Ideas

vergil7331's avatar
vergil7331
New Spectator
5 months ago

DLSS Frame Gen Stutter

CPU: Intel Core i9-13900HX

GPU: NVIDIA Geforce RTX 4080 Mobile

Memory: 32GB DDR5

BF6 has an issue where enabling DLSS Frame Gen and performing rapid camera movements will cause the game to exhibit stuttering and bad frame pacing. Quickly moving the mouse back and forth exacerbates the issue and will cause frame rates to dip significantly. The issue does not happen when FG is disabled or when using an alternative such as NVIDIA Smooth Motion.

A partial workaround for the issue is to use NVPI Revamped (enhanced fork of NVIDIA Profile Inspector), selecting the BF6 profile, and changing the option called "DLSS FG - Prioritization" and setting it to "Smoothness > Artifacts [Priortize Fluidity]". Doing so will fix the issue and result in proper frame output. However, for whatever reason, it only addresses the issue when in first-person view. Entering a vehicle and switching to third-person view will still cause the stuttering to occur with rapid camera movements.

Currently I am not sure if this an issue with how certain UI elements are rendered in third-person that might conflict with FG, or if this somehow related to existing problems with the game's implementation of NVIDIA Reflex.

10 Comments

  • Willnight7's avatar
    Willnight7
    Seasoned Newcomer
    4 months ago

    Hello, I'm experiencing the same issue.

    I'm using a desktop with an i5-13600K and an RTX 4080.

    When I turn on Frame Generation and play the game, I occasionally get stutters when switching between first-person and third-person views while in a vehicle.

    If I disable FG, the issue completely disappears — but since I'm playing in 4K, the frame rate isn't very satisfying without it.

    This only happens in Battlefield; other games run just fine.

  • vergil7331's avatar
    vergil7331
    New Spectator
    4 months ago

    Yeah I noticed that too. Seems like there is an issue with how they render the game in third-person. In addition to the FG issue, if I use DLSS Super Resolution and enter an aircraft and then switch to third-person, the game will seemingly disable it after a few seconds as the image becomes very jagged and pixelated.

  • Willnight7's avatar
    Willnight7
    Seasoned Newcomer
    4 months ago

    Yes, I’m experiencing the exact same issue as well. If this were only happening on my PC, I would have assumed it was just my own problem, so I’m relieved to see someone else with the same symptoms.

    I tested this with MSI Afterburner enabled, and in-game, when FG is active, the frametime shows around 0.5–0.7 ms. (It’s not the real frametime, but according to ChatGPT, Afterburner reports it this way when FG is enabled.) However, on the map screen before respawning, it jumps to around 15–17 ms, and it looks like FG gets disabled there. Then, when I respawn and FG turns back on, I get about 0.1–0.3 seconds of stuttering. The same thing happens in vehicles such as aircraft and tanks. When switching from third-person to first-person, or when zooming in with a scope in first-person, the frametime graph spikes from around 0.5 ms to 15 ms in Afterburner, causing a stutter before returning to normal. It doesn’t happen every single time, but it occurs intermittently—and not infrequently.

    According to ChatGPT, this happens because FG adds generated frames and sometimes disrupts frame timing. I also saw the same frametime spikes and stuttering in a YouTuber’s gameplay video using FG. It seems the GPU load briefly spikes because it has to handle both rendered and generated frames. Other games don’t show this issue for me, so it looks like Battlefield 6 specifically needs some adjustments.

    I’m not a native English speaker, so I wrote this using a translator. Please forgive me if anything sounds a bit unnatural.

  • vergil7331's avatar
    vergil7331
    New Spectator
    4 months ago

    So good news and bad news, it seems like they partially fixed the issue with the FG stuttering with Update 1.1.2.0. Prior to this update, all vehicles would exhibit stuttering when rapidly moving the mouse around in third-person view or when switching camera views. After the update, it seems like the issue was fixed but only for ground transport vehicles...

    So vehicles like the ATV or the light transport with the mounted machine gun are fine now, but all other vehicles such as tanks, APCs, anti-air, jets, and helicopters still exhibit the issue.

    I'll have to do more testing to see what else is still broken with DLSS and hopefully I can record and upload some footage to better demonstrate the issue.

     

  • I uploaded some footage to show off the FG stutter issue in better detail. The FPS counter and frametime graph will highlight the issue at hand as the FPS will drop significantly and the frametimes will exhibit noticeable spikes. The normal range that RTSS reports for this particular scene is about 340-350+ FPS with about 0.2-1.0ms for the frametime. When switching to the third-person camera view for certain vehicles and quickly moving the mouse back and forth, the FPS will drop to around 240-270 FPS and the frametimes will spike to around 3-6ms.

    Prior to Update 1.1.2.0, all vehicles in third-person (and even the first-person infantry view) would exhibit this issue. After the update, as shown in the videos below, it seems like the devs addressed the issue but only for infantry, the ATV, and the light transport vehicle. These are the only 3 scenarios where the FPS does not drop and no stutters are present. I'm not sure what exactly the devs did to fix this, but I wish they did the same for the rest of the vehicles. 

    Another thing to point out that further adds to the theory that there is something wrong with how the third-person view is rendered, is that in the addition to the stutter issue, the affected vehicles do not properly engage motion blur when in third-person. Once again, switching to first-person renders it just fine.

    On a side note, it seems like they fixed the issue with DLSS Super Resolution disabling itself in aircrafts and will no longer result in a pixelated image mid-flight. However, I did notice the issue is still present in the intro sequence for the campaign mission "No Sleep" when you're riding on the Little Bird over the river.

  • Still broken on Update 1.1.3.0...

    Edit: Jesus christ they somehow undid the fix they put in last patch for first-person in infantry and third-person in light vehicles and so they're now stuttering like crazy again...

  • 34gn850's avatar
    34gn850
    New Spectator
    3 months ago

    I'm experiencing a similar issue. It's not measured with Afterburner so it's not exact, but I feel stuttering when the screen rotates quickly. However, I get the same symptoms even when I turn off frame generation, so I'm not sure if it's the same problem.

    The most prominent issue I'm experiencing with frame generation is when I respawn after dying, the screen freezes momentarily. I also get the same symptom in Hitman 3 when I pause and then unpause the game (it's been years and it still hasn't been fixed. The strange thing is, older versions didn't have this problem. Why is that?). I suspect it might be the same issue, but I'm not sure if it will be resolved here.

  • Looks like Update 1.2.1.0 fixed the DLSS FG issue; no more stutters when moving the mouse rapidly. 

    There is still an initial minor stutter when switching between first-person and third-person but it becomes less noticeable when switching again afterwards. Still, this is much better than how it was before where you would see frametimes spike on every camera switch.

    Now I just wish that they can address the denoising issue on foliage when using DLSS SR with GTAO/SSGI.

  • komandor_szyszka's avatar
    komandor_szyszka
    Seasoned Rookie
    1 month ago

    which SR model u use? K is doing fine for me but M and L are atrocious, like they have no antialiasing applied (regardless of quality level)

  • vergil7331's avatar
    vergil7331
    New Spectator
    1 month ago

    I use the NVIDIA "Latest" setting for SR which means on Quality and Balanced, it uses preset K, and on Performance and Ultra Performance, it uses presets M and L respectively.

    All modes I've tested exhibit some level of noise/pixelation on foliage. GTAO Low is practically unusable on all modes due it already having a low sample resolution which results in the most artifacts. GTAO High is slightly better but artifacting can be distracting in certain areas where foilage is not in direct sunlight.

    I found that SSGI has better stability, especially SSGI High, but is more expensive to use. To make up for this I use it together with Performance (Preset M). It's not too distracting and performance is still decent.

    I also noticed that TAA does the best job at denoising the image; using it with GTAO High or SSGI results in no artifacting or shimmering whatsoever. However, the biggest issue with using TAA is the blurry image and ghosting it causes, and so it's not really ideal for me.

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