Tried the 7.0 patch. No stuttering for me with DLSS 3/Quality - not even in the worst area (Koboh Cantina and around there). I used to have a little stuttering with the PD DLSS3 mod, but not here. Consistent 100+ FPS with everything maxed, including RT/4K. They also fixed the Occlusion issue (white artifacts flashing). Actually feels very smooth now - though the artifacts in menus because of DLSS3 are distracting. Also, they still have the crappy UI controls where you can't use the mouse for half the options. But this is finally how it should have been at release. Can't speak for crashes, though. Also, I don't know if the VRAM leak is still present. I kinda lost interest in this game - especially now with Starfield out and Phantom Liberty just around the corner. But I'm glad the game seems "worth it" for when I eventually get back to.
So did patch "fix" performance issues or atlest fix it enough for to acceptable? for what should been at launch?
That depends on what you mean by acceptable I have a high-end PC - and the game is now very smooth for me. It used to stutter like crazy. I don't really know how it plays on non-40 series GPUs - as they don't support DLSS3. I expect that it's now "reasonable" if you have "decent" hardware - depending on your preferences. I'm extremely picky when it comes to performance, personally - and it wasn't acceptable or anywhere near it before now.
I played 6 hours last night (luckily I'm off work today, so I could play late). I also had no stutters or flashes with all epic settings but with all effects (motion blur, etc.) turned off, DLSS Quality, FG on, vsync off. I installed it from scratch. Wonder if that may help folks with issues that had a previous existing install. EDIT: Also using nvngx_dlss 3.5.0
1080p/1440p @ 60 fps withOUT need this FSR/DLSS/FG that all game seem to need just hit that cause there so badly coded on none 4xxx cards special the supper expensive ones
Well, 4K with raytracing is a lot more demanding than people seem to realize. There's a reason console versions have to work from ridiculously low resolutions to make it even partially playable at 30-60 FPS But what's your hardware? I can "guestimate" based on that.
i highly doubt i would get 60fps out alot current games out of my 6700k and 1070ti, but at some time i dont expect it to look terrible on low and still run bad. and lot game that game out on low look like trash and ran like it too. I like to play the game but i wont bother get on pc if just gona run as bad as it does on ps5, i also like to know how it run ps5 now in "performance" mode RT means nothing to me to much hit to perfomance 4k like wise 1440p what i like to target one reason why i not bought new games is simply cause alot game that laucnhed this year and last came out on huge problem with peformance and low setting look like some 3 generations back
Well, a 6700k and a 1070ti is absolutely not up to the task of running modern games at 1440p at anything resembling high settings with 60 FPS. In that case, I would most likely prefer the PS5 version.
I tried this tonight and what a difference. Running 4k (DLSS set to quality with FG enabled) all at epic settings and the fps is now locked at 120fps 99%. FPS drops ever so slightly due to traversal stutter and even when it happens, it's really minimal now, blink and you miss it. I jogged around the bar area for a few mins and much better. I noticed the shader process lasted for 5~mins on loading, I did a fresh install of the game so could be that; it felt a lot shorter when I played the game after the first couple of patches. I did notice the ghosting some of you guys mentioned, I'll try the DLL older when I play again. I think I'll go on to complete the game at weekend now its running much better (hoping a patch may drop for Starfield in the meantime to fix HDR, maybe official DLSS support...lol. Another thing I wanted to mention was IQ, last time I played the game on a 3080, FSR2, some settings were on high. Now everything is on epic some of the texture work really shines, so much more detail it's kind of staggering, really clean crisp texture work with some nice HDR lighting.
It's a shame the FSR version didn't also get an update and better implementation. Although now with DLSS in place it might be possible to do a DLSS2FSR work around and see how it looks vs the official implementation lol
Do you game at 4K? Even an RTX 4090 cannot guarantee above 60 FPS at all times at 4K native with all the bells and whistles turned on. That's primarily due to the game's poor CPU optimization, as Nvidia cards need strong multithreading to be utilized properly. That's why HWL runs much better on AMD cards at lower resolutions. By comparison, Jedi Survivor ran much better for me at native 4K RT enabled, with an average FPS of 75.
What's up Gurus, You both are not seeing the white flashes? I'm seeing them on different levels. Other than the white flashes my game is near perfect. I wonder if it's due to me changing the Framegen file? I'm no longer using Snight's or XenthorX's .Pak file. Snight01's Pak was the one that got rid of the white flashes. I removed everything due to updating the game. @Carfax Do you see any white flashes?
************* Preparing the environment for Debugger Extensions Gallery repositories ************** ExtensionRepository : Implicit UseExperimentalFeatureForNugetShare : false AllowNugetExeUpdate : false AllowNugetMSCredentialProviderInstall : false AllowParallelInitializationOfLocalRepositories : true -- Configuring repositories ----> Repository : LocalInstalled, Enabled: true ----> Repository : UserExtensions, Enabled: true >>>>>>>>>>>>> Preparing the environment for Debugger Extensions Gallery repositories completed, duration 0.000 seconds ************* Waiting for Debugger Extensions Gallery to Initialize ************** >>>>>>>>>>>>> Waiting for Debugger Extensions Gallery to Initialize completed, duration 0.032 seconds ----> Repository : UserExtensions, Enabled: true, Packages count: 0 ----> Repository : LocalInstalled, Enabled: true, Packages count: 36 Microsoft (R) Windows Debugger Version 10.0.25877.1004 AMD64 Copyright (c) Microsoft Corporation. All rights reserved. Loading Dump File [C:\Users\warsc\AppData\Local\SwGame\Saved\Crashes\UE4CC-Windows-EADAE98D49A3755CB6246D830E4AB415_0000\UE4Minidump.dmp] User Mini Dump File: Only registers, stack and portions of memory are available ************* Path validation summary ************** Response Time (ms) Location Deferred srv* Symbol search path is: srv* Executable search path is: Windows 10 Version 22621 MP (16 procs) Free x64 Product: WinNt, suite: SingleUserTS Personal Edition build lab: 22621.1.amd64fre.ni_release.220506-1250 Debug session time: Thu Sep 7 00:30:13.000 2023 (UTC + 2:00) System Uptime: 0 days 3:07:41.730 Process Uptime: 0 days 0:20:22.000 ................................................................ ................................................................ ................................................. This dump file has an exception of interest stored in it. The stored exception information can be accessed via .ecxr. (2150.1fe8): Unknown exception - code 00008000 (first/second chance not available) +------------------------------------------------------------------------+ | This target supports Hardware-enforced Stack Protection. A HW based | | "Shadow Stack" may be available to assist in debugging and analysis. | | See aka.ms/userhsp for more info. | | | | dps @ssp | | | +------------------------------------------------------------------------+ For analysis of this file, run !analyze -v ntdll!NtGetContextThread+0x14: 00007ffc`dc490c64 c3 ret 0:005> !analyze -v ******************************************************************************* * * * Exception Analysis * * * ******************************************************************************* KEY_VALUES_STRING: 1 Key : Analysis.Elapsed.mSec Value: 736 Key : Analysis.IO.Other.Mb Value: 0 Key : Analysis.IO.Read.Mb Value: 0 Key : Analysis.IO.Write.Mb Value: 0 Key : Analysis.Init.Elapsed.mSec Value: 2114 Key : Analysis.Memory.CommitPeak.Mb Value: 120 Key : Failure.Bucket Value: APPLICATION_FAULT_8000_JediSurvivor.exe!Unknown Key : Failure.Hash Value: {edd082ad-c691-6b72-0cfc-9fc009c1d877} Key : Timeline.OS.Boot.DeltaSec Value: 11261 Key : Timeline.Process.Start.DeltaSec Value: 1222 Key : WER.OS.Branch Value: ni_release Key : WER.OS.Version Value: 10.0.22621.1 Key : WER.Process.Version Value: 4.26.2.0 FILE_IN_CAB: UE4Minidump.dmp CONTEXT: (.ecxr) rax=0000000000000000 rbx=0000000000000003 rcx=0000000000000000 rdx=00007ffcdc42d19a rsi=0000000000000400 rdi=00000000564dd770 rip=00007ffcd987531c rsp=00000000564dd590 rbp=0000000146905718 r8=3f80000000000000 r9=0000000000000000 r10=000000000011a4c0 r11=0000000000000000 r12=00000001a4911500 r13=0000000000000000 r14=00000000564dd770 r15=000000014678f420 iopl=0 nv up ei pl nz na pe nc cs=0033 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00000202 KERNELBASE!RaiseException+0x6c: 00007ffc`d987531c 0f1f440000 nop dword ptr [rax+rax] Resetting default scope EXCEPTION_RECORD: (.exr -1) ExceptionAddress: 00007ffcd987531c (KERNELBASE!RaiseException+0x000000000000006c) ExceptionCode: 00008000 ExceptionFlags: 00000080 NumberParameters: 1 Parameter[0]: 00000000564dd690 PROCESS_NAME: JediSurvivor.exe ERROR_CODE: (NTSTATUS) 0x8000 - <Unable to get error code text> EXCEPTION_CODE_STR: 8000 EXCEPTION_PARAMETER1: 00000000564dd690 STACK_TEXT: 00000000`564dd590 00000001`41d54957 : 00000000`00010000 00000000`00000000 00000000`00000000 00000000`00000000 : KERNELBASE!RaiseException+0x6c 00000000`564dd670 00000001`41d025bd : 00000000`00000000 00007ffc`973725f3 00000000`564dd690 00000000`00000000 : JediSurvivor!AK::WriteBytesMem::SetCount+0x11ef07 00000000`564dd730 00000001`42263e2c : 00000000`00000003 00000001`44d1925c 00000001`468bff50 00000001`468c011c : JediSurvivor!AK::WriteBytesMem::SetCount+0xccb6d 00000000`564ddbd0 00000001`4222f3c7 : 00000000`00000001 00000001`42202a87 00000000`0000004e 00000000`00000000 : JediSurvivor!AK::WriteBytesMem::SetCount+0x62e3dc 00000000`564dded0 00000001`42202123 : 00000000`564de0b0 00000000`00000ac3 00000000`00000001 00000000`219400e0 : JediSurvivor!AK::WriteBytesMem::SetCount+0x5f9977 00000000`564ddfc0 00000001`42201fd6 : 00000000`00000000 00000000`00000249 00000001`00000016 00000000`00000000 : JediSurvivor!AK::WriteBytesMem::SetCount+0x5cc6d3 00000000`564de070 00000001`422030e0 : 8000059f`e2800d6f 00000000`03000000 00000000`2193cd00 00000001`421fead1 : JediSurvivor!AK::WriteBytesMem::SetCount+0x5cc586 00000000`564de140 00000001`421f5fbb : 00000000`00000000 00000000`564de290 00000000`00000249 00000000`00000000 : JediSurvivor!AK::WriteBytesMem::SetCount+0x5cd690 00000000`564de190 00000001`422678f7 : 00000000`1acf09a0 00000000`564de4d0 00000000`564de408 00000001`41c13100 : JediSurvivor!AK::WriteBytesMem::SetCount+0x5c056b 00000000`564de380 00000001`425b76c8 : 00000000`00000018 00000001`4699bbb0 00000001`4699bbb0 00000000`00000000 : JediSurvivor!AK::WriteBytesMem::SetCount+0x631ea7 00000000`564de490 00000001`425b6fb7 : 00000000`00000000 00000000`00000018 00000001`4699bbb0 00000001`41cfceb7 : JediSurvivor!AK::WriteBytesMem::SetCount+0x981c78 00000000`564de540 00000001`425b6040 : 00000001`4699bbb0 00000000`564de6f9 00000000`00000040 00000001`4699bbb0 : JediSurvivor!AK::WriteBytesMem::SetCount+0x981567 00000000`564de660 00000001`423123f2 : 00000000`00000002 00000000`00000000 00000001`4699bbb0 00000000`00000003 : JediSurvivor!AK::WriteBytesMem::SetCount+0x9805f0 00000000`564de760 00000001`42703ba7 : 00000001`469f2fd8 00000000`00000000 00000001`469f2fd8 00000001`435834c4 : JediSurvivor!AK::WriteBytesMem::SetCount+0x6dc9a2 00000000`564df880 00000001`426f49d2 : 00000000`00000000 00000000`00000000 00000001`469f2fd8 00000000`10834060 : JediSurvivor!AK::WriteBytesMem::SetCount+0xace157 00000000`564dfdb0 00000001`41c13c7d : 00000000`10834098 00000000`00000000 00000000`00000001 00000000`00000000 : JediSurvivor!AK::WriteBytesMem::SetCount+0xabef82 00000000`564dfde0 00000001`41c13d03 : 00000000`10834060 00000000`00000000 00000000`00000000 00000000`00000000 : JediSurvivor!AK::WriteBytesBuffer::GetPos+0x6d4a7d 00000000`564dfe20 00000001`42dc7542 : 00000000`219473a0 00000000`00000000 00000000`00000000 00000000`00000000 : JediSurvivor!AK::WriteBytesBuffer::GetPos+0x6d4b03 00000000`564dfe50 00000001`42dc81d3 : 00000001`cea5a0a0 00000000`00000000 00000000`00000000 00000000`00000000 : JediSurvivor!AK::WriteBytesMem::SetCount+0x1191af2 00000000`564dfe80 00000001`41d64dd7 : 00000000`21916640 00000000`00000000 00000000`00000000 00000000`00000000 : JediSurvivor!AK::WriteBytesMem::SetCount+0x1192783 00000000`564dfec0 00000001`41d5fe21 : 00000000`21916640 00000000`00000000 00000000`00000000 00000000`00000000 : JediSurvivor!AK::WriteBytesMem::SetCount+0x12f387 00000000`564dfef0 00007ffc`db20257d : 00000000`21916640 00000000`00000000 00000000`00000000 00000000`00000000 : JediSurvivor!AK::WriteBytesMem::SetCount+0x12a3d1 00000000`564dff30 00007ffc`dc44aa68 : 00000000`00000000 00000000`00000000 00000000`00000000 00000000`00000000 : kernel32!BaseThreadInitThunk+0x1d 00000000`564dff60 00000000`00000000 : 00000000`00000000 00000000`00000000 00000000`00000000 00000000`00000000 : ntdll!RtlUserThreadStart+0x28 STACK_COMMAND: ~5s; .ecxr ; kb SYMBOL_NAME: jedisurvivor+11ef07 MODULE_NAME: JediSurvivor IMAGE_NAME: JediSurvivor.exe FAILURE_BUCKET_ID: APPLICATION_FAULT_8000_JediSurvivor.exe!Unknown OS_VERSION: 10.0.22621.1 BUILDLAB_STR: ni_release OSPLATFORM_TYPE: x64 OSNAME: Windows 10 IMAGE_VERSION: 4.26.2.0 FAILURE_ID_HASH: {edd082ad-c691-6b72-0cfc-9fc009c1d877} Followup: MachineOwner ---------
I'm playing with Framegen 1.0.7.0. along with using DLSS Tweak to force DLAA for excellent I.Q. I'm not using DLSS. I keep the res at native and use Framegen. I haven't crashed at all on Jedha by playing this way. Raytracing is not compromised, and we still get fantastic visuals due to no blurring or ghosting along with DLAA. Your PC specs are similar to my AM5 machine. If you made the changes, I would hope all crashing would disappear.
I would increase the pagefile too as Carfax stated. I did a while ago when he first talked about it months back.
Occasionally, but not very often. When they do show up though, they are over in a flash. Made me think I was seeing things in fact
Yeah that's way too technical for me to make sense of. I was thinking it would be something like what happened to me on the previous page, when I got the EXCEPTION_ACCESS_VIOLATION error. That wall of text doesn't really specify what the error is as far as I can tell. That said, I highly recommend increasing your page file size if you haven't done so already. This game from my experience is very finnicky about page files due to how it manages memory. I was getting crashes to desktop every 20 minutes during gameplay consistently and only by increasing my page file size (went from default 7.25GB to 20GB) did the problem go away. Did I mention I have 48GB of RAM? Obviously the game doesn't even come close to using that much RAM, but I think some programs just need a certain amount of page file to be able to utilize memory effectively. These programs or games are rare, but they definitely exist.
No, 1440p using the Epic preset. I think I am using some Engine INI tweaks (custom mod pak) though so I’ll check and delete it in case this is the reason the game isn’t running as well as expected. The perils of using mods and then the game getting patched…