The Xbox 360 version has awful texture loading[streaming] problems and save problems [save problems fixed in patch]
the thing is PC inherited those TWO problems
its the same problem that RAGE had , on consoles when the textures streamed all looked low and suddenly it jumped to high res , on PC when textures stream ALL HANGS/FREEZES and when the FULLY HIGH RESOLUTION texture is LOADED the game UNHANGS and continues ... simple put on PC iTS STUTTERS LIKE A MOTHERFUCKER going from one map to the other , streaming is broken by CRAPPY OPTIMIZING
same here
anyway , this game has two configurations yours and extra
yours ,means there are for your PC ,
there are in My Documents\My Savegames\BioShock
and they all start with the letter ''X'' like xEngine.ini
extra config that does nothing for the game is in [install dir]\BioShock Infinite\XGame\Config\
why do I say extra well
just few examples of your fine reading how the game was developed
; The branch within the project that this bug is coming from. This lets us filter bugs from other branches of the same codebase
;
; WARNING: during reverse-merges back to the shipping branch (in this case, Main), please make sure this is correctly resolved!
; Otherwise crashes in one branch may be erroneously filed under a different branch.
FogBugzBranchName=MAIN
; The project number for the project this bug should be filed under (you can see this by mousing over the URL for each project)
; 146 is "Icarus"
FogBugzProjectNumber=146
Code:
;; CKLINE WARNING: DO NOT CHANGE THESE WITHOUT CONSULTING A LEAD/DIRECTOR! Changing MinMagFilter/MipFilter will affect runtime performance;
;; changing MipGenSettings will affect texture quality!
;;
;; NOTE: non-color textures (normal maps, etc) should not use Sharpen setting higher than Sharpen0 (which means "no sharpening, but high quality downsample")
;; because the sharpening algorithm assumes the data in the texture is color data, and sharpening normal maps may create strange alias effects
;;
Code:
;; CKLINE NOTE: talk to Chris before adding a setting here that differs from the one in [SystemSettings].
;; This section inherits from SystemSettings, so usually we want to leave this blank so that what the artists
;; see in the editor is the same as what they'll see in-game (non-PIE) on PC
;
Code:
; Compute this so a 1x1 quad 30 units away from the camera at 720P has a 1-1 texel/pixel ratio at 75 FOV
IdealTextureDensity=5.7
; 1x1 quad 10 units away, which is our near plane, is ~ 17 x 17 pixels, give some slack for sniper modes
Code:
; The last entry in the startup movie list is played as a looping loading movie in case
; startup packages have not finished loading yet. It will not play if startup package loading has completed.
;
; We'll probably never hit this movie on shipping media once we have all the legal screens and vendor logo movies in place,
; but just in the very rare case that this happens, cycle this movie until it does.
;
; This last movie should be set in the individual platform versions of DefaultEngine.ini, because different platforms can adjust this list of movies
; and we want to make sure this one is always last.
;
;;+StartupMovies=LoopingMovieUntilStartupFinishes
;; The user is allowed to skip out of watching these movies after the game "first boot" process has been completed at least once,
;; and as long as the game has loaded all the core startup packages
+SkippableMovies=2KLogoSweep720p2997
+SkippableMovies=IrrationalLogoTest
+SkippableMovies=UE3AnimatedLogo_ProRes
; These movies are skippable, but only after 5 seconds have passed
+SkippableAfterFiveSecondsMovies=BioshockInfinite_Credits
;; These movies will disable XBOX 360 custom background music
and many many more, there are even bug reports and some smirky remarks how this engine sucks
so HOW TO FIX THE STUTTERING go into YOUR XENGINE.INI and edit it and then make it READ-ONLY in file properties so the game can't re-edit your edits
change this :
[Engine.ISVHacks]
DisableATITextureFilterOptimizationChecks=True <<<<False depending on your VGA
UseMinimalNVIDIADriverShaderOptimization=True <<<<False depending on your VGA
PumpWindowMessagesWhenRenderThreadStalled=False
just found the culprit for the shuttering/lag ITS.... engine memory cache wipe error
if you increase the TextureStreaming Pool in
PoolSize=400 <<< 600 depending on your RAM
MemoryMargin=20 <<<<200
the this game will run fine .... after 4 maps full loading it will shutter , the problem here is a bug report i found in one of those default ini
if you increase the cache this problem will affect you after 4 maps if you use my settings if you double it after then 12 maps ... but still it will be present
it just can't WIPE THE CACHE ,
imagine you write in a book that has only 4 pages [PoolSize=400 MemoryMargin=20 ] with a pen and now try to add new info into it ... you can't and thats why it will lag like shit , the more pages you add the more you can write [PoolSize=600 MemoryMargin=200 ] the less it will lag ... BUT STILL you are using a PEN not a pencil that cant be erased
the thing is when the cache is full IT somehow can't erase it , it should happen every chapter but by some strange glitch it always holds that info from the previous chapters all map data ...
so as of now the only way to FLUSH this cache is to restart the game after lag and set the pool to PoolSize=900 MemoryMargin=450 thats the sweet spot
Last edited by Hfric on Sun, 31st Mar 2013 05:27; edited 1 time in total
well it looks ok but its uses fake AA aka Blur on consoles and has medium environment textures
and it runs on consoles in 30 fps then 60 fps on pc or when you turn off vsynch i got like 170 fps but with awful tearing but all on ultra and 170 fps wow beat that consoles
I think the DX11 post processing is enough of a reason to prefer the PC version, even if it means restarting the game every once in a while. It will probably be patched soon anyway.
I think the DX11 post processing is enough of a reason to prefer the PC version, even if it means restarting the game every once in a while. It will probably be patched soon anyway.
say what ??? the only dx11 post processing effect this game has is bokeh depth of field and thats a ALTERNATIVE post PROCESSING OPTION , and IT TAKES LIKE 30 FPS !!!
AND THATS IT
there are two post processing options
Normal = Dx10 = HDR mixed with Bloom and it looks the same like on consoles
Alternative = bokeh depth of field with out HDR and Bloom and AA it uses soft blur to fake AA simple put it TURNS OFF ALL LIGHTING EFFECTS
Left side DX10 Normal that looks the same as dx9c on xbox/ps3-- Right side DX11
can you guess what is what ,
Hint: those with over glow effect , bloom , AA and HDR and motion Blur are dx10 ... DX11 HAS NONE OF THOSE
Spoiler:
from left to right : dx11 [buildings roofs reflections and other shiny things are gone] DX11[no glow from object that deflect light , rails and other things] DX10 DX10 DX10
IF you would know me better then you would knew i am a tech sawy person that can hack and crack anything to make it run , but some dimwits here just categorized me here
IF you would know me better then you would knew i am a tech sawy person that can hack and crack anything to make it run , but some dimwits here just categorized me here
I know, I know, I remember your GAYGAY releases !
boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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