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@TakisKintis wrote:it looks as if the game is designed for consoles only and it requires a certain performance to perform in a certain way with certian fps
on the pc it looks as if there is a programmed performance cap that doesnt allow gpu cards to perfom at 99-100 gpu usage
so if i have a 4090 i would potentially have 300 fps, but the game says i dont need the extra fps and throttles the cards to 50-80 % of performance which is related to the original performace of the card (ex 4090 throttles to 50% 4070 throttles to 70% or something like that)
also upscallers dont work at all
No, that's not the case. There is not performance cap (FPS), but there IS something capping how much GPU is used. It's not capping GPU utilisation to meet a framerate target, it's capping it a fixed percentage utilisation (like 60% or 80%) regardless of the FPS that subsequently generates.
The PC version is quite capable of utilising 100% of GPU performance (assuming CPU isn't bottlenecking). The problem is that there are certain code issues that seem to trigger the game to only use 80% or lower.
I can get the game to use 100% GPU, and my framerate scales accordingly (150+ FPS at 4K), but at a certain point - for seemingly no reason - the game drops my GPU utilisation to 80%.
I have recorded a video to show this which I'm uploading now.
@JesseDeya wrote:I have recorded a video to show this which I'm uploading now.
As promised. Watch in 4K,
- JesseDeya2 years agoNew Traveler
Happy holidays and New Year. I appreciate it's break time, but when everyone is back at work it would be awesome if we could get some acknowledgement of this issue, and an indication that it's fixable.
- Lawstorant2 years agoNew Scout
Some more info on this CPU usage issue. I'm no unreal expert, but seems like the game is not culling previous map tiles correctly. It's loading faster than culling and the overlap causes issues. Here's a comparision between start of Brusne and end of Vitova (same plac, same settings, same car)(open images in new tab to see in full res):
Brusne start:
Vitova end:
The performance is wildly different on my 5800X3D. It's a loss of 70 FPS. Additional 4ms on the CPU side. Maybe the engine gets overwhelmed with the amount of objects? Terrain?
- JesseDeya2 years agoNew Traveler
@Lawstorant wrote:Some more info on this CPU usage issue. I'm no unreal expert, but seems like the game is not culling previous map tiles correctly. It's loading faster than culling and the overlap causes issues. Here's a comparision between start of Brusne and end of Vitova (same plac, same settings, same car)(open images in new tab to see in full res):
Brusne start:
Vitova end:
The performance is wildly different on my 5800X3D. It's a loss of 70 FPS. Additional 4ms on the CPU side. Maybe the engine gets overwhelmed with the amount of objects? Terrain?
I don't believe it has anything to do with the CPU. What is happening here is affecting the GPU, that's it.
What you're seeing is exactly the same as in my video in the last post. The game clearly has a bug that is causing the GPU's clock speed to plummet just before the end of a stage.
You can tell it's a bug because if you pause the game when this "clock drop" occurs, all of a sudden GPU clocks speeds shoot back to normal and so does the FPS. Unpause and the clocks drop again. This is not the same as the GPU just being overloaded, that won't cause clock speeds to drop (that much). Again, you can see it in my video at the @7:05 minute mark, my clocks drop from 3000-3100 Mhz down to 1800-2100 Mhz. This is not normal behaviour for a game!!!
In your screenshots, you can see your clocks have dropped from 2087 Mhz to 1305 Mhz.
I'm no Unreal Engine expert either, but I wonder what kind of crazy code could be causing GPU core clock speeds to physically plummet like that. This is what @ChadillacDad the OP described in the first post, and that was happening with Nvidia - so this isn't a GPU specific or GPU driver issue. Seems to be happening with Ampere, Lovelace, RDNA 2 and RDNA 3 equally.
In both cases our CPUs are not even close to loaded, and CPU load doesn't increase when the FPS / GPU clock speed drop happens. In fact CPU usage drops, as you would expect if the GPU is suddenly running at half power and not able to push as much data.
I don't know how they have managed to do it, but it shouldn't be that hard to figure out - hey Codies, call the Epic Engine helpline if you need to!
Curiously.... in both our cases the GPU power draw is pretty much exactly cut in half.
I drop from a max power draw of ~550 W, to a max power draw of ~275 W
You drop from 222 W to 111 W.
HMMMMMMMM.
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