Going to try disabling my second monitor now. Since I've seen people post about using 1440p and not having this severe slideshow issue (I am talking about 2-3 fps), I'd welcome any ideas on what might be wrong at my end. With all the blur effects etc going on, it's hard to pay attention to details if the framerate isn't high enough. Quantum Break is listed as a 4K game for the One X but it does not render at native 4K (3840 x 2160).
Really hard to say anything about IQ between 1080p and 1440p, since 1440p is such a slideshow. Up to 5 gigs used instant in 1440p, 4 gigs at 1080p. UWP to thank, I suppose.Ĭ) Limit to 30fps. I'd love to tell you what FPS I'm getting, but even running Afterburner on my second monitor doesn't show fps. (AKA quantum break) be used to upscale from 1440p to make 4k easier to run.
There's is obviously something very wrong here, it's not a matter of performance.Ī) Disable fullscreen - who wants to play with window border.ī) Lower the resolution to 1080p, in which I'm looking at around 60% GPU usage in the staring scene. A subreddit for PC gaming news and discussion. Using fullscreen with 1440p is a slideshow, with GPU usage jumping between 100% and 10% wildly. I do not find it encouraging that none of the MS published UWAs are using any of DX12s multi gpu things though yet that I am aware of, unless Forza Apex does.įirst impressions with 980Ti STRIX, 16G DDR4/2400.įirst impressions are not good. and so we're stuck with whatever options the developers decide to give us, as they try to get to grips with UWAs and a new API. My 3 980s would likely allow me to DSR and the game would look fantastic. Things start getting difficult at 1440p, where were very close to 60 FPS with no image upscaling, and dropping the usual suspects like Volumetric Lighting.
If this game supported some of DX12s multi gpu options, then I'd be pretty happy with it. I don't know their engine, so I don't know how easy it is to give players the choice of disabling it, but adding a toggle to remove a graphical effect isn't something UWA is going to get in the way of. It looks so, so much better, but man, that lighting engine murders the hardware. the game has 4x msaa always on no matter what, maybe thats why it perform bad, cuz i enabled mfaa for this game and looks amazinly good at native 1080p and very nice at upscaled 1440p. Gonna play it at 1080p ultra with upscaling and film grain off. Remedy has just released a new FAQ about the current state of its latest title, Quantum Break, there will be no Multi-GPU support. Upscaling off at 1440p: Can't even do 30. There's a bucket-load of issues with this game, here's a new one. In this case you've got an engine designed for consoles that's being doing this reconstruction thing for ages being ported to PC. Upscaling on at 1440p: Hovers between 30 and 50.
Then you've got developers getting to grips with a whole new API in DX12 in most cases, which is also going to compound things. You've got UWA's actual issues like no SLI support. Theory is, even at 1440p things are being upscaled rather than actually processed at that resolution, and it leaves much to be desired by players sitting closer to the screen.