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  1. #11
    Jord-NL's Avatar Senior Member
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    Originally Posted by MixerDoChuja Go to original post
    I had to do screenshot in windowed because it was taking screenshot of main menu
    So what resolution do you run the game at then?
    And have you tried DirectX? What do you think Vulkan does better that DirectX doesn't?
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  2. #12
    MixerDoChuja's Avatar Junior Member
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    1920x1080, I played mostly on DX before, some time ago I decided to check Vulkan API, for a while it was working fine and than it happened.
    Vulkan has a lot better framerate up to 20% boost and more.
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  3. #13
    Jord-NL's Avatar Senior Member
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    Originally Posted by MixerDoChuja Go to original post
    1920x1080, I played mostly on DX before, some time ago I decided to check Vulkan API, for a while it was working fine and than it happened.
    Vulkan has a lot better framerate up to 20% boost and more.
    It's a low enough resolution that your GPU shouldn't have problems with. But then so's mine and I still have drops to 20 FPS. Normally when the GPU reaches 99%, and that's usually caused by the VRAM usage being maxed out. The only fix for that is exiting the game and restarting it, sometimes even going as far as requiring a reboot.

    I looked into the FPS use of Vulkan vs DirectX 11 (which is what this game uses) and the reviews are mixed. In December it still was DirectX being better, in April it was Vulkan being better, but only on select videocards with lots of memory (like the 2080 Ti), then later it was all 8GB cards, but since that time no one's made comparison benchmarks anymore. Even while we're several GPU driver instances further. Or they're comparing 4K on 4GB and 8GB cards, while you require at least 11GB (2080 Ti, Radeon VII) to accomplish that.

    Interesting titbits from https://www.ubisoft.com/en-gb/game/g...lkan-api-on-pc:
    When playing games on a PC, or while performing any graphic-intensive tasks, the CPU and GPU will work in parallel to produce the image frames on the monitor. The player’s maximum frame-rate – in the case of playing games – is determined by the slower of the two (CPU and GPU).

    Having said that, controlling the frame-rate by changing the graphics settings to enhance the GPU workload is limited, and performance is usually decided by the CPU and/or GPU hardware parts.

    As the middleman, the API can enhance the workloads that translate to a better performance. APIs such as Vulkan offer more flexibility and the ability to work more closely with the hardware's capabilities, therefore requiring less CPU usage. This additional flexibility is allowed at the expense of additional coding complexity needed by the programmer.

    Despite DirectX 11 API being more than 10 years old, it still delivers excellent performance but at the cost of high CPU processing. Additionally, some features supported by modern GPUs are not compatible with the older APIs, including DirectX 11.

    Vulkan offers benefits that will reduce both CPU and GPU cost while enabling us to utilize more modern GPU features that will bring exciting new things in the future.


    And

    GPU memory oversubscription (requesting more GPU memory than available): DirectX 11 drivers have an advantage at handling GPU memory oversubscription. When GPU memory oversubscription happens with Vulkan, it can trigger stuttering and potentially crashes. To address this, players are advised to keep an eye on the estimated memory consumption displayed on the graphics setting menu and try to reduce the texture quality and/or the resolution of the game.
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  4. #14
    MixerDoChuja's Avatar Junior Member
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    So for now DX is only viable option, fuckk
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