Current Generation Games Analysis Technical Discussion [2022] [XBSX|S, PS5, PC]

Anyway, despite all the other stuff... the game DOES have issues with texture loading at times. I would like Nixxes to look into fixing that.

Yeah I see he's counting that as a part of the 'loading', but if it was a pure bandwidth/io issue it doesn't make sense that it would always be 1-2 building faces when the vast majority of the city is loaded fine.

Like the opening scenes with the Fisk logo on the armour of the goon and the police radio on the shoulder of the cop always don't load properly, that's a bug, not a processing limitation.
 
Yeah I see he's counting that as a part of the 'loading', but if it was a pure bandwidth/io issue it doesn't make sense that it would always be 1-2 building faces when the vast majority of the city is loaded fine.

Like the opening scenes with the Fisk logo on the armour of the goon and the police radio on the shoulder of the cop always don't load properly, that's a bug, not a processing limitation.
It's not even that. He was just plain running out of VRAM and the texture was failing to load.

I posted some RenderDoc captures some time ago and even 1080p without RT can already consume almost 8GB in this game. It's no coincidence that his video is showing 8-16GB/s on the PCIe bus when he's trying to run it with RT at whatever resolution. This doesn't happen on higher capacity GPUs like my 2080Ti.
 
It's not even that. He was just plain running out of VRAM and the texture was failing to load.

I posted some RenderDoc captures some time ago and even 1080p without RT can already consume almost 8GB in this game. It's no coincidence that his video is showing 8-16GB/s on the PCIe bus when he's trying to run it with RT at whatever resolution. This doesn't happen on higher capacity GPUs like my 2080Ti.
He is 100% certainly running out of VRAM, and that's definitely putting the stress on his PCIe bus, but let's make no mistake.. some textures fail to load higher mips, even on my 2080ti. It's an issue with the game. Either a bug, or how it's coded.

No matter what I tried, I couldn't get this to load in lol
20220909221557-1.jpg
 
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On my pathetic old PC, which has a pathetic i7 3770K, and a regular old HDD, I run the game locked at 30fps, native 4K, max settings and max RT, on my 2080Ti, I am not even using the full power of the GPU (barely 80% GPU usage, as I am massively CPU limited), I can do locked 40fps, but I get CPU limited in many crowded scenes and web swinging. The PS5 can just do 40fps at native 4K with low RT. How that guy thought the PS5 is on the same level of 2080Ti/3070 is beyond me.

his doesn't happen on higher capacity GPUs like my 2080Ti.
On my 2080Ti the game needs between 9GB to 10GB at any moment, even at 1080p.

some textures fail to load higher mips, even on my 2080ti. It's an issue with the game. Either a bug, or how it's coded.
It's not like the game is loaded with heavy textures, nothing special on show here, there are far more complicated textures in other demadning PC games that work fine with no problems even with HDDs, this is simply a small bug.
 
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It's not like the game is loaded with heavy textures, nothing special on show here, there are far more complicated textures in other demadning PC games that work fine with no problems even with HDDs, this is simply a small bug.
Well again, this game, more than others, is designed specifically for console hardware with a unified memory architecture. So it's simply an issue of the way the game is coded to be very particular with how it manages memory.

During the translation to PC, it's not surprising that certain issues like this could pop up. It seems to me like an issue that just needs a bit more attention... not that it's anything impossible. With these projects budgets and time are finite.. and if we look at the issues the game had in the week leading up to launch, and the fact that it was still heavily being worked on.. we can assume some things slipped through the cracks. This issue being one of them.

I'm hoping that now that the dust is settling on the launch, they can get in there and fix up some of these issues.
 
I posted some RenderDoc captures some time ago and even 1080p without RT can already consume almost 8GB in this game.
As someone who games at 1080p with RT on an 8Gb GPU I can confirm this is not correct

I even fired the game up to confirm before posting..
  • Times Square (Heaviest part of the game)
  • Very High Textures
  • Ray traced reflections on high
  • Ray traced geometry detail on high
  • Object range 7

At native 1080p with an 8Gb RTX 3060ti I'm seeing between 6 and 6.7GB of VRAM use and didn't see it go over 7GB.
 
Yeah I see he's counting that as a part of the 'loading', but if it was a pure bandwidth/io issue it doesn't make sense that it would always be 1-2 building faces when the vast majority of the city is loaded fine.

Like the opening scenes with the Fisk logo on the armour of the goon and the police radio on the shoulder of the cop always don't load properly, that's a bug, not a processing limitation.
I do not, I even call this out at the end and state the AMD cards suffer more here and it needs to be resolved, the issue is likely the pool of Vram/Sysram being used and how this is allocated across the scene.

Also, it is NOT a bug, turn of RT (as I note in the video even) and this loads properly and it even loads fine on the 750Ti test later in the video.

At least watch the video and comment on real parts, not cherry picked sections so the discussion is genuine.
 
I do not, I even call this out at the end and state the AMD cards suffer more here and it needs to be resolved, the issue is likely the pool of Vram/Sysram being used and how this is allocated across the scene.

Also, it is NOT a bug, turn of RT (as I note in the video even) and this loads properly and it even loads fine on the 750Ti test later in the video.

At least watch the video and comment on real parts, not cherry picked sections so the discussion is genuine.
The mip loading issue can happen regardless of RT being on or off. Some mips never fully load.. even on GPUs with massive frame buffers at lower resolutions.
 
The mip loading issue can happen regardless of RT being on or off. Some mips never fully load.. even on GPUs with massive frame buffers at lower resolutions.
Yes, as in the video and above I note that, but you can reduce the impact by reducing the VRAM pressure. Which is in the video and demonstrated, with RT off those main scene mips always load, with it on, then they often do not.
 
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Yes, as in the video and above I note that, but you can reduce the impact by reducing the VRAM pressure. Which is in the video and demonstrated, with RT off those main scene mips always load, with it on, then they often do not.
What VRAM pressure? A 24GB GPU should not have VRAM pressure. The game isn't coming anywhere close to that.

The fact that you're saying they always load when RT is off, would point to a bug or code issue (allocation) IMO..
 
What VRAM pressure? A 24GB GPU should not have VRAM pressure. The game isn't coming anywhere close to that.

The fact that you're saying they always load when RT is off, would point to a bug or code issue (allocation) IMO..
WHAT, 24GB, my 2070 has 8GB. Turning RT off on that solves it on that. It does not happen on my 16GB RX6800.

If you call less VRAM a bug, then yes, I would not though.
 
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WHAT, 24GB, my 2070 has 8GB. Turning RT off on that solves it on that. It does not happen on my 16GB RX6800.

If you call less VRAM a bug, then yes, I would not though.
This issue happens on 3090s... RT on or off... so VRAM pressure doesn't make sense, because the same thing happens on much larger GPUs.. For example the cop who radios for backup at the start of the game.. the radio is ALWAYS like that. I've never seen that scene not have that issue on an Nvidia GPU, RT on or off.

If it's fine on your 6800 16GB.. then that points to it being a bug/code issue.
 
This issue happens on 3090s... RT on or off... so VRAM pressure doesn't make sense, because the same thing happens on much larger GPUs.. For example the cop who radios for backup at the start of the game.. the radio is ALWAYS like that. I've never seen that scene not have that issue on an Nvidia GPU, RT on or off.

If it's fine on your 6800 16GB.. then that points to it being a bug/code issue.
No it does not, it points to a Memory Allocation issue at best that MAY be improved with more time and changes but WILL be improved with more Ram.
Again, you are still ignoring the fact it DOES NOT happen on the exact same card with RT off as VRAM use is reduced/has more available for mips.
 
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No it does not, it points to a Memory Allocation issue at best that MAY be improved with more time and changes but WILL be improved with more Ram.
Again, you are still ignoring the fact it DOES NOT happen on the exact same card with RT off as VRAM use is reduced/has more available for mips.
No.. it will not... because GPUs with more VRAM are NOT fixing the issue.... These mips don't load late... they don't load AT ALL in many cases.

In your video you SPEAK about these issues being cleared up with faster CPUs, more RAM ect ect... but you never SHOW it.

If you're saying it works on your 2070 with RT off... and I'm telling you it doesn't on a 3090 with RT off.... then CLEARLY is another issue and not a VRAM issue..
 
I do not, I even call this out at the end and state the AMD cards suffer more here and it needs to be resolved, the issue is likely the pool of Vram/Sysram being used and how this is allocated across the scene.

Also, it is NOT a bug, turn of RT (as I note in the video even) and this loads properly and it even loads fine on the 750Ti test later in the video.

At least watch the video and comment on real parts, not cherry picked sections so the discussion is genuine.

If the issue presents itself with RT on, on a 2080Ti with 11GB of VRAM at over 600GB/s, and does not present on a 750Ti with 2GB VRAM at 86GB/s with no RT, then that is quite blatantly a bug related to memory allocation in RT mode. There is no amount of RT this game can apply that would balloon memory requirements from 2GB to over 11GB and bandwidth requirements by 7x.

Nixxes have stated the difficulties they had ensuring the split memory pools of the PC were properly optimised for with the correct pool being used at the correct time given this game was originally developed for a UMA, this is likely just an area that needs additional tweaking.
 
If the issue presents itself with RT on, on a 2080Ti with 11GB of VRAM at over 600GB/s, and does not present on a 750Ti with 2GB VRAM at 86GB/s with no RT, then that is quite blatantly a bug related to memory allocation in RT mode. There is no amount of RT this game can apply that would balloon memory requirements from 2GB to over 11GB and bandwidth requirements by 7x.

Nixxes have stated the difficulties they had ensuring the split memory pools of the PC were properly optimised for with the correct pool being used at the correct time given this game was originally developed for a UMA, this is likely just an area that needs additional tweaking.
Ok I just tested with my 2080ti..

The high detail mips take 15 seconds to load in... with RT off.. That is NOT fast enough to happen within the context of the cutscene.. so you never see that quality.


If certain cards with less VRAM are loading in these mips faster than my machine, then there's a bug...
 
Ok I just tested with my 2080ti..

The high detail mips take 15 seconds to load in... with RT off.. That is NOT fast enough to happen within the context of the cutscene.. so you never see that quality.


If certain cards with less VRAM are loading in these mips faster than my machine, then there's a bug...

How does performance look in that opening cutscene on your system with NXG's Fidelity mode matched settings? I'm curious to see if he's correct in the assumption that it's performing on par with a 2080Ti/3070.

The issue of course with such comparisons is the behaviour of DRS which is different between the two systems. You'd really need to run the scene on the 2080Ti without DRS at both the upper and lower bound of the PS5's DRS range and then try to infer the performance comparison from that. I believe the PS5 ranges from 1512p-2160p in that mode.
 
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