Robobandit
Member
I'm enjoying it a lot myself, but I'll enjoy it more if they fix the stuttering issues..
I moved it to my SSD and downloaded the newest AMD driver and now the stuttering is gone.Does the HDD activity light seem to indicate that you're bottlenecked by the HDD? You could try. It seems like the game has issues streaming assets.
I feel like the only person on Gaf who's enjoying this.
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3-5fps at 4KGoing to enable anisotropic filtering x16 but can anyone tell me what performance hit this takes on the game
Going to enable anisotropic filtering x16 but can anyone tell me what performance hit this takes on the game
Just got a copy. My specs:
i5 2500k @4.5 GHz
2GB GTX 670
8GB RAM
I've settled on all high, except water on Ultra, and have in-game vsync on 1, with a frame buffer of 2 and DoF and Motion Blur off. I put the "weakest" AO but I don't try the others, may be it runs.
I also cchanged my refresh rate to 50Hz and am using MSI Afterburner to limit it to 50fps. No lie, I'd never tried it before, but had seen people mentioning they do it sometimes, but perfectly vsync'd 50Hz looks like 60. I doubt I'd be able to tell if put on the spot. I had no idea.
Well, let's hope for the best (sorry if late, haven't seen this being posted)
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(Graphics Technical Director on Watch Dogs)
It also goes to show that this dev isn't one of the PC programmers and probably doesn't know the full story.Same dev that said the stuttering was to do with VRAM and that people should turn down textures (disregarding the fact that people with Titan's are also getting the same issues)
I won't hold out any hope...considering it shipped in this state in the first place and that the guy who tweeted that said they did a great job with the port tells me there is serious delusion going around Ubi.
Hooo eeeee!
For like the 20th time, its unoptimized on the consoles as well(why do you think its only 900p?). A decent PC will run this at console levels just fine. Its just people want more than that, and it'll hopefully get there soon with a bit of patching.Well one reason i bought it for PS4
Well one reason i bought it for PS4..is this because Ubi is always bad in optimization.
If uplay is stuck on looking for updates does that mean I cannot play watch dogs?
I understand what you are saying. Especially for anyone with a medium or low end PC. But even with medium textures I can easily make the game look much nicer than the PS4 version and get 60 fps. So that is why I chose the PC version over PS4.
I'm OK with 900p but 30 fps and an inferior image quality does not cut it for me. As much as these issues are a pain, it's worth it for what is still a superior version.
Hell it's worth it just so I can use TXAA, because DAMN it makes a HUGE difference! I'd probably choose TXAA over Ultra textures anyway to be honest.
Same dev that said the stuttering was to do with VRAM and that people should turn down textures (disregarding the fact that people with Titan's are also getting the same issues)
Plenty of people on Ubi forums with Titan's single and SLI reporting stuttering into single digits, also people in this very thread with Titan's reporting stuttering issues...but you know, your's works so I guess it can't be happening then.
I moved it to my SSD and downloaded the newest AMD driver and now the stuttering is gone.![]()
I seriously doubt that people with Titans are having _the same_ issue. I see almost no stuttering on GTX770 with 4 GB in 2560x1600.
With phone DOF
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Without phone DOF
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It sure can. But for a different reason than running out of VRAM on 2-3 GB videocards, you know.
Today, Ubisoft is launching its long-awaited Watch Dogs, a 3D open-world game in which the goal is to hack computer networks and take control of data nets to solve puzzles and track down story objectives instead of simply gunning down everyone you meet. Watch Dogs has been held up as a visually stunning title that takes full advantage of modern GPU capabilities and, notably, it makes prominent use of Nvidias GameWorks technology. For those of you that havent followed the GW saga, GameWorks is a set of proprietary libraries, distributed by Nvidia, used to implement common DirectX 11 functions. Developers that use these libraries cannot share the code with AMD for optimization and, in some cases, cannot see the source code at all. The result has been a competitive landscape that has often been significantly tilted against AMD.
Over at Forbes, reviewer Jason Evangelho has tested the R9 290X against the Nvidia GTX 770 with full results in a range of configurations coming today. His preliminary results show exactly the kind of skewed pattern Id previously been concerned about, with the GTX 770 pulling ahead of the more expensive R9 290X at lower detail levels and only slipping barely behind at the highest 1080p settings.
A quick check of the other Watch Dog reviews popping up across the net shows a different (and more conventional) performance distributions, with the R9 290X outperforming the GTX 770 by 18-20% at High detail in 1080p. Thats a bit lower than the typical margin of roughly 25% in a non-GameWorks title, but its not ridiculously low the way weve seen in some other GameWorks games like Arkham Origins. The other thing they reveal and something I can vouch for myself in the small amount of time I had to run my own tests is that this game is in pretty wretched shape.
Even on a GTX 770 with High Texture quality (recommended for GPUs with a 2GB frame buffer), the game tends to skip and stutter with unexplained performance drops. Rotate the camera quickly, and youll see the game engine stutter as it tries to keep up. This occurs on both graphics cards, but the problem honestly seems worse on the Nvidia side of the fence. Meanwhile, in the absence of an official timedemo, reviewers were free to create their own test runs and many, including Guru3D, complained that the games performance was so erratic, it had to kill their attempt to test multiple cards due to high run variation.
I got the impression that most people can get it to run at 30fps locked ok, its just when trying to push the framerate or settings that the stuttering becomes an issue?I know this is a different dev team, but this is the fourth AAA ubi game in a row on PC with performance issues at launch, I would say they have had a fair chance of doing quality control correctly by this point.
Also it doesn't run at console levels just fine, the stuttering still happens for people even with settings lowered and we shouldn't have to wait for patches to get a playable product.
I thought you hated DoF man? What happened?With phone DOF
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Without phone DOF
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Is this the kind of thing that could be injected into the game GeDoSaTo-style with a custom solution? Looks so very nice.With phone DOF
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Without phone DOF
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Poor reading on my part, this makes more sense now, thanks.
screw the in-game v-sync.
i think people who want less tearing are running it in a borderless window.
Personally I don't like TXAA. Huge performance hit and it just looks like it blurs the screen.
¯\_(ツ_/¯
Not necessarily all cases. but DEFINITELY in this case. The game's Vsync option introduces a virtual ton of input lag.Some clarification on this because I'm not sure -- is it better in all/most cases to ignore a game's v-sync setting and leave it off, and instead use the v-sync setting in the AMD/Nvidia video driver software?
Some clarification on this because I'm not sure -- is it better in all/most cases to ignore a game's v-sync setting and leave it off, and instead use the v-sync setting in the AMD/Nvidia video driver software?
Than you're one of the few lucky ones, I have a msi 770 4gb and had to put the textures on medium to get a non stutter locked 60 frames on the gameI seriously doubt that people with Titans are having _the same_ issue. I see almost no stuttering on GTX770 with 4 GB in 2560x1600.
With phone DOF
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Without phone DOF
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How did you hide the HUD and got into first person view?
Is this the kind of thing that could be injected into the game GeDoSaTo-style with a custom solution? Looks so very nice.
I have a couple questions for the knowledgeable:
What are the pros/cons (or features, I guess of):
Temporal SMAA vs TXAA
NVIDIA: "On" vs. "Adaptive" V-sync
I've been using Temporal SMAA so far.. I haven't had a lot of experience with games offering it so far but I think it looks pretty excellent.
figured he's in a parked car in first person.You can hide the hud by editing your GamerProfile.xml file. He's not in first-person, he probably just moved the character close to an object and rotated the camera until the character was out of shot.
What are the pros/cons (or features, I guess of):
Temporal SMAA vs TXAA
NVIDIA: "On" vs. "Adaptive" V-sync
Not necessarily all cases. but DEFINITELY in this case. The game's Vsync option introduces a virtual ton of input lag.
Not as far as I know but with Watch Dogs specifically I'm finding the in-game v-sync to be awful for performance, read quite a few posts saying the same thing too.
Man I love playing "looking for Uplay updates"
Fuck this utter bullshit.
I literally can't play on my TV because this bullshit stops Steam Big Picture mode from properly loading the game.
I have literally spent an hour trying to boot on my TV.
Thanks.Read the guide on geforce.com for Watch_Dogs.
If you have a 600 series or better Nvidia card, TXAA has hardware support, meaning better performance than certain other methods. TXAA is based on MSAA with a temporal aspect that targets the crawling or shimmering that you get in games during motion. So, 2xTXAA is 2xMSAA with Nvidia's temporal component. 4xTXAA is based on 4xMSAA.
Unlike MSAA, SMAA is a post-process AA solution, which means it operates on the final completed image, rather than on certain elements that comprise the image as it's constructed by the GPU. This can make it less effective, but means that it's simpler to add support for. It's really rather good performance-wise and quality-wise and definitely superior to FXAA which is another post-process solution. Temporal SMAA adds a temporal component that's again designed to target artefacts that appear where motion occurs (crawling etc). It's not as effective as TXAA and does not have hardware support, but it's less expensive performance-wise.
It's just a window. Like playing any game in windowed mode on PC, your monitor is operating at its native resolution and refresh rate and the game is just occupying space on it. The borderless feature thing that makes it "feel" fullscreen when you render at your monitor resolution is just an illusion (try changing the resolution in borderless windowed mode to see what I mean).Can anyone explain to me how exactly does this borderless window thing work, technically?
How come the picture is completely synced, there is not a single tear, EVER, and yet framerate is completely unlocked and goes over 60 easily ? Huh ?
I am playing on panny plasma btw.
What does this achieve exactly, do you use less VRAM this way? What do you set the res to in the file to sample back up to 1080p?Drop the res and turn on supersampling through config files guys.
It's just a window. Like playing any game in windowed mode on PC, your monitor is operating at its native resolution and refresh rate and the game is just occupying space on it. The borderless feature thing that makes it "feel" fullscreen when you render at your monitor resolution is just an illusion (try changing the resolution in borderless windowed mode to see what I meant).
The advantages you have described hold true for any game, however it's usually balanced out by avg. performance being considerably worse in windowed mode over fullscreen. I lose 10-15 fps.
It also goes to show that this dev isn't one of the PC programmers and probably doesn't know the full story.
Give them a chance man.
Hooo eeeee!
That's a fine looking screenshot.
For like the 20th time, its unoptimized on the consoles as well(why do you think its only 900p?). A decent PC will run this at console levels just fine. Its just people want more than that, and it'll hopefully get there soon with a bit of patching.
Performance drops for running in a window vary a lot from game to game. In watch_dogs I'm roughly talking I guess a 15% reduction in avg fps.What's that in percentage points if you don't mind me asking? I have never noticed a drop in performance because of borderless window gaming.
Can anyone explain to me how exactly does this borderless window thing work, technically?
How come the picture is completely synced, there is not a single tear, EVER, and yet framerate is completely unlocked and goes over 60 easily ? Huh ?
I am playing on panny plasma btw.