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PCGH asks Nvidia on Gameworks

1440p everything set to max High physx 66-120 aprox fps on a 1200 core 780 no stuttering atm, 66 is lowest i ever recall it going in the middle in of a boss fight,, maybe it was fixed driver/game patch?
Never tryed it at launch only picked it up in the steam sale

There are problem areas in the game, quite a few of them where you wont get those results, combined that with certain elemental weapon types that also makes the physx go haywire and you have a lethal dose of suckage. Most people will just enter the game and shoot some stuff and go "hey this is working fine". But im sorry its not, Bloodshot stronghold can be horrible, that closed off city with statues of jack in it(cant remember the name) can also be a bit horrible and this only a few of the places where there is issues when physx is involved.

Batman PhysX and Borderlands 2 PhysX work very well for me and not seen any drops in frames. I don't generally run a fps counter but I can always feel if there is a drop in frames.
The latest batman is running fine on my 780 from an fps/stuttering viewpoint, the first one had some stuttering during the benchmark scene but that doesnt count, yet i never mentioned the batman games even though the third one sure has its game breaking issues(not due to nVidia though).

You can argue that its not nvidias fault or job to correct shoddy programming by game devs, but you would think they would be hesitant to support said company again if their game had major technical issues that were not fixed in time and im sorry but 2 years later is not good enough. TWIMTBP should stand for technical quality and sort of garanty that it will run as its suppose to on nVidia hardware. I personally would be ****ed if my tech was misused over and over again giving my own products a bad look.
 
I think you mean city of Opportunity (find the constructor and guide it around to destroy the statues?), did it with a explosive Assault and a fire pistol,corrosive smg, and with deathtrap causing more chaos off on his own. I cant comment on your experiences but simply say what ive seen in the last week on mine.
As i said i didnt play at launch and it may of been repatched since
 
I think you mean city of Opportunity (find the constructor and guide it around to destroy the statues?), did it with a explosive Assault and a fire pistol,corrosive smg, and with deathtrap causing more chaos off on his own. I cant comment on your experiences but simply say what ive seen in the last week on mine.
As i said i didnt play at launch and it may of been repatched since

Not that long ago(2 months) last i had a look at it.. perhaps ill give it yet another go to see if theres a difference, i highly doubt it though. Would love if you could share your ini files for that game.
 
WillowGame.WillowGameEngine]
bPauseLostFocusWindowed=FALSE
bMuteAudioWhenNotInFocus=True

[SystemSettings]
OneFrameThreadLag=True
ResX=2560
ResY=1440
Fullscreen=True
MinShadowResolution=1024
MaxShadowResolution=1024
AmbientOcclusion=True
FogVolumes=False
MotionBlur=False
NumFracturedPartsScale=0.0
bNVIDIA3d=False
PopulationAdjustment=0
TextureQuality=0
ViewDistance=2
ViewDistanceLowScale=0.5
ViewDistanceMediumScale=0.8
ViewDistanceHighScale=1.0
ViewDistanceUltraHighScale=2.0
ViewDistanceConsoleScale=1.0
NumberOfDecals=2
FramerateLocking=6
PhysXLevel=0
ShadowCast_Near=3000.000000
ShadowCast_Far=6000.000000
MaxDrawDistanceScaleSplitScreen=1.0
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,IgnoreTextureLODBias)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,IgnoreTextureLODBias)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,IgnoreTextureLODBias)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,NumStreamedMips=1,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
bAutoDetectSettings=False
UseVSync=False
DepthOfField=True
MaxAnisotropy=16
FoliageDrawRadiusMultiplier=1.0
FXAA=False
WindowedFullscreen=False

That what u needed?
Thats everything in my options maxed far as i see, i havent altered or change the ini files , until u mentioned them i didnt know i could had to google where they were :D

Edit perhaps multiplayer like a few games it might be worse? havent tryed that yet
 
Last edited:
WillowGame.WillowGameEngine]
bPauseLostFocusWindowed=FALSE
bMuteAudioWhenNotInFocus=True

[SystemSettings]
OneFrameThreadLag=True
ResX=2560
ResY=1440
Fullscreen=True
MinShadowResolution=1024
MaxShadowResolution=1024
AmbientOcclusion=True
FogVolumes=False
MotionBlur=False
NumFracturedPartsScale=0.0
bNVIDIA3d=False
PopulationAdjustment=0
TextureQuality=0
ViewDistance=2
ViewDistanceLowScale=0.5
ViewDistanceMediumScale=0.8
ViewDistanceHighScale=1.0
ViewDistanceUltraHighScale=2.0
ViewDistanceConsoleScale=1.0
NumberOfDecals=2
FramerateLocking=6
PhysXLevel=0
ShadowCast_Near=3000.000000
ShadowCast_Far=6000.000000
MaxDrawDistanceScaleSplitScreen=1.0
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,IgnoreTextureLODBias)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,IgnoreTextureLODBias)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,IgnoreTextureLODBias)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,NumStreamedMips=1,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
bAutoDetectSettings=False
UseVSync=False
DepthOfField=True
MaxAnisotropy=16
FoliageDrawRadiusMultiplier=1.0
FXAA=False
WindowedFullscreen=False

That what u needed?
Thats everything in my options maxed far as i see, i havent altered or change the ini files , until u mentioned them i didnt know i could had to google where they were :D

Edit perhaps multiplayer like a few games it might be worse? havent tryed that yet

You physx is set to off, which is what i suspected.
 
But i didnt talk about AMD and what they can/cannot or want to do. I just wanted to point out that the phrase and i quote here "NVidia somehow always manage to work with developers to optimise games to work well with their cards" is clearly wrong. Even if you dismiss Rage as an example doesnt make the rest of the horrible TWIMTBP titles go away. Im not saying nvidia is doing a worse job than AMD as im not even comparing them to eachother.. Couldnt care less about this fanboy war thats going on at the moment. I just dont care for false information either and as such i will comment on what i find and believe to be false and try to correct it through arguments. Nothing more.

My reason for mentioning AMD is due to if you look at the patch notes you can see just how much effort nVidia put in to get it working and how broken it would have been if they'd just left it to id even ignoring the stuff that was broken purely due to AMD. I don't care about the rest of the TWIMTBP titles its not a discussion I have any interest in getting into one way or another but I know a bit about RAGE having followed its development quite a bit due to an interest in the mega texture tech.
 
My reason for mentioning AMD is due to if you look at the patch notes you can see just how much effort nVidia put in to get it working and how broken it would have been if they'd just left it to id even ignoring the stuff that was broken purely due to AMD. I don't care about the rest of the TWIMTBP titles its not a discussion I have any interest in getting into one way or another but I know a bit about RAGE having followed its development quite a bit due to an interest in the mega texture tech.
Fair enough, besides i only mentioned them to prove a point. Had no interest going into details to why or why not something may or may not work.

Nvidia - Prprietry (Not good for anyone)
AMD - Open (Good for everyone)!
Simples.

In a perfect world perhaps but as much i like the ideas that AMD is trying to push i am also aware that they are a company and a company has to make money. What may be their design philosophy today may change tomorrow. Brand loyalty is a really silly thing.
 
Nvidia - Prprietry (Not good for anyone)
AMD - Open (Good for everyone)!
Simples.

You could look at it that way.

Or maybe you could look at it like this.


Nvidia - Proprietary tech (Nvidia can only blame themselves if there are issues)

AMD - Open tech (AMD blame everybody but themselves)



Or if you were really cynical.

Nvidia - Proprietary tech ( they have lots of IP)

AMD - open tech (they have very little IP.....er hold on a minute actually they have loads so not so open after all, they just use the term as a marketing tool)
 
^ Eh, AMD have their own API for christs sake. I think that tops just about everything to be fair. Something i don't think anyone saw coming, least of all microsoft who's own new similar API is still a long way from ready and even longer before we start seeing lots of games for it.
 
^ Eh, AMD have their own API for christs sake. I think that tops just about everything to be fair. Something i don't think anyone saw coming, least of all microsoft who's own new similar API is still a long way from ready and even longer before we start seeing lots of games for it.

Sorry I don't see what that has to do with my post.
 
I think it should be said that closed source doesn't mean bad. There's lots of decent software that isn't open source. I'm sure there's also lots of open source code that's not good. Too many people all having their own ideas, too many cooks and all that. Also you can get lots of forks/branches as the software starts going in different directions with nobody bringing it all together.

Sometimes it seems like people get caught up with buzz words and start making blanket statements.
Libraries/middleware should be open source, APIs should be open source, OS should be open source...
What about games shall we moan about all those that aren't open source? (Which I suspect is why most of us use our OS, APIs and the libraries).

Of all the people here so worried about open source, how many look at the source code and contribute to it?
 
I think it should be said that closed source doesn't mean bad. There's lots of decent software that isn't open source. I'm sure there's also lots of open source code that's not good. Too many people all having their own ideas, too many cooks and all that. Also you can get lots of forks/branches as the software starts going in different directions with nobody bringing it all together.

Sometimes it seems like people get caught up with buzz words and start making blanket statements.
Libraries/middleware should be open source, APIs should be open source, OS should be open source...
What about games shall we moan about all those that aren't open source? (Which I suspect is why most of us use our OS, APIs and the libraries).

Of all the people here so worried about open source, how many look at the source code and contribute to it?

I agree with you not everything needs to be open source but when you have a product that has to run on 2 or more different brands you need(IMHO) some transparancy to make sure there isnt any funny business going on. Otherwise its going to hurt the consumer in the end.
 
That's dangerously close to the "never pulled a pint in his life" argument... ;) :p

But yes I agree the hysteria over open source can be a bit OTT.

True, but there are plenty of AMD users that don't like it when Nvidia users comment on Mantle because they haven't used it.


I agree with you not everything needs to be open source but when you have a product that has to run on 2 or more different brands you need(IMHO) some transparancy to make sure there isnt any funny business going on. Otherwise its going to hurt the consumer in the end.

Depends on how capable the people writing it are.
Also, it depends if it has to run, if it's optional then it doesn't matter so much.
I'm sure Apple can make Safari work on Windows without needing the source code.
 
Last edited:
You physx is set to off, which is what i suspected.

Sadly your wrong i'm afraid,, if i change physx to low via the ingame menu i got no water from pipes no cloth fps 100-130 , no ground effects from the dirt from bullets and with physx set to high via the game menu all those things happen,fps is 66-120ish from a quick caustic caverns run, Which fro m the BL2 and other forums seems to be quickest way to check it(port in open door kill bugs kill a few cryslisks things on the lake), With low you port in and the pipe either isnt there(which it isnt for me on low) or for some its there and no water, but on high as mine is its there and bubbling as it should

PhysXLevel=o You mean this feature i'm wondering? seems to be for AMD card to run physx from what i see,it enables it for amd gpus that the greyed out Physx option ingame
Anyway this is now way OT really and i apologise to the other readers
 
Sadly your wrong i'm afraid,, if i change physx to low via the ingame menu i got no water from pipes no cloth fps 100-130 , no ground effects from the dirt from bullets and with physx set to high via the game menu all those things happen,fps is 66-120ish from a quick caustic caverns run, Which fro m the BL2 and other forums seems to be quickest way to check it(port in open door kill bugs kill a few cryslisks things on the lake), With low you port in and the pipe either isnt there(which it isnt for me on low) or for some its there and no water, but on high as mine is its there and bubbling as it should

PhysXLevel=o You mean this feature i'm wondering? seems to be for AMD card to run physx from what i see,it enables it for amd gpus that the greyed out Physx option ingame
Anyway this is now way OT really and i apologise to the other readers

That is what controls the physx level of details for all GPU setups.. If its 0 and you still have ingame physx effect equal to that of high then you have copy pasted from the wrong ini files. That setting should read =2 if it were the right ini file and the settings ingame equals to that of high, even if you use an nVidia card.
 
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