
I noticed this too and I think it has more to do with the switch from 1080p to 1440p. I was running advanced lighting on high @ 1080p fine for months on my 680 SLI. I picked up an Asus Swift PG278Q 1440p monitor and still ran the 680 sli and noticed stuttering or frame pacing/dropping issues. I moved up to SLI 980s and the issue still exists on high advanced lighting. There is more than enough gpu power pushing for this not to be an issue, but the game is choking somehow. I'd say its either an effect that scales with resolution rather than having a set resolution itself (think full res DOF effects in other games) or its a drawcall/bandwidth issue. I never set my resolution back to 1080p to confirm this, but I highly doubt its related to the hardware itself.
Might be something to check out this evening when I have some time. Curious at the least. The other person I know having this issue is running at 4k across 3 monitors with 4 Titan's
I've test new driver 344.48 with my Asus GTX980 Strix
Square fogs are gone, but i have stuttering problems from time to time
Tested standing next to the Coil2 portal when Odin was up. Only one other player near the portal in fallgourd. Facing south so only the portal and water in the view port and occlusion setting is on so geometry for the rest of the map is a limited issue.
1980x1080 all settings maxed (EXCEPT advance lighting normal) 140hz I'm seeing 47% and 67% load on my gpus. 1304mb vram used. 140fps. CPUs all 4 cores loading around 40-48% ram usage 2331mb.
1980x1080 all settings maxed 140hz I'm seeing 67% and 74% load on my gpus. 1398mb vram used. 122fps. CPUs all 4 cores loading around 40-48% ram usage 2330mb.
2560x1440 all settings maxed (EXCEPT advance lighting normal) 140hz I'm seeing 70-87% (bouncing)% and 81-90(bouncing)% load on my gpus. 1342mb vram used. 140fps. CPUs all 4 cores loading around 63-81% ram usage 2334mb.
2560x1440 all settings maxed 140hz I'm seeing 60% and 66-73(bouncing)% load on my gpus. 1512mb vram used. 76fps. CPUs all 4 cores loading around 36-52% ram usage 2352mb.
So interesting trend. Advanced lighting does impact fps negatively at both resolutions, but the impact at the higher resolution is much much greater. Also of note, Cpu and GPU utilization is all over the place. With advanced lighting on at 1080p i'm seeing higher gpu load, slightly more vram usage, and about the same cpu usage, as expected.
Up the resolution and gpu utilization seems to drop along with cpu utilization with advanced lighting on compared to with it off. Vram usages shoots up and fps drops. Oddly though, when advanced lighting is on normal, CPU usage spikes 20% higher than 1080p, but drops lower than 1080 when advanced lighting is on.
Also of notice, at 1080 either setting, the gpu load in sli seems balanced and constant. Upping to 1440p the gpu utilization on both cards seems to become erratic, bouncing all over.
I'll disable SLI in a moment to test it out with a single card.
EDIT single card pegs 99% load all the time with advanced lighting on high or normal. ON normal i get 100fps flat, so it can't even hit my 144/140 gsync refresh which is expected. With advanced on high it stays at 99% use but the fps drops to 88fps.
It must be said, that while 70+fps sounds fast, with this advanced lighting setting on high, even with a gsync monitor, this FPS is a stuttery mess. It's the game choking in some way. The picture is not smooth.
Last edited by Koroem; 10-25-2014 at 02:00 AM.


Advanced lighting is a dynamic effect that recalculates based on scene information to determine what is and isn't being cast on, it will be a choke on the cpu on normal conditions, but the current SLI profile might be suffering a bit of cpu overhead that is choking it more than when a single card is used.
might profile the threads view with process explorer and see if theres more cpu usage in the nvidia driver.

I tested the effect with 1080p and the numbers, although better, still show the same issue. With SLI on not looking at the lighting effect, I would get 180+ fps and full bar on the SLI overlay, as soon as I look at the object, it drops to 60-70 fps, and SLI drops down to only 1/4th usage. This is telling me it is definitely something with how the effect is being handled BY SLI and it is forcing the rendering maybe to one card and its confusing it? the SLI bar pulses with the animation.
CPU at the time is never more than 55-60% all pretty much FFXIV. Precision X being ~2% of that number then 1% system processes.

Adding some screenshots, the SLI bar is actually at the highest point in the pulse on the first, then away its fully loaded. This is at 1080p not 1440.
As stated by the other person, my CPU actually drops when the frame rate does. GPU does as well. Its like the engine doesn't know how to send the data properly through SLI


overall % of cpu usaged is not an indicator of anything. Please understand that the only thing that indicates a cpu bottleneck is the % per thread usage displayed by tools such as process explorer.
multicore cpu's will never show full loading on direct3d9 (or 11 for that matter) and still will hit direct3d overhead bottlenecks
as i have pointed out numerous times before, this game game uses up to 5 cores at best and a good majority of the cpu time is in the driver, where directx info is processed.
![]()
Wow.. I'm getting the latest Asus GTX980 Strix and now you're scarring me with all those issues..![]()
"I am the master of my fate, I am the captain of my soul"
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote









