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Batman™: Arkham Knight Performance

There is some stutter even in Greg's video but in that at least its not bad, its not exactly FC4.

Of course there is, it is recorded at 30 fps lol

Thought I would do some streaming for fun but couldn't get AB overlay on the main game but works fine on the DLC for some reason but put Fraps up instead. Live streamed at 720P 60 fps.

Skip to 4 mins before I get started :)

 
Of course there is, it is recorded at 30 fps lol

It looks like DrawCall LOD hitching, when turning; 10 sec on, there is quite a big one on one of the towers.

To be fair there is little the Dev can do about it, its not so much a problem with them as it is by far a problem with DX11, Instruction calling is so limited and strangled its impossible to do anything that in modern game development is necessary.

As one of many examples If you have Soft Body Physics dotted around (which this does) it will latency hitch as you look around the map because the instruction sets called by those objects have a high LOD call relative to what DX11 can handle.

Having seen it i'm not critical of the Dev, i have huge sympathy for them.
 
You need G-Sync Humbug. No more stutter or tearing and I believe you are still 1080P 60Hz? Go 1440P 144Hz and you will have a semi on :D

I'll wait to see who gives me the best for my money when the new GPU's have settled in before i decide which AD-Sync to use.

What we really need is DX12, DX11 is without exaggeration a massive bottleneck to game development.
 
PCG review:

As a game, Arkham Knight is good. You’ll probably enjoy it, especially if you love Batman. But as a product, it’s a mess. Even after several patches and the embarrassment of being pulled from Steam shortly after it went on sale, it’s still running horribly for a lot of people. A significant number of players are suffering low frame-rates and hitching—even with powerful machines that are well above the recommended specs—and that can’t be ignored.

With 16GB of RAM and a GTX 970, I was able to play in 1080p at a reliable 60 frames per second with most settings maxed. Except for some stuttering when the screen got really busy, I was able to enjoy the game. But because the experience varies so wildly between systems, it’s not a game I can comfortably recommend to everyone. And the inconsistent reports about its performance mean I can’t even give you a vague idea of what kind of setup will be able to run it properly.

http://www.pcgamer.com/batman-arkham-knight-review/
 
It looks like DrawCall LOD hitching, when turning; 10 sec on, there is quite a big one on one of the towers.

To be fair there is little the Dev can do about it, its not so much a problem with them as it is by far a problem with DX11, Instruction calling is so limited and strangled its impossible to do anything that in modern game development is necessary.

As one of many examples If you have Soft Body Physics dotted around (which this does) it will latency hitch as you look around the map because the instruction sets called by those objects have a high LOD call relative to what DX11 can handle.

Having seen it i'm not critical of the Dev, i have huge sympathy for them.

Sorry but there is simply no way you can make an assumption that it's related to draw calls from a short video. There are no draw call / sync point issues in this game, because it doesn't stutter for people who have enough memory at their disposal. The issue is still with resource management, if that wasn't at all obvious from the recommendation to have 12GB of system memory.
 
Sorry but there is simply no way you can make an assumption that it's related to draw calls from a short video. There are no draw call / sync point issues in this game, because it doesn't stutter for people who have enough memory at their disposal. The issue is still with resource management, if that wasn't at all obvious from the recommendation to have 12GB of system memory.


Thats an entirely different issue, and Greg has more than 12GB.
 
It looks like DrawCall LOD hitching, when turning; 10 sec on, there is quite a big one on one of the towers.

To be fair there is little the Dev can do about it, its not so much a problem with them as it is by far a problem with DX11, Instruction calling is so limited and strangled its impossible to do anything that in modern game development is necessary.

As one of many examples If you have Soft Body Physics dotted around (which this does) it will latency hitch as you look around the map because the instruction sets called by those objects have a high LOD call relative to what DX11 can handle.

Having seen it i'm not critical of the Dev, i have huge sympathy for them.

Thats an entirely different issue, and Greg has more than 12GB.


Yes, he does - and if the game runs anything like it does on my rig which also does, then there isn't any reason to believe there is a draw call issue. It's running very well here (but not for everyone).
 
Scone, ^^^^ have it your way, i'm trying to add reason to this instead of just saying "its broken, Dev / Nvidia fault rah rah rah.....", i'm battling the same problems day in day out, i recognise it.
Disagree, that's fine. I'm not going to argue with you.
You should be happy someone is trying to explain the problems so the blame isn't constantly laid at Nvidia or the Dev.

FPS top right

There is that same pause at 1:20 that Greg has.
 
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