I fixed stutter and textures not loading in! (Texutre streaming config file change)

It is not an Nvidia issue. Its a Windows issue.

You have a 4060.

My guess is that you have run out of VRAM on your card.

A 4060 with 8gb is not enough for this game + ray tracing unfortunately.

This was my theory as to why these settings are so conservative in the first place. For compatibility.

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I’ve got a Radeon RX 6900 XT, and the settings you proposed did reduce stutter considerably, but not completely.

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I’m able to run Portal With RTX fairly easily on my setup and that game is notoriously resource heavy, IIRC. I’ve never hit the VRAM ceiling in this game and I’ve seen demos of other people running DT with RT on the 4060 and older cards fine.

I can run Darktide fine for a mission or two until the problem starts but it gets completely stuck in that state until RT is turned off again regardless of what’s on screen. It would sometimes happen in the hub after using a menu. CPU usage also massively drops paradoxically in that state. I’ve never encountered a performance issue like that in any game, regardless of enabling RT. It’s a DT issue, not a RT or 4060 issue

Have you kept track of your VRAM usage while playing? Because what you are describing sounds EXACTLY like a VRAM issue to me.

I followed this thread over 2 days now, as well as OP thread on fullscreen optimization. My game now runs almost perfectly. Still some stuttering in highly intense scenario or player loading, but it’s like 5% of what it was.

The game changer for me was feedback streamer settings (in addition to original tweaks), coupled with SAM on. I’m also on AMD, 7800 XT and 5700x3d, newest driver.

Thank you so much @Vizra !

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I have a thread detailing my findings in the bugs section but I find this to be the best explanation of what’s happening: Reddit - Dive into anything

I cannot fathom how it isn’t an optimisation issue as resources are not being released when they are no longer needed. It’s apparently not unique to DT and may be a RT or DX issue more generally

So after some testing, I can say the suggested modifications to the files do noticably improve performance. However, I really cannot use the in game FSR frame gen without impacting visual fluidity, so for the time being I am stuck with Afmf2 (not complaining). Still using BAR also (i5-14600kf with a 7900xtx), uncapped FPS (capping really impacts fluidity also), FSR 3 performance, RT off, everything on medium except textures, lights (high) and mesh (2.0)

The experimental changes to streaming buffer size do what exactly? Changing from 4 to 1 seem to reduce visual quality, but give a sizeable boost to FPS.

This is supposed to cause the buffer to release information immediately in order, rather than waiting around. Ideally this should reduce stutters but still unsure how well this works.

That’s why I marked it as experimental

When i did it i got alot of crashes like this

GUID: 40ec7bb4-6925-4e86-a5f9-a664cb574fd9
Log File:
Info Type:

[Engine Error]: feeback buffer full!

Assertion failed feedback_allocation != D3D12Allocation::INVALID at D:\a\d\rel_engine_darktide\release\2024_10_23_Patch1.6.0x\runtime\d3d12_render_device\d3d12_texture_streamer.cpp:2531 in function stingray::d3d12_texture_streamer::initialize_streaming_texture


I’ve had these changes in my game since I got back from holiday vacation, and they’ve made my game run like a dream. Outside of the ā€˜network stutters’ when people leave and join (which I think is just a failing of their engine more than any graphical issue), the game feels buttery smooth where before it ā€˜worked fine’ but always felt like it was trying to hard.

The only thing for me though is I ended up reverting specifically the feedback buffer change. I set full screen to true and mesh_streamer_settings to all their respective values, but when I reduced the feedback buffer I noticed with specifically Gloriana that I’d get full map segment pop ins and that didn’t really seem quite right, so I bumped it up back to 4 and have been running beautifully ever since.

Forgot for a while to actually give cudos to this post but it’s made the game INFINITELY more playable for me on an AMD rig and I greatly appreciate it! Can finally feel the smoothness my NVIDIA having friends have been enjoying.

(but yeah, for anyone having problems try not doing the experimental feedback buffer change/putting that back, to the way it was, might help).

Yeah, I’ve heard mixed things about the feedback buffer. Glad it helped :slight_smile:

Glad this has helped so many people. I hope this gets implemented officially so I dont have to change the config files every update.

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It seems to help on Nvidia cards too

Yes it does, it helps for EVERYONE. Fatshark is already looking into it to my understanding.

I found out that disabling the mesh steamer lets me set feedback_buffer_size = 1 without getting any feedback buffer full crashes

I have yet to notice any difference after applying your suggested fixes. When you play, do you run your missions in auric?

Yes, I run on Auric typically.

Not sure what your specs, maybe it has something to do with the VRAM buffer?

3700x, 6900xt, 32gigs of ram. I think higher difficulties are more taxing because of spawns etc.

One thing I did notice, is that some textures are flickering from bright to dark really fast, maybe I missed something.

I would try disabling the the experimental portion of the tweak, as well as ensuring AMD SAM is disabled.

Have you also done the full screen optimizations fix?

I’ve had this issue but before making any of these changes. Does it only happen when aiming and do you have an ultrawide monitor and/or high FOV setting by any chance?