Bioshock: Infinite [PC][Tech talk][Few fixes]
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Hfric




Posts: 12017

PostPosted: Sun, 31st Mar 2013 00:23    Post subject: Bioshock: Infinite [PC][Tech talk][Few fixes]
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 Laughing

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

Code:
[BugSubmission]
ProxyURL=http://test.iga.local/general/TestTrackProxy/TestTrackProxy.php
ServerSoapClientUrl=http://64.167.75.22/ttsoapcgi.wsdl
FogBugzURL=http://2kgbosfbz1/fogbugz/default.asp?command=new&pg=pgEditBug

; 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 Laughing


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

[TextureStreaming]
PoolSize=400 <<< 600 depending on your RAM
MemoryMargin=20 <<<<200
MemoryLoss=0
StopIncreasingLimit=12
MinEvictSize=10
MinRequestedMipsToConsider=11
MinTimeToGuaranteeMinMipCount=2
MaxTimeToGuaranteeMinMipCount=12
UseTextureFileCache=TRUE
LoadMapTimeLimit=5.0
LightmapStreamingFactor=0.04
ShadowmapStreamingFactor=0.08
MaxLightMapRadius=4096
MaxShadowmapRadius=4096
AllowStreamingLightmaps=true
TextureFileCacheBulkDataAlignment=1
UseDynamicStreaming=True
bEnableAsyncDefrag=False
bEnableAsyncReallocation=False
MaxDefragRelocations=256
MaxDefragDownShift=128
BoostPlayerTextures=3.0
TexturePoolSizeReductionMB=40
LowPCTexturePoolSizeMB=256

[SystemSettings]
bUseMaxQualityMode=False
StaticDecals=True
DynamicDecals=True
UnbatchedDecals=True
DecalCullDistanceScale=1.000000
DynamicShadows=True
DirectionalLightmaps=True
MotionBlur=True
MotionBlurPause=True
DepthOfField=True
DiffusionDepthOfField=False
SM5DiffusionNearBlurScale=0.600000
SM5DiffusionFarBlurScale=0.350000
BokehDepthOfField=False
AmbientOcclusion=True
Bloom=True
UseHighQualityBloom=True
Distortion=True
FilteredDistortion=True
DropParticleDistortion=False
bAllowDownsampledTranslucency=True
OnlyStreamInTextures=False
LensFlares=True
OneFrameThreadLag=True
UseVsync=True
VsyncTo60WhenUnder30=False
UpscaleScreenPercentage=True
DisplayMode=0
AllowD3D10=True
AllowD3D11=True
AllowRadialBlur=True
EnableSoftwareOcclusion=False
EnableGPUOcclusionQueries=True
EnableDepthPrePass=False
EnableScreenSpaceAmbientShadows=True
EnableSPUScreenSpaceAmbientShadows=True
UseHighQualityLightShaftRendering=True
EnableHDAO=True
HDAOHighQuality=True
DisableAOFiltering=False
EnableSM5ShadowSystem=True
EnableSM5ShadowBlur=True
SM5ShadowSunWidth=0.100000
SM5ShadowSunWidthWorstCase=50.000000
NewShadowPenumbra=8.000000
NewShadowSplitPenumbraScale=0.500000
NewShadowFilterWidth=2.000000
ShadowCascadeScale=1.000000
NewCSMSoftTransitionDistance=600.000000
NewNonCSMSoftTransitionDistance=60.000000
EnableLightShafts=True
EnableFXAA=True
EnableSM5FXAA=False
UseLowPrecisionColorBuffer=False
UseHalfResAmbientShadows=False
UseComputeShaderAmbientShadows=True
DynamicShadowsLevel=5
TextureDetailLevel=4
AmbientOcclusionLevel=4
LODDistanceBiasLevel=4
GraphicsQualityLevel=5
MassiveLODDistanceBias=0.100000
StaticMeshLODDistanceBias=0.100000
SkeletalMeshLODDistanceBias=0.100000
ParticleSystemLODDistanceBias=0.100000
CullDistanceBias=0.100000
PostProcessingLevel=0
OverallTextureStreamingBias=1.500000
ParticleCountHardLimitScaleFactor=10.000000
MaxDistanceToApplyOcclusionRotationalScaling=5000.000000
TextureFilteringLevel=3
bInitializeShadersOnDemand=FALSE
MaxPrecachePrimitivesPerFrame=300
SkeletalMeshLODBias=0
ParticleLODBias=0
DetailMode=2
ShadowFilterQualityBias=3
MaxAnisotropy=16
MaxMultisamples=1
MinShadowResolution=64
MinPreShadowResolution=8
MaxShadowResolution=2048
MaxPerObjectShadowResolution=2048
CullCastersSmallerThanTexels=0
ShadowFadeResolution=128
PreShadowFadeResolution=16
ShadowFadeExponent=0.700000
DistortionFadeResolution=1.000000
DistortionMinResolution=0.000000
LightFadeResolution=0
LightMinResolution=0
LightFadeExponent=1.000000
ResX=1360
ResY=768
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
ShadowTexelsPerPixel=1.273240
PreShadowResolutionFactor=.5
bEnableVSMShadows=False
bAllowHardwareShadowFiltering=False
bAllowBetterModulatedShadows=False
bAllowWholeSceneDominantShadows=True
ShadowDepthBias=0.012000
ShadowDepthBiasWorstCase=0.003000
CSMSplitSoftTransitionDistanceScale=4.000000
CSMSplitDepthBiasScale=0.500000
UnbuiltWholeSceneDynamicShadowRadius=20000.000000
UnbuiltNumWholeSceneDynamicShadowCascades=3
bForceCPUAccessToGPUSkinVerts=false
bDisableSkeletalInstanceWeights=false
ApexClothingAvgSimFrequencyWindow=60
ApexLODResourceBudget=1000000020040877300000.000000
ApexDestructionMaxChunkIslandCount=2147483647
ApexDestructionMaxShapeCount=2147483647
ApexDestructionMaxChunkSeparationLOD=1.000000
bEnableParallelAPEXClothingFetch=True <<<<<<<<<< WHY IT FUCKING LAGS set it to true , yes its NVIDIA apex clothing simulator gone bonkers , you can even turn it off and add +20 fps boost ... but i run it in 60 fps Vsynch so it does nothing for me

DELETE THOSE LINES
[IpDrv.UdpBeacon]
DoBeacon=True
BeaconTime=0.50
BeaconTimeout=5.0
BeaconProduct=ut
ServerBeaconPort=8777
BeaconPort=9777


[BugSubmission]
ProxyURL=http://test.iga.local/general/TestTrackProxy/TestTrackProxy.php
ServerSoapClientUrl=http://64.167.75.22/ttsoapcgi.wsdl
FogBugzURL=http://2kgbosfbz1/fogbugz/default.asp?command=new&pg=pgEditBug
FogBugzBranchName=MAIN
FogBugzProjectNumber=146
FogBugzAreaNumber=460
FogBugzAssigneeNumber=1106

[StreamByURL]
PostLoadPause=6.0




Last edited by Hfric on Sun, 31st Mar 2013 05:23; edited 1 time in total
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ixigia
[Moderator] Consigliere



Posts: 65037
Location: Italy
PostPosted: Sun, 31st Mar 2013 03:19    Post subject:
The stuttering issue here is a strange beast, since some fixes seem to work for someone whereas other people don't see any improvements Razz

Apparently in order to use the modified Poolsize the game needs to be launched with the command line:
-ReadTexturePoolFromIni

http://www.giantbomb.com/forums/bioshock-infinite-6060/pc-stuttering-fix-1430346/

Also these can be useful
[MemoryPools]
Quote:
FLightPrimitiveInteractionInitialBlockSize=2048
FModShadowPrimitiveInteractionInitialBlockSize=2048


I must admit that I barely have stuttering anymore now, only some very minor lag when loading the new areas.
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Mr.Tinkles




Posts: 12378
Location: Reino de Suecia
PostPosted: Sun, 31st Mar 2013 03:31    Post subject:
The poolsize?
Is that for system ram or VGA ram?

And how much should it be set to if you have 4,6 and 8 respectively?

Nevermind, read what Ixi posted and it's based off the VRAM.


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Hfric




Posts: 12017

PostPosted: Sun, 31st Mar 2013 05:17    Post subject:
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 Laughing

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
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Hfric




Posts: 12017

PostPosted: Sun, 31st Mar 2013 05:20    Post subject:


SHIT like this just makes we want to go back to my hacked consoles again

on those you run a game and it plays as it should ... textures where awful but at lest you could play this game


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LeoNatan
☢ NFOHump Despot ☢



Posts: 73194
Location: Ramat Gan, Israel 🇮🇱
PostPosted: Sun, 31st Mar 2013 05:22    Post subject:
And looks like blurred horseshit.
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Hfric




Posts: 12017

PostPosted: Sun, 31st Mar 2013 05:33    Post subject:
LeoNatan wrote:
And looks like blurred horseshit.
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 Laughing but all on ultra and 170 fps wow beat that consoles


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LeoNatan
☢ NFOHump Despot ☢



Posts: 73194
Location: Ramat Gan, Israel 🇮🇱
PostPosted: Sun, 31st Mar 2013 06:37    Post subject:
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.
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Hfric




Posts: 12017

PostPosted: Sun, 31st Mar 2013 17:02    Post subject:
LeoNatan wrote:
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.
Laughing 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 Laughing 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 Laughing

 Spoiler:
 


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tonizito
VIP Member



Posts: 51322
Location: Portugal, the shithole of Europe.
PostPosted: Tue, 9th Apr 2013 02:27    Post subject:
Hfric posting a PC game ini fixes?! Have I entered a parallel universe?

Thanks for the fixes, will try them as soon as I get home! Very Happy


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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Hfric




Posts: 12017

PostPosted: Tue, 9th Apr 2013 05:33    Post subject:
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


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tonizito
VIP Member



Posts: 51322
Location: Portugal, the shithole of Europe.
PostPosted: Tue, 9th Apr 2013 12:20    Post subject:
Hfric wrote:
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 ! So Much Win


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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