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Warner Bros Talks Batman Arkham Knights First patch PC
Warner Bros have been talking about the pending patch for the PC platform, after the release debacle. Below the fold fixes and details of the patch.
The new patch will be ready in a few weeks. So these will be the patch fixes:
- Reduced frame rate hitches
- Optimized system memory and VRAM usage
- Improved performance on all GPUs (requires the latest drivers)
- Min Spec AMD GPU is once again the Radeon HD 7870 2GB
- More Robust In-Game Settings, including:
- Added the ability to change settings for Max FPS to 30/60/90
- Added toggles for Motion Blur, Chromatic Aberration, and Film Grain
- Added a “High” Texture Resolution value
- Added Texture Filtering option
- Added an Adaptive V-Sync option (NVIDIA only)
- Added VRAM Usage Meter
- Added Mouse Sensitivity Slider & Mouse Smoothing Option
- Fixed low resolution texture bugs
- Fixed hitches when running on mechanical hard drives (HDD)
Lets hope that the majority of issues now is tackled, and a lesson has been learned for the future.
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AMDFreeSync
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Posts: 271
Joined: 2015-06-12
#5146788 Posted on: 08/25/2015 12:53 AM
Well I came from 144hz monitor & I didn't like it due to two problems, games does not run at 144hz if it support 144hz mode & two, you have to low your settings down in order to get up to 144hz.
Gsync & AMD Freesync is the new 144hz thing. meaning what ever FPS you have, the game will be smooth no mater what vs 144hz, if your framedrop, you going to get tear or choppy gameplay.
That why I switch to AMD Freesync & 21:9.
What you're saying is incorrect. The responsiveness of a game at high FPS even if your monitor can only display 60hz is still higher due to the fact it has nothing to do with your monitor. now, if you can feel that difference is completely up to the individual person, and i'd say some games are worse (or better? depending on the way you look at it) at it.
Well I came from 144hz monitor & I didn't like it due to two problems, games does not run at 144hz if it support 144hz mode & two, you have to low your settings down in order to get up to 144hz.
Gsync & AMD Freesync is the new 144hz thing. meaning what ever FPS you have, the game will be smooth no mater what vs 144hz, if your framedrop, you going to get tear or choppy gameplay.
That why I switch to AMD Freesync & 21:9.
Redemption80
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Posts: 18495
Joined: 2009-01-06
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Posts: 18495
Joined: 2009-01-06
#5146820 Posted on: 08/25/2015 02:21 AM
You will still always be limited by whatever you minimum framerate is, no matter what screen you use you will still see and feel the drops when they happen so i can entirely understand the use of framerate limiters.
People who use them base it what they see, not what they read.
You will still always be limited by whatever you minimum framerate is, no matter what screen you use you will still see and feel the drops when they happen so i can entirely understand the use of framerate limiters.
People who use them base it what they see, not what they read.
-Tj-
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Posts: 17860
Joined: 2012-05-18
#5146827 Posted on: 08/25/2015 02:38 AM
Well the thing that makes these fps drops is ****ty U3E streaming and hw physx. Perfect combo for disaster. Its been like that since U3E release and any HW physx game so far.
Nv thinks physx is so perfect while in fact its one big mess, still, even with physx3.
And you know why they capped to 30fps, because even with fastest gpu you end up having the same fps drops to 30fps, physx is stalling gpu cycles with irrelevant draws and causing gpu usage drops (Alice in wonderland2 hw physx game is perfect example why they used 30fps).
Gotta love gpu makers and game engine collaboration to push and force their own stuff.
Amd seems to do a little better though, although tressFx or compute DOF is not really a good comparison. Bullet either since its from another company, but at least Bullet doesn't use such stalling calls and renders each physics object only if there is/will be any interaction with it (prediction calls with minimal impact)..
So unless they re-write whole streaming /physx implementation I doubt this game will ever keep steady 60 or even 90fps..
Well the thing that makes these fps drops is ****ty U3E streaming and hw physx. Perfect combo for disaster. Its been like that since U3E release and any HW physx game so far.
Nv thinks physx is so perfect while in fact its one big mess, still, even with physx3.
And you know why they capped to 30fps, because even with fastest gpu you end up having the same fps drops to 30fps, physx is stalling gpu cycles with irrelevant draws and causing gpu usage drops (Alice in wonderland2 hw physx game is perfect example why they used 30fps).
Gotta love gpu makers and game engine collaboration to push and force their own stuff.

Amd seems to do a little better though, although tressFx or compute DOF is not really a good comparison. Bullet either since its from another company, but at least Bullet doesn't use such stalling calls and renders each physics object only if there is/will be any interaction with it (prediction calls with minimal impact)..
So unless they re-write whole streaming /physx implementation I doubt this game will ever keep steady 60 or even 90fps..
HeavyHemi
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Posts: 6952
Joined: 2008-10-27
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Posts: 6952
Joined: 2008-10-27
#5146865 Posted on: 08/25/2015 05:02 AM
Well the thing that makes these fps drops is ****ty U3E streaming and hw physx. Perfect combo for disaster. Its been like that since U3E release and any HW physx game so far.
Nv thinks physx is so perfect while in fact its one big mess, still, even with physx3.
And you know why they capped to 30fps, because even with fastest gpu you end up having the same fps drops to 30fps, physx is stalling gpu cycles with irrelevant draws and causing gpu usage drops (Alice in wonderland2 hw physx game is perfect example why they used 30fps).
Gotta love gpu makers and game engine collaboration to push and force their own stuff.
Amd seems to do a little better though, although tressFx or compute DOF is not really a good comparison. Bullet either since its from another company, but at least Bullet doesn't use such stalling calls and renders each physics object only if there is/will be any interaction with it (prediction calls with minimal impact)..
So unless they re-write whole streaming /physx implementation I doubt this game will ever keep steady 60 or even 90fps..
PhysX uses context switching on the GPU between rendering and processing PhysX. Rendering calls and PhysX calls are independent but, depending upon implementation can impact frame rates to a large degree. Using a dedicated PhysX GPU reduces the impact considerably as your rendering GPU doesn't need to context switch. This is especially true running in SLI. Anyhow, via unlocking the FPS I was able to pretty much maintain well over 60 FPS in game except for some texture streaming issues. I've not run it since installing Win 10 so I've no idea of current performance. Maybe I'll fire it up...
.
Edit...
I ran the bench and just remembered why I did not put more than 1/2 hour into it. SLI is broken. Still averaged 51 FPS with every setting maxed.
Well the thing that makes these fps drops is ****ty U3E streaming and hw physx. Perfect combo for disaster. Its been like that since U3E release and any HW physx game so far.
Nv thinks physx is so perfect while in fact its one big mess, still, even with physx3.
And you know why they capped to 30fps, because even with fastest gpu you end up having the same fps drops to 30fps, physx is stalling gpu cycles with irrelevant draws and causing gpu usage drops (Alice in wonderland2 hw physx game is perfect example why they used 30fps).
Gotta love gpu makers and game engine collaboration to push and force their own stuff.

Amd seems to do a little better though, although tressFx or compute DOF is not really a good comparison. Bullet either since its from another company, but at least Bullet doesn't use such stalling calls and renders each physics object only if there is/will be any interaction with it (prediction calls with minimal impact)..
So unless they re-write whole streaming /physx implementation I doubt this game will ever keep steady 60 or even 90fps..
PhysX uses context switching on the GPU between rendering and processing PhysX. Rendering calls and PhysX calls are independent but, depending upon implementation can impact frame rates to a large degree. Using a dedicated PhysX GPU reduces the impact considerably as your rendering GPU doesn't need to context switch. This is especially true running in SLI. Anyhow, via unlocking the FPS I was able to pretty much maintain well over 60 FPS in game except for some texture streaming issues. I've not run it since installing Win 10 so I've no idea of current performance. Maybe I'll fire it up...

Edit...
I ran the bench and just remembered why I did not put more than 1/2 hour into it. SLI is broken. Still averaged 51 FPS with every setting maxed.
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Joined: 2008-07-31
What you're saying is incorrect. The responsiveness of a game at high FPS even if your monitor can only display 60hz is still higher due to the fact it has nothing to do with your monitor. now, if you can feel that difference is completely up to the individual person, and i'd say some games are worse (or better? depending on the way you look at it) at it.