Flappy Pannus
Veteran
This isn't NXGamer's first bottleneck rodeo...
I mean, he's gotta upgrade that Zen2 CPU when the lowest-end Raptor lake i5's will have 10 cores...right?
This isn't NXGamer's first bottleneck rodeo...
He'll be sticking with it all gen, I'm sure... lolI mean, he's gotta upgrade that Zen2 CPU when the lowest-end Raptor lake i5's will have 10 cores...right?
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.
It's not even that. He was just plain running out of VRAM and the texture was failing to load.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.
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.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.
On my 2080Ti the game needs between 9GB to 10GB at any moment, even at 1080p.his doesn't happen on higher capacity GPUs like my 2080Ti.
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.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.
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.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.
As someone who games at 1080p with RT on an 8Gb GPU I can confirm this is not correctI posted some RenderDoc captures some time ago and even 1080p without RT can already consume almost 8GB in this game.
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.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.
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.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.
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.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.
What VRAM pressure? A 24GB GPU should not have VRAM pressure. The game isn't coming anywhere close to that.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, 24GB, my 2070 has 8GB. Turning RT off on that solves it on that. It does not happen on my 16GB RX6800.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..
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.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.
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.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 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.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.
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.
Ok I just tested with my 2080ti..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...