whats on my monitor.

    Scaling is 250% in a heavily built up base with lots of fires 28 to 70fps and in non built up areas i see 70 to 200fps. Tested in 1440p as i cannot get this game to DSR yet.

    I may update this profile further, it has very minor flickering when its raining on light reflections they are intermittent and in some surfaces on mountain biomes. However not really a nuisance.
     
    Last edited: Mar 24, 2021
  20. A M D BugBear

    A M D BugBear Ancient Guru

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    GPU:
    4 GTX 970-Quad Sli
    Yeah, I agree with you about blur in general.

    I am really not a big fan of the blur in general myself, I like my overall image quality crisp and clean throughout the whole scene.

    There is a very special exception to this though(For Me), like if someone is waking early in the morning, all drowsy and Shi! and or someone got knocked out unconsciously for a bit, then starting to regain conscious, this I can totally understand, other then that, forget about it.

    I can understand about out of focus and such, again, I don't mind it, just not to excessive on it...

    Motion blur is another that thing I don't really mind using, its works pretty good with TAA in certain games as with TAA leaves slight blur trail while rotating your camera around, it works pretty good together.

    All depends on the circumstances.

    Now, when it comes to what I do, 4-way sli, if its needed then I will use it.
     
    Kozary likes this.

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