Wow thats weird. I would have thought it would be the other way around win10 vs 11.. Something too do with drivers or windows system perhaps?So I updated from Win 10 to Win 11 and didn't change anything else and I don't get the power drop related fps crashes anymore.
So I updated from Win 10 to Win 11 and didn't change anything else and I don't get the power drop related fps crashes anymore.
Grrr.Wow thats weird. I would have thought it would be the other way around win10 vs 11.. Something too do with drivers or windows system perhaps?
Yea that sounds like a really bad ide untill they are done atleast -.-Microsoft is phasing out DriectX altogether, presently under the guise of "integrating" the API to be part of standard Windows operation. Hence, no standalone DX12 packages for download on either Windows 10 or 11.
Meh. It's what they've always done. DirectX has not stopped continuously evolving since it was first released in 1995. Microsoft restricting backwards compatibility is definitely a greedy, self-important move, however.Yea that sounds like a really bad ide untill they are done atleast -.-
Power plans have been part of the issue in the past, but the problem seems to be rather complicated. If I had to guess, it's probably a mix of limited engine threads, physical memory issues on player's end, and DLSS itself.What power plan are people using?
what i notice since 1.6 and last drivers ndvia , having a long time to check what's make those issues in my case ( playing on a latptop )Power plans have been part of the issue in the past, but the problem seems to be rather complicated. If I had to guess, it's probably a mix of limited engine threads, physical memory issues on player's end, and DLSS itself.
I've been using the High Performance Power plan for my CPU, and I've also set GPU performance to 'prefer maximum performance' via Nvidia's Control Panel. Nonetheless, sometimes I saw the GPU usage drop by approx. 40% in certain areas, which I was (always) able to solve by quick-loading a recent save. However, this method didn't seem to work for a lot of other players.
On a further note, the problems definitely didn't start with version 1.6. Similar issues have been reported on earlier versions of the game. Low GPU usage has been an issue since day one, and DLSS-related frame drops basically began when people started experimenting with different versions of nvngx_dlss.dll, which I think was even before 1.3.
Edit: This thread was created by @Surma. roughly two months before 1.31, and one month after 1.30.
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Sounds too me like the settings dont apply? ultra performance should give you way less GPU usage since 480p should get you very very CPU bottlenecked or give more fps. Not sure about how powerfull the vega is really but that those resolutions i would guess pretty much any cpu runs into problems. Did you try too set the settings restart the game and see if they still say the same?I just looked at power usage between benchmark runs of 1.5 vs 1.61 and it turns out 1.5 consistently uses 10-15 more watts than 1.61 uses. I didn't notice it before since I was mostly looking at gpu util which were both around the same (actually 1.5 was reporting 1/2% lower util). I confirmed it in 1.61 in-game too I - I noticed I could turn down settings and see 99% util and my cards highest clock but not getting much more frames and the power usage was at 130-160 W - WAY UNDER the average 200+ W my Vega 64 usually reports under full load. I haven't been following the discussion too closely so you guys probably already noticed this but it is strange. And this is on the same drivers, same machine, same settings, and same windows power plan (afaik amd doesn't have an equivalent setting to nvidia's power options).
Edit: Another interesting thing. It seems in-game on 1.61 I can turn FSR to 'Ultra Performance' (scales from 480p to 1440p) and only get ~5-10 more fps than at Quality (scaling from 960p) and both will report 99% util @ ~1630 MHz but Ultra Performance reports ~115 W vs Quality's ~150 W. Native is ~5 lower fps than Quality in this location and reports ~165 W but again 99% util ~1630 MHz.
I didn't restart to check if settings applied before the first part of my post but the edit happened afterwards on same settings just with the FSR changed which visually appeared to change to lower resolution. I don't know the location where I was playing around with the FSR and I wish I took screenshots of it to show. I just now redid the test (same settings just different FSR setting) and took screenshots outside of V's apartment megabuilding, I also went ahead and took screenshots on 1.5 as well even though FSR 1 and 2 aren't really comparable since 2 has more overhead. Also threw in a 720p non-FSR 1.61 screenshot to show it's not necessarily a FSR 2 problem. All these are same settings but I also cranked down crowd density to low just to be sure that doesn't bottleneck things too bad.Sounds too me like the settings dont apply? ultra performance should give you way less GPU usage since 480p should get you very very CPU bottlenecked or give more fps. Not sure about how powerfull the vega is really but that those resolutions i would guess pretty much any cpu runs into problems. Did you try too set the settings restart the game and see if they still say the same?
Wow seems your not cpu bound. Even getting 83% cpu usage on ultra performance. seems like a balanced build with enough cpu too handle even low resolutions.I didn't restart to check if settings applied before the first part of my post but the edit happened afterwards on same settings just with the FSR changed which visually appeared to change to lower resolution. I don't know the location where I was playing around with the FSR and I wish I took screenshots of it to show. I just now redid the test (same settings just different FSR setting) and took screenshots outside of V's apartment megabuilding, I also went ahead and took screenshots on 1.5 as well even though FSR 1 and 2 aren't really comparable since 2 has more overhead. Also threw in a 720p non-FSR 1.61 screenshot to show it's not necessarily a FSR 2 problem. All these are same settings but I also cranked down crowd density to low just to be sure that doesn't bottleneck things too bad.