If you have frequent crashes, try to clean DirectX cache from disk cleanup. Also, try to play at stock settings(no GPU OC etc).
Thanks XenthorX. When the crash happened I did disable Raytracing and proceeded further but I like the Raytraced implementation on some levels. Koboh looks very nice with it on. I feel you guys are presenting better solutions than Respawn. lol! I'll play with the configs and report back. Was there any difference when changing the variable to 1?
I'm going to give this try. Thank you for taking the time to do this. You're always helping others man. I guess my 1 day retirement of Jedi Survivor is over.
STAR WARS Jedi Survivor Patch May 1st 2023 CPU Bottleneck Test 1080p 1440p 2160p.Patch helped a little with bottleneck on CPU with Ray Tracing off. Running from Riverbed Watch to Ramblers Reach Outpost where it is hard on the CPU Results of test Jedi Survivor Epic Settings RT OFF ♦ CPU - Intel 13700KF With MSI MAG Core Liquid 360R V2 ♦ GPU -GIGABYTE GeForce RTX 4090 GAMING OC ♦ RAM - CORSAIR Vengeance 32GB CL36 6400MT's ♦ Mobo - ASUS Prime Z-690 P DDR5 (BIOS 2212) ♦ NVME - ADATA XPG GAMMIX S70 Blade Read:7400MB/s; Write: 5500MB/s 1920x1080 JediSurvivor.exe benchmark completed, 7638 frames rendered in 63.219 s Average framerate : 120.8 FPS Minimum framerate : 84.1 FPS Maximum framerate : 155.6 FPS 1% low framerate : 53.0 FPS 0.1% low framerate : 15.1 FPS 2560x1440 JediSurvivor.exe benchmark completed, 7707 frames rendered in 63.703 s Average framerate : 120.9 FPS Minimum framerate : 85.3 FPS Maximum framerate : 154.6 FPS 1% low framerate : 55.8 FPS 0.1% low framerate : 12.4 FPS 3840x2160 JediSurvivor.exe benchmark completed, 6949 frames rendered in 63.875 s Average framerate : 108.7 FPS Minimum framerate : 80.8 FPS Maximum framerate : 128.0 FPS 1% low framerate : 46.3 FPS 0.1% low framerate : 15.3 FPS
With rt culling enabled the rt effect are visible instantly, you don’t see zones of rt effect loading one after the other, end result is the same. I’m playing the full game with RT enabled but there’s a boss sequence that consistently crashes, despite my best effort, playing it in loop while trying options to prevent crashes. On fresh reboot with Downclock of -500MHz core/memory I was able to complete the sequence without crash, with raytracing but that’s not satisfying.
Unsure if it's the new drivers, resetting the game settings after patching or the page file suggestion but performance does seem improved and the gfx glitches I was seeing have gone. I noted that the game started crashing after the patch, the only other difference apart from patching was that I switched to HDMI sound, dropping it down to 44hz from 48hz seemed to fix it, could be a coincidence but I had been using my sound card before (I use the TV sound late at night). I'm not sure how I compare it to the original so far, I like it but some of the enemy battles leave me a bit confused as in human enemies and bosses are really easy, but some creature enemies seem hard (maybe I'm slow at reacting or they just seem crazy aggressive and leave little time to attack them).
This game runs so much better when RT is turned off, way more stable. My GPU is basically locked at 100% usage when RT is turned off at 4K Epic quality, but with RT turned on, the GPU usage will sometimes drop to the low 90s. This is obviously a CPU optimization issue with BVH structures. I know that the CPU is often used to setup BVH structures for RT, and that this can increase CPU usage substantially. Hopefully they can iron out that problem in future patches, but honestly, we're not missing much with RT disabled it seems.
I believe I found the culprit for my crashes: Landscape Ray Tracing. Forcing Raytracing off for landscapes solved my crashing, looking into more advanced options regarding landscape rt now. Hopefully most the environement is built around static meshes and not UE Landscape, would also explains why the worlds using landscape the most are more prone to crashing than others, at least to me. Code: r.RayTracing.Geometry.Landscape=0 r.RayTracing.Culling=1 r.RayTracing.Culling.Radius=15000 r.Raytracing.Culling.Angle=0.5 Here is the *.pak to disable landscape Ray Tracing (it only does that): RT Comparison: Spoiler Without RT With RT
That only works with RT off and I used that "trick" to play Fallen Order "smoothly" on my old i7-4770K GTX 1080 Ti system. However, with Survivor and RT enabled, all the 30 fps cap does is lower the bar so that I got more drops below 30 fps and even with G-SYNC the game just never felt smooth. I never tried the same cap with RT off though but, to be honest, playing any game at 30 fps on PC, even with an Xbox controller like I do, is not a pleasant experience due to being sat much closer to the monitor. I adapt eventually but motion generally looks terrible. I am kind of spoilt these days as anything less than 60 fps is not ideal for me personally and I can immediately feel when a game drops to 59 fps or lower even with G-SYNC on. I am now getting very fond of 120 fps caps (though I have to say that I cannot see or feel any difference above that which is why I cap all my games at 120 fps unless they have DLSS3 frame generation as they don't work with that) so 60 fps is now the minimum that I can tolerate with any PC game for long play sessions.
Of course 30FPS is unacceptable and I don't use ''Quality'' mode on my consoles due to that. Performance mode and 60FPS is the way to go. Sadly from that video we can understand that the developers don't care to optimize their games for performance mode. Forza games, DOOM games, Gears of War games(heavily modified UE engine) and RE games are the only games left that don't have stutters..Even CP 2077 with path-tracing enabled doesn't have stuttering..
It surprises me how problematic Unreal Engine 4 is on PC given its age. Previous versions of Unreal Engine had their issues such as texture streaming pop in but they generally ran very smooth. I guess DX12 is the real problem here rather than the engine as other game engines are affected by shader compilation and traversal stuttering too (such as Frostbite in Dead Space Remake for the latter). I am surprised that more developers aren't using Vulkan as that just seems to be a better all-round API in the games I've played and less prone to stuttering.
I think I managed to improve the stutters by a good margin, with my new config. But I would like some people to test it and confirm it works. Here the the file. Just put it among the other paks. https://drive.google.com/file/d/12s4uC2LmW11WgpdtHbOjfSZZvA8yayZq/view?usp=sharing
Among the games of the last 2-3 years that I have played: Death Stranding, Spiderman & Miles Morales, Returnal, Days Gone, A Plague Tale Requiem, Scorn, Uncharted 4, NFS Unbound, Hi-Fi Rush, Control, Sackboy, God of War and Marvel's GoTG have no stutter issues. RE4 Remake and TLOU are also almost perfect about stuttering. I don't understand why you want to make things look much worse than they are.
Returnal has traversal stutters. Plague Tale: Requiem has traversal stutters. Scorn has shader stutters. Control stutters with RT Marvel's GoTG has traversal stutters. The fact that you don't see them, doesn't make them not existent. You are just not THAT sensitive to stuttering.
You're wrong. I'm very sensitive to stuttering, but those games you talk about are stutter free. I played them on the 4090 and never had any problems. Maybe only Control has a bit (but these are very low spikes). Have you tried Returnal after the latest patches?