Hogwarts Legacy [PC Details]

Yeah... this game doesn't look too hot on 8 GB too. At native 1440p, my 3070 is able to get 80 frames average at high settings, but I frequently get into weird VRAM bound situations where framerate tanks to 20-25. Restarting the game in the same area fixes it.

Why do these devs do not provide a VRAM consumption bar? It is impossible to know which settings affect what. Do they not have a smart intelligent VRAM management system? How hard can it be, really?

8 GB was fine in Hogwarts, and then comes Hogsmeade, destroys it. How the hell am I supposed to anticipate this?
 
Hogwarts Legacy | PS5 - Xbox Series S|X - PC | Graphics Comparison | Analista de Bits - YouTube

- PS5 and Xbox X Series have 5 display modes. The quality snot displays settings similar to High/Ultra on PC with an average resolution of 1800p at 30fps without ray-tracing.
- Ray-tracing mode is applied on shadows and reflections (except water).
- The PC version applies ray-tracing on the ambient occlusion of the character. However, RT by generates too much noise on some surfaces on consoles and PC.
- Ray-Tracing mode decreases drawing distance and texture quality on PS5 and Xbox Series X.
- Xbox Series S does not have Ray-Tracing. In this version we can choose between 3 display modes that prioritize graphic quality, framerate or balanced (the latter only with 120Hz screens). - Shorter loading times on PS5.
- Shadows in Quality (Fidelity) mode have a higher resolution on PS5 compared to Xbox Series X.
- We can unlock the framerate on consoles (except Xbox Series S).
- PS5 shows better performance in Ray-Tracing mode, but Xbox Series X framerate is higher in all other modes.
- Quality mode increases texture quality, draw distance, shadows, vegetation and lighting on consoles.
- All versions have stuttering problems inside the castle while advancing through the rooms. There will even be times when we get stuck in a doorway until the other room has finished loading.
- Xbox Series S has a lower NPC density.
- Balanced and Performance HFR modes can only be enabled on 120Hz compatible displays.
- On PC, Ray-Tracing is too demanding for what it delivers. This is another case of a game whose traditional lighting system is the clear basis of development and Ray-Tracing is a superfluous improvement.
- In the absence of some patches to correct the annoying stuttering, Hogwarts Legacy does a good job on all platforms and any version is enjoyable.

I say RT is busted on XSX

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You shouldn't post this guy's videos. He's not good.

 
So, looks like that developers stop caring about the PC plattform and just putting out these ports. Why does this game need 8GB in 1080p and 12GB in 1440p? The Xbox has only 10GB fast memory...
 
So, looks like that developers stop caring about the PC plattform and just putting out these ports. Why does this game need 8GB in 1080p and 12GB in 1440p? The Xbox has only 10GB fast memory...
It's probably using lower settings and I'm assuming lower RT effects and/or less of them.
 
This game is going to have be something pretty special to top the Titan that is Harry Potter for Kinect.

 
So, looks like that developers stop caring about the PC plattform and just putting out these ports. Why does this game need 8GB in 1080p and 12GB in 1440p? The Xbox has only 10GB fast memory...

It doesnt look like they didnt care. The game compiles its shaders at start, then you have one of the smoothest game straight at launch, on unreal engine no less. It has every upscale option on PC


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The mouse/keyboard implementation is excelent and they retooled the minigames specifically for them. This is not a port. Its a pc version
 
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Wonder what these games are using all this main memory for.

Is it a replacement for the SSD swap file on consoles?

My understanding has always been that in practice a large part of VRAM data essentially has to also be duplicated in system memory. So if VRAM requirements move up than system memory requirements will also correspondingly move up.

Another issue is that while people do bring up consoles reserving memory the same also occurs now with modern Windows systems (at least as far back as Win 7 even to some extent) for both system memory and VRAM. Except on Windows I believe the rules are not fixed and individual applications have no way to actually define/reserve a specific allocation for themselves. This means having 16GB RAM/8GB VRAM on a modern windows PC does not mean any single application will be access all of that (even if you manually task kill almost everything).

This then introduces an added complication in that no individual application will know for sure how much memory you have (in either pool) even if it knows physically what hardware you have on hand. As in systems with 16/8 hardware configurations for example could have widely different actual accessible memory amounts, and not trivial differences either.
 
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So, looks like that developers stop caring about the PC plattform and just putting out these ports. Why does this game need 8GB in 1080p and 12GB in 1440p? The Xbox has only 10GB fast memory...
Games typically use more memory on PC versions than on consoles. Memory management is simply easier with a fixed spec machine. And without DirectStorage implementation on PC, there could be very significant differences in how much memory is needed compared to consoles.
 
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810p lowest settings analysis; looks noticably worse than Series S' quality mode that runs at above 1080p, textures are NOTICABLY worse than what I've seen on low.

At every setting set to low, at 810 looking mildly worse than series s, game uses raw 10-11 gb raw data (most likely would like to use more on a 32 gb system), raw 5 gb vram data. That is 16 gb total memory used to run the game worse than series s (stutters, judders, htiches) while also looking worse than series s. Game still demands 32 GB RAM for settings that are most likely lower than Series S (as I said, game does not look this bad on even that budget console.)

Yeah, consoles setting argument ain't going to work this time.

 
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I have a 32Gb DDR5, 12Gb 3080, i12700K and I am glad I bought this on PS5. Mostly because I want to play from the sofa on the big TV, and not at a desk, but the performance on some PC hardware is just weird.
 
810p lowest settings analysis; looks noticably worse than Series S' quality mode that runs at above 1080p, textures are NOTICABLY worse than what I've seen on low.

At every setting set to low, at 810 looking mildly worse than series s, game uses raw 10-11 gb raw data (most likely would like to use more on a 32 gb system), raw 5 gb vram data. That is 16 gb total memory used to run the game worse than series s (stutters, judders, htiches) while also looking worse than series s. Game still demands 32 GB RAM for settings that are most likely lower than Series S (as I said, game does not look this bad on even that budget console.)

Yeah, consoles setting argument ain't going to work this time.


That would basically be 10-11 GB RAM on a console. VRAM is typically duplicated in system RAM as someone else stated. If something has to be swapped in/out of VRAM it's better to go to system RAM than it is to go to the mass storage device. IE - on PC the game is still using 10-11 GB of RAM, it's just that due to PC architecture a large chunk of memory is being duplicated and thus the system has to allocate 16 GB of RAM in your example.

It's one of the drawbacks of PC allowing split memory pools. Of course, a split memory pool also has its advantages, but efficient use of memory isn't one of those.

Regards,
SB
 
810p lowest settings analysis; looks noticably worse than Series S' quality mode that runs at above 1080p, textures are NOTICABLY worse than what I've seen on low.

At every setting set to low, at 810 looking mildly worse than series s, game uses raw 10-11 gb raw data (most likely would like to use more on a 32 gb system), raw 5 gb vram data. That is 16 gb total memory used to run the game worse than series s (stutters, judders, htiches) while also looking worse than series s. Game still demands 32 GB RAM for settings that are most likely lower than Series S (as I said, game does not look this bad on even that budget console.)

Yeah, consoles setting argument ain't going to work this time.

I have not analysed this game yet, but given the game is cross gen low settings would make sense to be OneS/PS4 equivalent. Series S might run medium or high.
 
I'm simply stuck:

Can't play at 1440p and above, VRAM overflows and causes extreme frametime instability.
Have to play at 1080p to get proper frametime instability with MEDIUM settings. Even using "high" preset at 1080p causes huge frametime stabilities at 1080p.

And with a 60 FPS lock at medium preset, 3070 hovers around %30-35 usage.

Can't target 120 FPS because CPU sucks; only goes up to 70-75 FPS in average.

Practically I have no ways to divert the GPU core power of 3070 if I'm simply content with 60 FPS. I'm open to suggestions. Which settings would some juice to the GPU without affecting VRAM? I really feel like I have a glorified GTX 1070 in my hands.
 
You cant. Game seems to be extremely cpu hungry. My 9900K feels like a little bitch feeding my 3080 at 1440p with DLSS on quality and no RT at all. It's been smoother than most launches 4 hours into the game for the most part, but i cant get a high framerate. Doesnt matter what settings i move since its cpu bound. Im sitting at 70-80s for the most part. Which after years of 165hz feels like swimming through mud
 
You cant. Game seems to be extremely cpu hungry. My 9900K feels like a little bitch feeding my 3080 at 1440p with DLSS on quality and no RT at all. It's been smoother than most launches 4 hours into the game for the most part, but i cant get a high framerate. Doesnt matter what settings i move since its cpu bound. Im sitting at 70-80s for the most part. Which after years of 165hz feels like swimming through mud
Thanks !
I updated an my bios last week end and i forgot to turn rebar on.
That being said enabling it doesn't change Frametime instability (but they seem to be shorter)
 
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