After spending quite some time optimizing the ingame settings (playing in 2160p), I realized that the game takes its sweet time building up the frame rate after loading into the hub or even moving from one end to the other. Same in missions: perfectly stable 80-90 fps (capped at 90) and while progressing, suddenly the fps drop to 50-60ish. After a few seconds its back up at 80-90.
Your file user_settings.config (in Appdata/roaming - see attachment) does not change all the settings defined in your file win32_settings.ini (in gamedir/bundle/application_settings).
Does this mean that settings like [streaming_texture_pool_size = 512] are actually active settings in the game?
Attempted Solutions (Optional):
You already posted that you know about the utilization issue of your game.
My observation (if itās any help):
My GPU is well-utilized in regards of wattage (320-340 with a few drops), but it stays quite cool compared to other games fully using its wattage. Maybe the task-distribution between the cardās segments is unoptimized.
Since the frame-drops happen only when moving to other areas, it looks like your texture/model load-in could use some major optimization. Not to mention the shopkeepers taking their sweet time loading in all the (fully rendered?!) gear in the shop menu. And when you scroll back up ⦠THEY LOAD AGAIN, because the game forgot it already loaded them
If I shall provide any additional files or screenshots with performance overlays and settings, I will gladly upload them, if that helps getting the game somewhat optimized. The power draw for higher settings does in no way reflect the minor improvements in visuals they bring.
Edit: While playing, only 6,5/16 GB of VRam and 10/32 GB of system ram are used. There is no reason not to keep more textures in the memory.
PS: Personally I am quite fond of the ~35.000 lines saying that the camera is too near in your console.log
There is a mod called dark cache that can cache different stuff and hold it in memory.
For example the item and cosmetic icons.
I donāt know why this is not implemented in the game, seems like a no-brainer really.
When the last big update came and I briefly used the cosmetics menus without any mods I was amazed actually how slow it loads the items and keeps loading them.
Are you using any mods? Perspectives maybe?
If not then this is definitely odd.
Iāve seen these errors as well, but I figured itās probably a mod issue.
If you feel like experimenting, go into the settings_common.ini file in the same applications settings folder as win32_settings. Find mesh_streamer_settings and set disable = true. This will force the game to load all high res assets so loading screens will be longer and youāll use a few more gb of vram. One of the devs mentioned adding this a year ago but the game still struggled to load assets in time. One side effect of this Iāve noticed is that it makes loading weapon/cosmetic icons VERY slow in menus.
You can also try messing with direct storage in the experimental build. One thing I noticed is that the first setup they have you try is with ādisable_bypass_io = trueā and āforce_file_buffering = trueā which the microsoft website for direct storage they link to in the same post says is only really good for HDDs.
I donāt know what the default is for the game currently or if it dynamically checks and sets it for you but if itās this then that would also explain a lot.
we check if the game is on a HDD volume and if thatās the case we set the recommended options for HDD and otherwise we use the recommended default options for SSDs.
The big difference is likely the missing file cache for SSDs.
Canāt answer regarding the texture streamer implementation, but the answer for
My GPU is well-utilized in regards of wattage (320-340 with a few drops), but it stays quite cool compared to other games fully using its wattage. Maybe the task-distribution between the cardās segments is unoptimized.
is likely that you are CPU bottlenecked. Which is common for VT and Darktide
Oh thatās good to know. Iāll leave it as it is then. I did check one other option on the direct storage website and set DisableGpuDecompression to true out of curiosity. iirc direct storage 1.0 games didnāt have GPU decompression and still used the CPU so I thought it might help in GPU limited scenarios but it gave me some big hitches so I got rid of it. Thatās totally on me though.
Also slight addendum to my above post: leaving the mesh shader off and playing for a bit has lead to things loading much smoother overall (save for a funny moment joining Clandestium Gloriana mid mission and only having teammates, crates, rubble, etc loaded in an empty world for 1 second). Have you thought about adding it in as a launcher setting? Maybe under an āexperimentalā settings tab with a popup warning about higher VRAM usage and it not being officially recommended or something.
It does make the cosmetic icons load much slower but the recent hitching from looking at cosmetic lists or mousing over a cosmetic is gone and clicking a cosmetic shows the high detail model immediately.
ps: As long as a dev is here, any update on the psykers rainbow shield glitch that happens on AMD GPUs sometimes? Any way I can help? I know thereās some AMD debugging software like Radeon Memory Visualizer to find memory leaks.
My CPU is relaxing at 30-60% usage. And 346 W is my GPUās max wattage anyway
I was able to improve performance and stability by rolling back the driver from 24.9.1 to 24.7.1 though. On 24.9.1 the game kept crashing after 4-5 runs on borderless mode. In fullscreen it would crash DURING a run, which was very frustrating.
Now with Adrenaline 24.7.1 I had zero crashes.
The performance could still be better, but it improved A LOT by rolling back the drivers. Please reach out to AMD to fix this, since not everyone is willing to experiment with drivers.
Weird, Iāve tried full game reinstalls with deleting all game folders and wiping my drivers with the AMD cleanup utility and it eventually pops back up again. Guess Iāll try that, though itās not as extreme as my previous fix attempts.
Also I agree with your above point about not wanting to experiment with drivers but 24.9.1 is performing great for me. You might want to check out this comment I made in another thread about how I fixed my crashes
Also slight addendum to my above post: leaving the mesh shader off and playing for a bit has lead to things loading much smoother overall
If you mean to render the whole actual cosmetics? Then the issue is that you are waiting on them to load i guess. It will be faster when not loading stuff. Why itās not faster than this I donāt know. Note that Iām not aware of all features of the game, I mostly work on the engine integration and have some insight in the direct storage implementation since Iāve been helping out with issues related to it.
The AMD isnāt something Iām aware of. But test if the shader cache is related might be a good idea.
No worries, I know turning off the mesh shader isnāt technically recommended and I accept the drawbacks that comes with it.
I tested the fix @Daskard gave me and it didnāt work so Iāll probably make a thread about it in tech support in a few days for it to be passed on to the relevant people. Restarting fixes it briefly even when I donāt wipe the shader cache but it tends to happen again after a few missions which is why I suspect a memory leak.
I want to get a couple more clips of it first though because sometimes the first time the glitch happens in a mission it only covers part of the psyker shield and seems to follow the pattern of the wavy effect on it. The next mission itās then fully covering the shield. The partial effect doesnāt happen often though so I donāt have a clip of it yet.
Sorry to hear that.
I checked your suggestions from your other post regarding BIOS settings etc. - you did quite a lot.
Since itās stable now, Iāll refrain from testing those right away, but when I NEED to update my driver, I will get back to it. āNever change a running systemā ānā stuff
Thank you in advance, though
Yeah, thats where Iām at with mine right now. I donāt want to start changing stuff again to figure out what exactly fixed it when I finally found something that works.
I canāt believe this but I think I figured out the issue with the shield. I turned off anti-lag for darktide in my AMD driver And it hasnāt happened for a day so far.
Also, my crashes are gone after messing with some windows settings and doing a driver wipe. Iāll be making a post about it soon.
question
If you are on a full AMD setup.
Why is Nvidias AI agent constantly triggering in the log?
This isnt a repeat of their last AMD botch job is it?
Also do you have ray tracing on because the config is showing reflections set to high and GI set to medium if not it would be nice to see this actually set to an off state when we have it set to off ingame.
I disabled mesh streaming and boom⦠my game no longer stutters. I have a 7900xtx so the extra VRAM usage isnāt going to be an issue. ALSO MY GAME LOOKS SO CRISP AND SHARP OMG.
I have also disabled direct storage and AMD Smart Access Memory and my game isnāt dropping below 140fps.
Thank you for solving my months of pain and suffering.
Heck yea, love to hear it. Just remember that itāll be reverted during verification when the game is updated.
If you want to try another touch-up you can also try swapping out the games Fidelityfx file with the latest version from AMDās GPUOpen Github to maybe make FSR and frame gen look a bit better? Just replace the amd_fidelityfx_dx12.dll in the binaries folder in the main game folder with the one from the FidelityFX-SDK-v1.1.2.zip found in ffx-api\bin. Remember to get the right one for Darktide, not the .lib file or either of the vulkan files.
Darktide still uses the original FSR 3.1 while 3.1.2 released a few weeks ago with ābug fixesā and a memory leak fix but luckily AMD made it so that from this release and onward all it takes to update it for devs (or us) is to swap out the .dll file with the newest one. It should just work but you can save the old file just in case or verify through steam to change it back (and yes, game updates also revert this).
I know people recommend to use XeSS instead but Intel changed the resolution scaling of XeSS 1.3 to upscale from an even lower resolution. Yes thereās less shimmering but the picture is blurrier and doesnāt perform quite as well as it does on other GPUs as it does on Intelās due to how Intel coded it.
You might think thatās not relevant here but the XeSS 1.3 .dll snuck in to the game files with the Unlocked and Loaded update (extra presets not included).
I used to use XeSS 1.3 back when FSR was worse. But honestly the implementation of FSR2 was better than what we have now for FSR3. Deffinelt going to update that dll and give it a go