Outfit render is realy laggy when switching outfits

Issue Description (Required):

eveytime i want to change my oufir it realy render real bad please fix it

Platform (Required):

PC - Steam

3 Likes

Me too, not always but when i change character it becomes a powerpoint presentation.

that’s not the outfit rendering. that’s because you’re in the morningstar, the single most processing-hungry visual area in the game. it changes a lot faster in the training area.

they can’t do much about it because have you PAID ATTENTION to the main morningstar area? that’s a lot of crap to render!

In the meat grinder it renders also bad even not much effects are in there or my graphic settings are ass

could you upload a log from %appdata%fatshark/darktide/console_logs

perhaps we can see the stalls in the log.

1 Like

alright

console-2024-12-30-13.17.37-3b67d92f-0b40-4fd4-b294-e12391baabf9.log (353.9 KB)

i mean its an known iusse its was fine at first till bit agp

console-2025-01-15-07.32.20-68d4f65f-675b-4475-bd2c-184ae00f1dd8.log (189.7 KB)


I don’t know, are the stalls visible in the logs?

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The only fix for this that I’ve been able to successfully implement is by reverting to older drivers. Specifically, if you have a Radeon 7800, the Adrenaline 24.7.1 drivers seem to be the best for Darktide.

AMD Software: Adrenalin Edition 24.7.1 Release Notes

The sync renderer stalls will likely be fixed with 1.7 since we introduce more async load/unload code and this specific code does alot of those.

Please keep me updated after 1.7 if this is still an issue

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I just changed to nvidia and the stutters are mostly gone, it was in fact amd at fault, or the bad optimization this game have on their gpu’s.

yeah the amount of the bad perfomance darktide have makes vt2 way better with dealing with large hordes and effects

i dont think its amd fault its more the poorly optimization of fatshark not amd

i did downlaod the update its still an problem with rendering lag

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I think I may have found something that could help explain why performance is so weird in this game. I was looking into using VKD3D on Windows to fix a different game (the DX12 → Vulkan translation layer used in Proton) and found this github entry where they go over how broken the native implementation of sampler feedback streaming is on Windows and how AMD, Intel and Nvidia all get parts of it wrong. I’m assuming it’s used in Darktide based on the feedback_streamer_settings block in settings_common.ini in the game files.

I’m not a graphics programmer so I can’t explain everything they go over well so I’ll just quote this part:

All native drivers from NV, AMD and Intel are non-compliant with spec and fall down once you venture out of the most trivial test cases imaginable, and even then the hardware behavior is deeply questionable in places on all vendors. This document will try to outline all known issues.

and this part:

All implementations are broken in some form and only the most trivial test cases pass everywhere. Effectively, this D3D12 feature is completely broken, and we feel justified in implementing it in an emulated way. Only our implementation can pass our test suite unscathed. Of course, we omit test cases where we know we cannot support it correctly (Grad / Level with non-trivial sampler comes to mind).
The test coverage in D3D12 is … barely existing and beyond some trivial demos I doubt anyone actually tested this.

Bear in mind this was posted in Oct 2023 and their emulated approach to it was added to VKD3D a month later so I don’t know how drivers and DirectX updates have effected it.

One thing I do recall reading somewhere is how directstorage is recommended for use with sampler feedback streaming so this could also explain some of the headaches you all have had with that and why performance is better for some people if they disable it in their user_settings.config

that would explain everything why the rendering is poop

Monster Hunter Wilds also comes to mind with how it has massive frame drops/spikes when turning the camera unless you lower mesh and texture settings (and no, turning on frame gen to smooth it out is not the correct dev answer)

I will ask, but I think we have a custom solution due to some limitation on the default api.

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Yup, yet another abysmal example of Fat shark’s optimization ability…