Ideas

QuebecTech's avatar
QuebecTech
Rising Scout
26 days ago
Status:
New

Overall graphics engine optimization / VRAM vs system memory asset swaps.

Hello,

I know development is over and now that the cat is out of the bag and everyone has done venting, I'd like to point out that a large amount of people are still struggling to run this game smoothly.

You are done adding more to this game, now it is time to get what we have running adequately.

I understand there are a lot of factors going into how this game is going to perform under various configurations. Since this game asks more from the PC than what most games do, more issues are bound to turn up simply because of the heavier work load.

I'm going to post a few fixes gathered by the community along my engine.ini config. I'd sure like the game to be able to generate engine.ini configs dynamically depending on the graphics preset that is chosen, with more optimizations specifically for AMD and nVidia GPU, seperated by tiers like baseline(8G VRAM),  medium (10-12GB VRAM), maximum (16gb+ VRAM)

my engine.ini (please pick apart any useless settings or discuss how it could be improved)

My fixes/help guide : https://steamcommunity.com/sharedfiles/filedetails/?id=3464974427

The game looks SOO much better with DLAA mode instead of DLSS it should be the default for PCs that allow it.

Open discussion.

5 Comments

  • I will add here that the game  lags like crazy sometimes when i start or restart a stage. Only quitting and reloading the stage "sometimes" fixes the issue.  Some people say opening graphics settings fixes it for them but not for me. I'm sure this is a VRAM starvation issue probably due to poor memory management. We all read the requirements for VR BETA, are those still accurate?

    Please fix texture/asset streaming!

  • P7ZXR's avatar
    P7ZXR
    New Traveler
    21 days ago

    Are you experiencing the "lags" while using VSYNC?

    I've managed to figure out how to bypass the intermittent vsync stutters...

    Also figured specific scalability.ini tweaks to minimize GI draw calls that stack up and cause stutters on the last location where I had issues. Seems to be a engine frame-buffer bottleneck since neither the GPU or the CPU cores would get overloaded.

    Maybe something related to dynamic shadows culling, I don't really know anything about this stuff...

  • I use VR so i always assumed the VSYNC was off. i think it's off in the settings.

    so how did you do it?

    DLSS Profile C seems to work allright for a lot of people.

  • P7ZXR's avatar
    P7ZXR
    New Traveler
    8 days ago

    "Hybrid Scanline SYNC"* in RTSS, or any transversal stutter might scramble frame-pacing with any vsync implementation*... There were still annoying hitches but no 2-3 sec stutters or pacing issues.

    There was one place where it would stutter no matter the settings, setting them to mostly high, disabling SSGI and enabling GTAO with fall off end to around a 1000 were the only things that made it less awful.

    Incredibly, lowering settings would f' it up again, specially shadows... felt like draw calls stack up on that specific location, and it was about separating each asset group's calls... but I have no idea.

    Neither GPU or any CPU core would get even near being overloaded during the stutters.

    Really tried to love the game but it wont let me. Eventually got fed up even with just the small hitches, which are often on tricky sections.

    But hey, it might help anyone trying to love it too though...

  • P7ZXR's avatar
    P7ZXR
    New Traveler
    8 days ago

    By the way, I just changed the dlss .dll... Its what gave better stability and fewer annoying artifacts...

    DLAA with the J profile does look hella of lot nicer though, but it has a few artifacts, and wasn't as stable, at least for me.

    Haven't yet tried just the DLSS with the C one, might give it shot later, thanks for the tip!

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