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[Official] Bioshock Infinite PC Information & Discussion Thread - Page 50

post #491 of 889
Quote:
Originally Posted by killabytes View Post

Quote:
Originally Posted by malmental View Post

OK so what's going on with you and the game.?

I "think" I got it. I doing a Steam resync and it's found over 200 files that aren't right.

Damn DVD.
glad it might be sorted.... smile.gif
post #492 of 889
Christopher Kline from IG posted over on their forums about the stuttering; here's a link to the thread: http://forums.2kgames.com/showthread.php?222176-Stuttering-Hitching-Pauses-even-on-high-end-PC-hardware/page2

And here's what he says in it:
Quote:
Originally Posted by ckline 
Hi folks,

Chris Kline from Irrational here. We're definitely aware of the stuttering issue and, though we haven't been able to reproduce it yet on our internal test machines, we're doing our best to figure out what's causing it. In the meantime, please accept our sincere apologies for this issue!

The "bInitializeShadersOnDemand" fix mentioned earlier in this thread seems to have helped some people, but not everyone. I'm going to list a couple of other potential workarounds that have had some success as well, in the hopes that one of them works for you.

Workaround #1: Open the properties of the game in Steam. In the first tab you have a button "Set launch options". Put "-DisableTexturePool" (without the quotes) as the launch option. Close the dialog and launch the game. If this fixes your issues, then stick with this solution. Please note that Workaround #1 has not been tested very well and may increase load times or cause other in-game performance issues, especially on lower-end hardware. But if it works for you, that's great.

If Workaround #1 does not work for you, please try the following:

Workaround #2: Open the properties of the game in Steam. In the first tab you have a button "Set launch options". Put "-ReadTexturePoolFromIni" (without the quotes) as the launch option. Close the dialog and launch the game. If this fixes your issues, then stick with this solution. This will cause the game to ignore your video card's reported video memory size when calculating the texture pool size, and use a fixed amount set in XEngine.ini.

If Workarounds #1 and #2 do not fix the issue for you, please try the following:

Workaround #3: Open the properties of the game in Steam. In the first tab you have a button "Set launch options". Put "-ReadTexturePoolFromIni" (without the quotes) as the launch option. Then edit XEngine.ini in "SteamApps\common\BioShock Infinite\XGame\Config" and change "PoolSize=400" to something different; try larger values first before smaller ones. Make sure this value is less than the amount of video RAM on your graphics card. Close the dialog and launch the game. If this fixes your issues, then stick with this solution.


Thanks for your patience!

-- Chris Kline, Technical Director, Irrational Games

It might be helpful to them if you post over there in that thread, or to his twitter account. I posted my results, so we'll see what happens.
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post #493 of 889
Quote:
Originally Posted by Reloaded83 View Post

Christopher Kline from IG posted over on their forums about the stuttering; here's a link to the thread: http://forums.2kgames.com/showthread.php?222176-Stuttering-Hitching-Pauses-even-on-high-end-PC-hardware/page2

And here's what he says in it:
Quote:
Originally Posted by ckline 
Hi folks,

Chris Kline from Irrational here. We're definitely aware of the stuttering issue and, though we haven't been able to reproduce it yet on our internal test machines, we're doing our best to figure out what's causing it. In the meantime, please accept our sincere apologies for this issue!

The "bInitializeShadersOnDemand" fix mentioned earlier in this thread seems to have helped some people, but not everyone. I'm going to list a couple of other potential workarounds that have had some success as well, in the hopes that one of them works for you.

Workaround #1: Open the properties of the game in Steam. In the first tab you have a button "Set launch options". Put "-DisableTexturePool" (without the quotes) as the launch option. Close the dialog and launch the game. If this fixes your issues, then stick with this solution. Please note that Workaround #1 has not been tested very well and may increase load times or cause other in-game performance issues, especially on lower-end hardware. But if it works for you, that's great.

If Workaround #1 does not work for you, please try the following:

Workaround #2: Open the properties of the game in Steam. In the first tab you have a button "Set launch options". Put "-ReadTexturePoolFromIni" (without the quotes) as the launch option. Close the dialog and launch the game. If this fixes your issues, then stick with this solution. This will cause the game to ignore your video card's reported video memory size when calculating the texture pool size, and use a fixed amount set in XEngine.ini.

If Workarounds #1 and #2 do not fix the issue for you, please try the following:

Workaround #3: Open the properties of the game in Steam. In the first tab you have a button "Set launch options". Put "-ReadTexturePoolFromIni" (without the quotes) as the launch option. Then edit XEngine.ini in "SteamApps\common\BioShock Infinite\XGame\Config" and change "PoolSize=400" to something different; try larger values first before smaller ones. Make sure this value is less than the amount of video RAM on your graphics card. Close the dialog and launch the game. If this fixes your issues, then stick with this solution.


Thanks for your patience!

-- Chris Kline, Technical Director, Irrational Games

It might be helpful to them if you post over there in that thread, or to his twitter account. I posted my results, so we'll see what happens.
good find... thumb.gif
post #494 of 889
Quote:
Originally Posted by malmental View Post

good find... thumb.gif

I REALLY would like to play the game without these hitches, so I've been trying to keep as updated as possible. It honestly breaks immersion for me. The fixes he's posted thus far that I have tried did fix the hitching/stuttering for the most part, but unfortunately has caused some textures to not load in correctly.

Spreading the word never hurts. thumb.gif
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post #495 of 889
to be honest.... I'm hoping a massive patch will be released soon.
or at least that's what I wish, I have not kept up with any news about such a thing however.
post #496 of 889
Quote:
Originally Posted by malmental View Post

to be honest.... I'm hoping a massive patch will be released soon.
or at least that's what I wish, I have not kept up with any news about such a thing however.

Yeah, that doesn't sound too promising ATM. So far, the only correspondence I've seen at all is from Christopher Kline, and it was just tweets at first. This is the first forum post anywhere I've seen from IG. His tweets don't mention anything about a patch, just a bunch of "fixes" they're trying to get out there for people to test. We can hope though...
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post #497 of 889
I'm just tired of shelling out $59 for forking broken forking games.

By that I mean pitch forks. Not the f bomb.
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post #498 of 889
They haven't been able to reproduce the issue at all? Cant see the source at work so not sure if they mention what kind of system they are running it on in the office there. They should run it on a system similar to someone having the issue and see what happens. Maybe they are running it on Intel Xtreme CPU, SSD's in RAID and SLI Titans or something to not see any issue what so ever.

There seemes to be too many people seeing the issue to not be able to reproduce it at all. I can live with the little stuttering here and there, but it does break the immersion somewhat. I do get frustrated by the certain areas where it seems to drop to 30fps though like elevators and a few other smaller indoor rooms. Small areas like that should have higher frame rates, not lower...you would think.
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post #499 of 889
Quote:
Originally Posted by jbobb View Post

They haven't been able to reproduce the issue at all? Cant see the source at work so not sure if they mention what kind of system they are running it on in the office there.

On the forums, there is no mention of the type of computers they are running these tests on.
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post #500 of 889
-DisableTexturePool causes your options/textures to only show two options, low and another. dunno if it actually changes the graphics or not, just reporting what I've found.

[edit] Oh and messing with the pool changes how much ram your card uses, for some reason on my 7950 the higher it goes the less the card uses. Dunno why. I'm going back to default options, it's the only thing I've seen that actually my card's ram well.

Also, here's System Settings from my XEngine, dunno shouldn't be too different though I've changed a few things. Warning: Spoiler! (Click to show)
Code:
[SystemSettings]
bUseMaxQualityMode=False
StaticDecals=True
DynamicDecals=True
UnbatchedDecals=True
DecalCullDistanceScale=2.000000
DynamicShadows=True
DirectionalLightmaps=True
MotionBlur=True
MotionBlurPause=True
DepthOfField=True
DiffusionDepthOfField=True
SM5DiffusionNearBlurScale=0.600000
SM5DiffusionFarBlurScale=0.350000
BokehDepthOfField=True
AmbientOcclusion=True
Bloom=True
UseHighQualityBloom=True
Distortion=True
FilteredDistortion=True
DropParticleDistortion=False
bAllowDownsampledTranslucency=True
OnlyStreamInTextures=False
LensFlares=True
OneFrameThreadLag=True
UseVsync=True
VsyncTo60WhenUnder30=False
UpscaleScreenPercentage=True
DisplayMode=1
AllowD3D10=True
AllowD3D11=True
AllowRadialBlur=True
EnableSoftwareOcclusion=False
EnableGPUOcclusionQueries=True
EnableDepthPrePass=False
EnableScreenSpaceAmbientShadows=True
EnableSPUScreenSpaceAmbientShadows=True
UseHighQualityLightShaftRendering=True
EnableHDAO=True
HDAOHighQuality=True
DisableAOFiltering=False
EnableSM5ShadowSystem=True
EnableSM5ShadowBlur=True
SM5ShadowSunWidth=0.100000
SM5ShadowSunWidthWorstCase=50.000000
NewShadowPenumbra=8.000000
NewShadowSplitPenumbraScale=0.500000
NewShadowFilterWidth=2.000000
ShadowCascadeScale=1.000000
NewCSMSoftTransitionDistance=600.000000
NewNonCSMSoftTransitionDistance=60.000000
EnableLightShafts=True
EnableFXAA=True
EnableSM5FXAA=True
UseLowPrecisionColorBuffer=False
UseHalfResAmbientShadows=False
UseComputeShaderAmbientShadows=True
DynamicShadowsLevel=5
TextureDetailLevel=4
AmbientOcclusionLevel=4
LODDistanceBiasLevel=4
GraphicsQualityLevel=3
MassiveLODDistanceBias=0.100000
StaticMeshLODDistanceBias=0.100000
SkeletalMeshLODDistanceBias=0.100000
ParticleSystemLODDistanceBias=0.100000
CullDistanceBias=0.100000
PostProcessingLevel=1
OverallTextureStreamingBias=0.300000
ParticleCountHardLimitScaleFactor=10.000000
MaxDistanceToApplyOcclusionRotationalScaling=5000.000000
TextureFilteringLevel=3
bInitializeShadersOnDemand=FALSE
MaxPrecachePrimitivesPerFrame=300
SkeletalMeshLODBias=-1
ParticleLODBias=-1
DetailMode=2
ShadowFilterQualityBias=3
MaxAnisotropy=16
MaxMultisamples=1
MinShadowResolution=64
MinPreShadowResolution=8
MaxShadowResolution=2048
MaxPerObjectShadowResolution=2048
CullCastersSmallerThanTexels=0
ShadowFadeResolution=128
PreShadowFadeResolution=16
ShadowFadeExponent=0.700000
DistortionFadeResolution=1.000000
DistortionMinResolution=0.000000
LightFadeResolution=0
LightMinResolution=0
LightFadeExponent=1.000000
ResX=1360
ResY=768
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
ShadowTexelsPerPixel=1.273240
PreShadowResolutionFactor=.5
bEnableVSMShadows=True
bAllowHardwareShadowFiltering=True
bAllowBetterModulatedShadows=True
bAllowWholeSceneDominantShadows=True
ShadowDepthBias=0.012000
ShadowDepthBiasWorstCase=0.003000
CSMSplitSoftTransitionDistanceScale=4.000000
CSMSplitDepthBiasScale=0.300000
UnbuiltWholeSceneDynamicShadowRadius=20000.000000
UnbuiltNumWholeSceneDynamicShadowCascades=3
bForceCPUAccessToGPUSkinVerts=false
bDisableSkeletalInstanceWeights=false
ApexClothingAvgSimFrequencyWindow=60
ApexLODResourceBudget=1000000020040877300000.000000
ApexDestructionMaxChunkIslandCount=2147483647
ApexDestructionMaxShapeCount=2147483647
ApexDestructionMaxChunkSeparationLOD=1.000000
bEnableParallelAPEXClothingFetch=False
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_Sharpen5)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_WorldSpecularColor=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_Sharpen5)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_Sharpen5)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_CharacterSpecularColor=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_Sharpen5)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_Sharpen5)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_WeaponSpecularColor=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_Sharpen5)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_Sharpen5)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sharpen3)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sharpen3)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Linear,MipFilter=Point,MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_Sharpen1)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Aniso,MipFilter=Linear,NumStreamedMips=3,MipGenSettings=TMGS_Sharpen1)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_Sharpen5)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=-5,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_Sharpen5)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=1024,LODBias=-5,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_Sharpen1)
TEXTUREGROUP_Gobo=(MinLODSize=64,MaxLODSize=4096,LODBias=-5,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_SceneCapture=(MinLODSize=1,MaxLODSize=4096,LODBias=-1,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_WorldGround=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_Sharpen5)
TEXTUREGROUP_WorldGroundNormal=(MinLODSize=1,MaxLODSize=4096,LODBias=-5,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_ColorLookupTable=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)

Edited by mushroomboy - 4/1/13 at 1:22pm
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