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this post was submitted on 01 Dec 2023
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What is up with new games? I have a Predator Triton 300; i7 9th Gen, 16GB/512GB. All games get installed on the SSD instead of the HDD.
I played the new Tomb Raider trilogy (still playing the last one, no spoilers) and it ran smoothly on Medium (some unnecessary stuff turned off) most of the times.
Tried playing new game called Deliver us Mars, disaster. It stutters every. Fucking. Time. ON LOW! What the Fuck?
A big issue with recent games is Vram usage (the gpu has vram). If you don't have enough vram the game will stutter. At the moment where there isn't enough vram, even a tiny bit not enough, the game will stutter.
Another issue is also ram and cpu utilisation which in some games is pretty extreme.
Othrt issue can be very heavy graphics and badly optimized lower settings.
Some games also have transition stutter, where you change zone. It will try to load the new zone and unload the precedent one. But it uses cpu power and requires a fast ssd depending on the size of what has to be loaded.
Duuuuuude
Bruh wtf did my keyboard write. Fixed to new.
๐
I see... But why the dependency on vram?
Also, regarding the graphics: Tomb Raider is a huge game with large maps and heavy graphics. Ran fine.
Deliver us Mars is an Unreal Engine game made by a relatively small studio.
I feel like Unreal is to blame for this... Idk if I'm right tho.
Unreal engine is pretty bad for open maps. It generates a lot of cpu usage when changing zones. And heavy textures and other heavy elements don't enhance the experience.
The vram, I'm not sure what your questions is about.
The vram is special ram (much higher bandwidth, but slightly higher latency than cpu ram, also supports special extra things) included on the board of the graphics card.
It is necessary because it stores textures and others game elements the graphics card needs to operate the game (shadow info,...). The elements are loaded into vram, from the very slow (in comparison) drive (even nvme 5.0 ssds are extra slow compared to vram or ram) to allow the gpu to process whatever it has to do. Background tasks, windows, the desktop... Also use vram to be able to have the app windows and desktop displayed, so the total available for the game can vary.
If there isn't enough vram, there can be multiple things happening (I'm talking about textures but vram includes others things too) :
Resizable bar ( or SAM on amd) is not enabled : the gpu will not be able to load all the textures, so it would either have missing textures, or lag a lot due to texture swapping. The textures can also take a lot of time to load instead of completely missing depending on the game optimisation, due to swapping with previous textures. The game can even crash.
Resizable bar is enabled : it is possible with this pci-e configuration for the gpu to access system memory. So in some cases, textures may spill into system memory (cpu ram), which isn't great either, because system memory has a way higher latency to the gpu (it has to go through the cpu, pci-e slot...), and way lower bandwidth. And so generates lots of lag.
If a game is well optimized, the lower the settings are the lower vram usage there is. Some games however did not have such great optimisation. Vram usage mostly depends on the texture quality and resolution. (increasing the texture quality will use a very few/negligible amount of extra gpu power, but increase the vram usage).
There is also a baseline the devs may put for optimisation. The less vram there is, the less the textures can have data available to use. So the more compromises have to be done, with less and less quality. So fixing a baseline quality depending on the current most used vram capacity is not that bad. Tho it does have issues for people having less available.
Damn. You just can't win, can you? ๐
Dead Space just ran like crap on anything. 6950XT and 5600x. Stuttery mess.
Just rushed development usually with the bigger titles. The time isnt spent on performance, it's a case of spunking a game out and moving onto the next one.
Deliver us Mars is barely anything compared to Tomb Raider. I'm honestly shocked that TR ran smoothly on my device.
Tomb Raider reboot is pretty well optimised. The games look beautiful with great performance. It used the in-house Foundation engine.
It's a shame the next game will be on UE5, UE games always a certain look and jank that just makes them feel 'cheap' to me. Along with, usually, a lot worse performance.
It's kinda sad that all the in-house engines are being abandoned... Especially since Unreal is a one-size-fits-all engine. It's not suitable for all games if optimised gameplay is an expectation...
Also, yes. I didn't understand initially when I heard about the Unreal look, but goddamn I see it everywhere now...