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Guru3D.com » News » Quantum Break Will Not Support Multi-GPUs

Quantum Break Will Not Support Multi-GPUs

by Hilbert Hagedoorn on: 04/14/2016 09:20 AM | source: | 127 comment(s)
Quantum Break Will Not Support Multi-GPUs

There's a bucket-load of issues with this game, here's a new one. Remedy has just released a new FAQ about the current state of its latest title, Quantum Break, there will be no Multi-GPU support. The company also has a problem with frame pacing, but does hope to solve that with an update. 

In May Microsoft will release a solve for the known vsync issues and also will/should solve GSync and FreeSync. Remedy also reports that the render technique used is similar on the XBox and Windows 10, meaning if you are playing at 1080p, the screen display is built from 720p buffers. So playing at any resolution really means you are watching at two-third of the pixels rendered (upscaling).

The PC release has been bugged by a bucket-load of issues related to ghosting, slow streaming of textures, frame-pacing, GSYNC/FreeSync, VSync locks and more. Some cannot be solved. Here's the FAQ released by Remedy (the makes of the game, the irony is in the name .. Remedy eh ?).

Windows 10 Issues & Solutions

Stuttering Frame-Rate / Frame Pacing
There was a major rounding error introduced into our refresh rate predictions on shipping. A solution to this issue is already being worked on; we expect it to be resolved in a Quantum Break Title Update launching in the near future.

Windows 10 Performance Issues
Remedy is looking into how to improve the overall performance of the game. Part of that is working closely with AMD and NVIDIA to address issues and improve the gameplay experience.

Sometimes, after a longer play session, the game can end up to a state where the video memory becomes fragmented, and an important asset gets moved to system memory, which slows the rendering performance significantly. This problem is very rare and Remedy will continue to investigate and improve the video memory behavior in future updates.

If you experience this issue, exiting and restarting Quantum Break will resolve this issue for now. This is one way to identify if you have encountered this issue or if it’s another potential problem.

Graphics Drivers:
We recommend, for AMD Radeon GPU’s, AMD Radeon Software Crimson Edition 16.4.1 and we recommend, for NVIDIA GPU’s, 362.00 from NVIDIA.

Keep in mind, these drivers might have an impact on other software on your computer.

Windows 10 Frame Rate Locked?
In May, Microsoft will be enabling the ability for developers to disable v-sync and adding support for G-Sync and Freesync monitors. This means that UWP games running in full screen, borderless windowed mode will have all of the performance advantages of traditional full screen exclusive mode.

No Option to Quit from Main Menu
We hear you! By popular demand, we are adding an exit option to the main menu in an upcoming title update. For now, similar to all Windows 10 apps, you will need to use Alt-F4 or move the mouse cursor to top right corner of the window to the see the X icon, which you can click to exit the game.

Crashing on Launch
We have been able to repro at least one reason for a rare crash on launch– with some SIMD instructions that require SSE4.1. We are working on fixing that in a future title update, and will fix any other issues we find as they are reported.

Image Quality
We are working on giving users more control to turn on and off features like film grain. We love the artistic choice for our game, but we also want to give PC gamers more choice and this will come in a future update.

Does Quantum Break support SLI or other multi-GPU solutions?
Quantum Break on Windows 10 unfortunately doesn’t support DirectX12 multi-GPU rendering. Due to the engine architecture, the work needed to support multiple GPUs would have been significant and out of scope for Remedy for Quantum Break.

Render technique and resolution on Windows 10
The Windows 10 version of Quantum Break uses the same reconstruction method as on Xbox One. If your resolution is set to 1080p, the game temporally reconstructs the image (except UI) from four 720p buffers rendered with 4xMSAA, just like on Xbox One. Engine assigns input geometry samples from 4xMSAA rendering into shaded clusters in order to maximize covered geometry while keeping the performance on acceptable level by reducing expensive shaded samples. When you change the resolution, the buffers used to construct the image are always 2/3rds of the set resolution, i.e. in 2560x1440 they would be 1706x960.

In other news, the Remedy Community Forums have a response from Remedy to recently identified issues with Quantum Break:

The entire development team at Remedy Entertainment and Microsoft Studios want to thank all our fans for the success that Quantum Break has experienced since it launched last week on April 5. We have spent the last four years working on Quantum Break – the ultimate Remedy Entertainment game as we call it – and to see how warmly it has been received by gamers worldwide has been exhilarating and incredibly rewarding. 

We are aware that some players are facing issues with the Windows 10 version of Quantum Break and some extent on Xbox One. We want to let you know that we are working diligently with Microsoft Studios on addressing all the feedback; below are the things we know about today that are being worked on. 

We want to thank our fans again for all their continued support for Remedy and apologize for any problems you have faced playing Quantum Break. We are paying close attention to forums and the discussion online about Quantum Break and are doing our best to solve the issues you are experiencing.







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fantaskarsef
Senior Member



Posts: 13072
Joined: 2014-07-21

#5258006 Posted on: 04/14/2016 11:01 AM
Pretty much what I expected, especially in regards of the missing multi GPU support, the bothersome games under win10, and the lack of true dx12 performance gains.

By the way, congratulations to everybody who bought the game, I hope it runs well for you guys. Because that's what they hope for, still selling that piece of rubbish for 60$ / €.

Barry J
Senior Member



Posts: 2796
Joined: 2006-02-23

#5258008 Posted on: 04/14/2016 11:05 AM
well it looks like my wallet will not support this game ............... no more purchases of PC games until fully tested and reviewed due to Devs producing far to many sloppy and lazy console ports.

This game was on my Buy list it had so much potential and early reviews looked really good.

Slowly loosing faith in DX12 due to far to many poorly released games ( DX12 is of my purchase list until devs start doing it right long live DX11)
I knew it was a mistake giving devs more control current game releases are only proving my thoughts right.

__hollywood|meo
Senior Member



Posts: 2990
Joined: 2005-09-27

#5258014 Posted on: 04/14/2016 11:22 AM
question is, is microsoft gonna learn anything from this =_=

Kaarme
Senior Member



Posts: 2942
Joined: 2013-03-10

#5258016 Posted on: 04/14/2016 11:33 AM
Slowly loosing faith in DX12 due to far to many poorly released games ( DX12 is of my purchase list until devs start doing it right long live DX11)
I knew it was a mistake giving devs more control current game releases are only proving my thoughts right.

How can you lose faith in a new tech that has barely a handful of titles out? It should be obvious that the first titles are going to be prototypes. Maybe a year or two from now the devs will finally get into a groove.

UWP (and the MS store) can die for all I care, though. It's ironic that DX12 is meant to increase dev control, but at the same time UWP is meant to limit end-user control over their own PC.

Undying
Senior Member



Posts: 18824
Joined: 2008-08-28

#5258019 Posted on: 04/14/2016 11:44 AM
Im really hoping Remedy will learn from this keep Alan Wake 2 from UWP.

26 pages « 2 3 4 5 > »


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