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The Witcher 3 Benchmarks

I would advise any nvidia user not using a 900 series card to force physx to CPU in the nvidia control panel as long as your cpu isnt to ancient.. PhysX seems to be hurting performance quite a bit when its accelerated through the GPU. The video i posted earlier have been updated and its no longer necessary at all to delete anything. Exceptions are if you already have a gpu set as a dedicated physX card but not many do these days then you dont need to do a thing at all.
 
I would advise any nvidia user not using a 900 series card to force physx to CPU in the nvidia control panel as long as your cpu isnt to ancient.. PhysX seems to be hurting performance quite a bit when its accelerated through the GPU. The video i posted earlier have been updated and its no longer necessary at all to delete anything. Exceptions are if you already have a gpu set as a dedicated physX card but not many do these days then you dont need to do a thing at all.

I set my Phys x to the CPU and set the affinity to use all the cores W3 runs perfect for me at full Ultra on everything and Nvidia hairworks I get 60fps no problem and drops to about 55 in heavily populated towns

Im loving the game
 
Must say, this game is running exceptionally well for me. Used to get the odd crash upon release but from 1.01 it's been silky smooth. Currently play with a 7950 ICE Edition and in my admitedlly uneducated opinion, it's been performing admirably. Started out everything on High and since 15.5 Beta, I got brave and started turning sliders up. Got Textures, Terrain and Shadows all on Ultra and there's been no dip in performance. Running Sweetfx so can't check FPS but I can't see it making any difference if I got 10-20 FPS more. It's smooth with no stuttering, noticeable popping or slow downs.

Starting to wonder whether the 980GTX I bought was worth it ...
 
I thought Witcher PhysX doesn't use GPU acceleration at all?

I tested this yesterday with a 640 gt as a dedicated physx card. I saw high 30ish% gpu various places in the game. Weird thing is it was either 0% load or 30ish%.. spiked up and down all the time. Also when you have files in the witcher 3 folder called APEX_ClothingGPU_x64.dll it kinda gives it away.
 
Must say, this game is running exceptionally well for me. Used to get the odd crash upon release but from 1.01 it's been silky smooth. Currently play with a 7950 ICE Edition and in my admitedlly uneducated opinion, it's been performing admirably. Started out everything on High and since 15.5 Beta, I got brave and started turning sliders up. Got Textures, Terrain and Shadows all on Ultra and there's been no dip in performance. Running Sweetfx so can't check FPS but I can't see it making any difference if I got 10-20 FPS more. It's smooth with no stuttering, noticeable popping or slow downs.

Starting to wonder whether the 980GTX I bought was worth it ...

1.02 was the release version.
 
I got a little ini tweak for you peeps. It corrects most if not all the pop in issues,such as stones and whatnot on the ground, associated with setting foliage to low without loosing as much fps as you would do with high or ultra.

1) goto The Witcher 3 Wild Hunt\bin\config\r4game\user_config_matrix\pc
2) backup and then open rendering.xml
3) search for GrassDistanceScale
4) You should be without the brackets looking like this:
Code:
			<Var id="Virtual_FoliageVisibility" displayName="foliage_visibility" displayType="OPTIONS" tags="refreshEngine">
				<OptionsArray>
					<Option id="0" displayName="low">
						<Entry overrideGroup="Foliage" varId="MaxVisibilityDepth" value="4"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageDistanceScale" value="0.8"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassDistanceScale" value="0.5"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassRingSize" value="4194304"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageShadowDistanceScale" value="8.0"/>
					</Option>
					<Option id="1" displayName="medium">
						<Entry overrideGroup="Foliage" varId="MaxVisibilityDepth" value="8"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageDistanceScale" value="1.0"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassDistanceScale" value="0.8"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassRingSize" value="4194304"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageShadowDistanceScale" value="12.0"/>
					</Option>
					<Option id="2" displayName="high">
						<Entry overrideGroup="Foliage" varId="MaxVisibilityDepth" value="12"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageDistanceScale" value="1.0"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassDistanceScale" value="1.0"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassRingSize" value="4194304"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageShadowDistanceScale" value="16.0"/>
					</Option>
					<Option id="3" displayName="uber">
						<Entry overrideGroup="Foliage" varId="MaxVisibilityDepth" value="24"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageDistanceScale" value="1.8"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassDistanceScale" value="1.5"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassRingSize" value="16777216"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageShadowDistanceScale" value="54.0"/>
					</Option>
				</OptionsArray>
			</Var>
5) replace the entire code above with this:
Code:
			<Var id="Virtual_FoliageVisibility" displayName="foliage_visibility" displayType="OPTIONS" tags="refreshEngine">
				<OptionsArray>
					<Option id="0" displayName="low">
						<Entry overrideGroup="Foliage" varId="MaxVisibilityDepth" value="4"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageDistanceScale" value="0.8"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassDistanceScale" value="0.5"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassRingSize" value="4194304"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageShadowDistanceScale" value="8.0"/>
					</Option>
					<Option id="1" displayName="medium">
						<Entry overrideGroup="Foliage" varId="MaxVisibilityDepth" value="8"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageDistanceScale" value="1.0"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassDistanceScale" value="0.8"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassRingSize" value="4194304"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageShadowDistanceScale" value="12.0"/>
					</Option>
					<Option id="2" displayName="high">
						<Entry overrideGroup="Foliage" varId="MaxVisibilityDepth" value="12"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageDistanceScale" value="1.0"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassDistanceScale" value="1.0"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassRingSize" value="4194304"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageShadowDistanceScale" value="16.0"/>
					</Option>
					<Option id="3" displayName="uber">
						<Entry overrideGroup="Foliage" varId="MaxVisibilityDepth" value="24"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageDistanceScale" value="1.8"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassDistanceScale" value="1.5"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassRingSize" value="16777216"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageShadowDistanceScale" value="54.0"/>
					</Option>
					<Option id="4" displayName="custom">
						<Entry overrideGroup="Foliage" varId="MaxVisibilityDepth" value="8"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageDistanceScale" value="0.8"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassDistanceScale" value="1.1"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassRingSize" value="4194304"/>
						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageShadowDistanceScale" value="8.0"/>
					</Option>
				</OptionsArray>
			</Var>
6)You now have an extra option in the menu called something weird due to missing strings, you cant miss it and you keep the other original options as well so you can test the different settings out. Stone pop in on the ground should now be gone and you are not sacrificing nearly as much fps.
 
You say the above is for reducing pop-in when running low foilage settings.Anyway it can be altered to reduce popin on ultra,novigrad feels like AC:Unity for Pop-in/LOD issues,its stopped me from continuing playing the game till a patch its so immersion breaking :/
 
You say the above is for reducing pop-in when running low foilage settings.Anyway it can be altered to reduce popin on ultra,novigrad feels like AC:Unity for Pop-in/LOD issues,its stopped me from continuing playing the game till a patch its so immersion breaking :/

I really dont care for the ultra setting.. to much of a performance hit right now atleast on my 700 series gpu. So i thought i would get the best from ultra which is grass/stone/debris draw distance and merge that with the low setting and i have and it suits me fine for the moment. I just thought that seeing rocks come into existence 2 feet infront me all the time was a bit of a deal breaker..
 
I really dont care for the ultra setting.. to much of a performance hit right now atleast on my 700 series gpu. So i thought i would get the best from ultra which is grass/stone/debris draw distance and merge that with the low setting and i have and it suits me fine for the moment. I just thought that seeing rocks come into existence 2 feet infront me all the time was a bit of a deal breaker..

Its not much better for that with the settings cranked up either sadly,at least in Novigrad,seems fine out in the rest of the world thus far for me tho.

Hoping the next patch will fix it
 
Its not much better for that with the settings cranked up either sadly,at least in Novigrad,seems fine out in the rest of the world thus far for me tho.

Hoping the next patch will fix it

Havent made it to novigrad as im very hesitant to continue my play session until drivers are release to hotfix the performance issues kepler is having. But i will keep a look out for it when i finally get there
 
Love the witcher series but I have always found it best too wait for the Enhanced edition too come out I wounder by that time what a difference the FPS will be compared too the day one release
 
Love the witcher series but I have always found it best too wait for the Enhanced edition too come out I wounder by that time what a difference the FPS will be compared too the day one release

Maybe then a Titan X could get a stable 60fps at 1440p without hairworks. :p
 

No problem here. Vanilla game with no mods. First part is Ultra with no HairWorks and the latter part of the vid is with full HairWorks. Happy with performance to be honest.

GPU usage was at a constant 95% +, really impressive. Are you using any special tweaks? Or is the driver/latest patch just really well optimised now?

I'm waiting for this to be the case before I play it.
 
GPU usage was at a constant 95% +, really impressive. Are you using any special tweaks? Or is the driver/latest patch just really well optimised now?

I'm waiting for this to be the case before I play it.

No mate, just latest drivers and the game fully patched. Running very nice for me and not a single crash in the 40+ hours I have put in :)
 
No mate, just latest drivers and the game fully patched. Running very nice for me and not a single crash in the 40+ hours I have put in :)

Could you please also record some combat with a group of enemies with and without hairworks please. Looks better now although you also have a 390+Mhz overclock. So a Stock TX might still not get that constant 60fps.

This just further proves folks claiming their 970's can run 1440p Ultra 60fps are having a laugh.

The launch day and patch 1.03 tests for Titan X was an average 40 fps with hairworks, and 50-60 without it.
 
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Tessellation Fix Via Catalyst Control Center

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http://wccftech.com/amd-announces-w...driver-coming-boost-tessellation-performance/
 
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