Basic procedure here was to eliminate GPU utilization, but ensure any potentially non-GPU dependent settings were accounted for, by running at maximal settings, but a low enough internal resolution to keep GPU utilization below 90%. In this case, that means 1440p Ultra++(ish) with x0.5 supersampling (720p effective internal res).
Edit: I did find an anomaly with the default ultra directional shadow preset, and only this preset of this setting, where it was inconsistently harming frame rate without always increasing GPU load. Avoid the default ultra shadows and any graphics settings that keep utilization well short of maxxed out should be completely down to the CPU, memory, and driver/API overhead.
System used is my rather carefully tuned 5800X3D box that has a lean Windows install and fast system memory. GPU is an AMD RX 6800 XT with the 22.8.2 drivers. A few more details in the video descriptions.
This first scenario is an AI-light area to focus on the game's renderer itself, rather than it's difficulties managing complex NPC interactions or broken settlement assets. I'll test some more complex scenarios and a broader spectrum of systems later.
D3D:
Source: https://www.youtube.com/watch?v=bFc4O-Fe6BU
Vulkan:
Source: https://www.youtube.com/watch?v=s9kpUg178XE
Edit: See post #15.
If anyone wants to do a comparable test, head to any lightly-trafficked, mediumish wealth, industrial, coriolis starport, stand on the center of the bridge and look at the cluster of terminals while facing the mailslot. The less crap running in the background, the better. Make sure you have no frame rate caps of any kind and aren't GPU limited. If you're using DXVK or a non-Windows OS, specify that. System specs would also be nice, especially CPU, memory, and GPU brand.
More points of comparison are always appreciated.
Edit: I did find an anomaly with the default ultra directional shadow preset, and only this preset of this setting, where it was inconsistently harming frame rate without always increasing GPU load. Avoid the default ultra shadows and any graphics settings that keep utilization well short of maxxed out should be completely down to the CPU, memory, and driver/API overhead.
System used is my rather carefully tuned 5800X3D box that has a lean Windows install and fast system memory. GPU is an AMD RX 6800 XT with the 22.8.2 drivers. A few more details in the video descriptions.
This first scenario is an AI-light area to focus on the game's renderer itself, rather than it's difficulties managing complex NPC interactions or broken settlement assets. I'll test some more complex scenarios and a broader spectrum of systems later.
D3D:
Vulkan:
Edit: See post #15.
If anyone wants to do a comparable test, head to any lightly-trafficked, mediumish wealth, industrial, coriolis starport, stand on the center of the bridge and look at the cluster of terminals while facing the mailslot. The less crap running in the background, the better. Make sure you have no frame rate caps of any kind and aren't GPU limited. If you're using DXVK or a non-Windows OS, specify that. System specs would also be nice, especially CPU, memory, and GPU brand.
More points of comparison are always appreciated.
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