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Hellogamer761's avatar
Hellogamer761
New Novice
1 day ago

Help needed pls

Settings for Multiplayer vs. Campaign must be separate, so that multiplayer can run on low settings without affecting the frame generation and ultra settings of the campaign.Create separate settings for the multiplayer and campaign modes.I want to enable frame generation, future frame rendering, and ultra settings for the campaign, but switch to low-performance settings for multiplayer. Since both modes run in separate windows, this should not be a problem.Optimize frame generation combined with DLSS Quality to provide stable frame rates and good visual quality, without exceeding my 16GB VRAM limit.Improve game stability for the RTX 5060 Ti. Currently, the visual quality drops significantly during the campaign.Thanks a lot & Regards,Since you are experimenting with Battlefield Labs 6, I wanted to provide my feedback.Hellogamer761

1 Reply

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    ## Feedback: Decoupled Graphic Profiles & VRAM Optimization for Battlefield Labs 6

    Proposal: Independent Graphic Profiles for Campaign and Multiplayer Modes

    The graphical requirements for competitive multiplayer and cinematic campaign modes are fundamentally different. I strongly recommend decoupling these settings entirely so that low-latency multiplayer configurations do not conflict with high-fidelity campaign settings.

    Key Technical Recommendations:

     

       1. Independent Mode Configurations:

       Implement dedicated graphic profiles for the Campaign and Multiplayer modes. Players should be able to run Frame Generation, Future Frame Rendering, and Ultra presets exclusively in the campaign, while maintaining a stripped-down, high-performance, low-latency profile for competitive multiplayer. Since these environments typically initialize independently, separating their configurations should be highly feasible.

       2. VRAM Budget & Upscaling Stabilization:

       Optimize the synergy between Frame Generation and DLSS (Quality Preset). The current implementation needs tighter asset streaming and VRAM management to ensure the overall allocation remains safely within a 16GB VRAM frame buffer without introducing frame-pacing stability issues.

       3. RTX Hardware Optimization:

       Address severe asset streaming and dynamic resolution drops currently affecting mainstream architectures like the RTX series. During heavy campaign sequences, the engine drastically downgrades visual fidelity and texture quality to maintain frame rates, pointing to an underlying optimization bottleneck.

     

    Thank you for your dedication to community-driven development through Battlefield Labs 6. I hope this technical feedback assists the engineering team in refining the engine's performance.

    Best regards,

    Hellogamer761

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