Quantam Leap for W10 port looks crappy, defense ensues. Click for more info

Fatboi1

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all that reconstruction magic, and performance is still shyt?

doesn't make sense...
They could keep this W10 shyt if they gonna release turds like this. First TR, Gears, and now this?

frametimey6a9r.jpg




7evQxxS.gif
 

daze23

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They could keep this W10 shyt if they gonna release turds like this. First TR, Gears, and now this?

frametimey6a9r.jpg
it's like it's trying to be a stuttering mess. frametimes are consistently inconsistent :snoop:
 

Ciggavelli

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I might not even install this on my pc once I get my code. A Fury X with those terrible fps? My Titan Xs won't be much better (you know they won't have SLI implemented either).

Looks like this is an X1 game for me.

It's like MS is trying to make their Win10 store games fail. How can they fukk up each and every launch so bad? Shouldn't they have learned from the first 2 fukk-ups? :snoop:
 

daze23

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What went wrong with Quantum Break on PC?

Quantum Break has arrived on the PC and to suggest that the results are disappointing would be a massive understatement. PC gamers are left out in the cold with another high profile release failing to deliver expected levels of performance, features and customisation. As things stand, it simply isn't possible to achieve a smooth frame-rate on any PC hardware configuration and thanks to the profound limitations imposed on gamers by the Universal Windows Platform, there's no way to fix it.

60 frames per second isn't possible on a 60Hz monitor: The most serious problem with this port lies in its performance limitations - currently, we've determined that it simply isn't possible to reach frame-rates matching the refresh rate of the monitor in use. The maximum frame-rate seems to be limited to 5/6th of the refresh rate - this means, when using a 60Hz monitor, the game simply cannot go beyond 50 frames per second. We even tried it with a Core i7 system paired with Titan X running at 720p on the lowest settings, but 50fps was still the limit - and the same thing applies to AMD GPUs too. The resulting frame-time graph sees the game bouncing between 16.7 and 33ms throughout the experience - even with the most powerful PC hardware available.

Image quality: Then we have image quality. On Xbox One, Quantum Break uses a clever reconstruction technique designed to free up resources while producing a relatively clean image. It works quite well. On PC, with more capable hardware, we would prefer to see an option to render at the native resolution of our display without this feature - but this is not provided. What this means for users is that '1080p' effectively produces a reconstructed 720p image rather than a native full HD output. Rainbow Six Siege offers a similar technique but on PC, it's optional. This is a technique that looks nice on a television from a normal viewing distance, but when you're pressed up against a high resolution PC monitor, the results are blurry and lacking detail.

No quit button: This was the first warning flag that something wasn't quite right. On the face of it, the lack of a dedicated quit button seems like a minor issue. You can, after all, reach over and use your mouse to click out of the game or simply press Alt-F4 - but we feel it highlights core issues with the approach to PC gaming here.

We really enjoyed Quantum Break on Xbox One and the promise of using additional horsepower to smooth out the game's issues and play at 60fps was a huge lure in us fronting up the cash to buy the PC game, but the bottom line is that the PC version is a profound disappointment. The few improvements on offer cannot offset the major performance and image quality issues present in this port. What really stings is that some of these issues could be addressed by the community right now if not for the limitations of the Universal Windows Platform. We've expressed concerns over Microsoft's multi-platform initiative in the past and this situation is a perfect example of why. Until these limitations are removed from UWP, it's really hard to recommend purchasing any game that runs on it.

:snoop:
 

teacher

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nothing to see here the typical trouble shooting/patch/update when PC gaming :coffee:
 

Dominic Brehetto

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Seriously though this is sad. Microsoft is trying to push Xbox as a brand instead of aconsole and it's starting out as bad as the Xbox one did.

They need to get their shyt together
 

Fatboi1

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60 frames per second isn't possible on a 60Hz monitor: The most serious problem with this port lies in its performance limitations - currently, we've determined that it simply isn't possible to reach frame-rates matching the refresh rate of the monitor in use. The maximum frame-rate seems to be limited to 5/6th of the refresh rate - this means, when using a 60Hz monitor, the game simply cannot go beyond 50 frames per second. We even tried it with a Core i7 system paired with Titan X running at 720p on the lowest settings, but 50fps was still the limit - and the same thing applies to AMD GPUs too. The resulting frame-time graph sees the game bouncing between 16.7 and 33ms throughout the experience - even with the most powerful PC hardware available. With a 50Hz refresh rate then, you'll be limited to just 43fps. When using a 120Hz or 144Hz monitor, the maximum frame-rate obviously increases, but you can't achieve a level of performance that results in consistent, level frame-times. As far as we can tell, a judder-free experience is impossible at the moment without a patch from Remedy. This is something we've never seen before, but we've reproduced the issue on two different PCs running four different graphics cards.

30fps cap doesn't work properly: Users might find that simply capping the frame-rate at 30fps - an option in the menu - could help deliver the near-locked, more consistent update seen on Xbox One. Unfortunately, that just isn't possible either. When the cap is engaged, the game's frame-pacing becomes an issue, resulting in a jerky experience. While it's possible to achieve a measured frame-rate of 30fps, it will never appear as consistent as the Xbox One version, which mostly delivers each frame at a locked 33ms refresh. Normally, we would use the Nvidia half-refresh rate option or Riva Tuner Statistics Server to solve this problem but as a Universal Windows Platform app, the full-screen mode is limited to borderless window, preventing these tools from functioning at all.
:scust:
 

Rice N Beans

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Really just sounds like they did no PC development. Compiled the windows binary with all Xbox stuff. That's the only thing I can see why everything is locked to 30fps because Xbox can't handle anything else.

Further proves this universal app nonsense isn't working when you don't properly target your platforms. Code entirely for Xbox, do nothing for PC just let the compiler push out the executable, performance sucks and nobody seems to know to point the finger at this strategy. On top of all that they have the balls to rwuiqre nuclear PCs to get around their poor decision making.

They're being idiots. There's no magic bullet.
 

Leasy

Let's add some Alizarin Crimson & Van Dyke Brown
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It's known that this game was a straight port to PC. They did no testing or possible development with PC hardware
 
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