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TripleZero
2017-03-18, 04:56:00
Habe kürzlich Titanfall 2 erworben und habe gerade feststellen müssen, dass das offizielle SLI Profil jedes mal einen Crash im Singleplayer verursacht, wenn man stirbt und respawned.

EDIT: Konnte leider bis jetzt keine Lösung finden.

Skinner.
2017-03-18, 15:15:12
Anyone found a better sli bit for Mass Effect Andromeda? I use 0x080116F5 AFR, but got some slight stutters now and then.

Bloodred
2017-03-18, 22:37:20
I've played the opening of NieR:Automata, there's no SLI profile but 0x080000F5 in AFR1 seem to work well, no glitches that I can see. The game is locked to 60FPS.

Single GPU: 40-45FPS with 99% GPU load
SLI: locked 60FPS, 65-75% load on both cards
That's pretty decent so far (all at 4K with no MSAA). Could very well be that there are better performing bits that I have yet to find. No screenshots yet since I'm still testing, I'll post once I've played the game some more if there are no SLI issues.

Blaire
2017-03-19, 03:25:13
Habe kürzlich Titanfall 2 erworben und habe gerade feststellen müssen, dass das offizielle SLI Profil jedes mal einen Crash im Singleplayer verursacht, wenn man stirbt und respawned.

EDIT: Konnte leider bis jetzt keine Lösung finden.

Interessant, hab das Game bislang nicht getestet. Die Crashes sind unabhängig der Ingame Grafik-/Anti-Aliasing Settings und treten lediglich im Singleplayer auf, während der Multiplayer-Modus problemlos funktioniert? Beschreib mal etwas mehr im Detail. Auch kein MSI Afterburner oder ähnliche OSD-Tools im Hintergrund aktiv, welche für verantwortlich sein könnten?
Funktioniert SLI ansonsten wie gewüscht mit guter GPU-Auslastung?

Anyone found a better sli bit for Mass Effect Andromeda? I use 0x080116F5 AFR, but got some slight stutters now and then.

Wait for the next "Mass Effect Andromeda" Game-Ready-Driver. :)

I've played the opening of NieR:Automata, there's no SLI profile but 0x080000F5 in AFR1 seem to work well, no glitches that I can see. The game is locked to 60FPS.

Single GPU: 40-45FPS with 99% GPU load
SLI: locked 60FPS, 65-75% load on both cards
That's pretty decent so far (all at 4K with no MSAA). Could very well be that there are better performing bits that I have yet to find. No screenshots yet since I'm still testing, I'll post once I've played the game some more if there are no SLI issues.

Sounds good, Thank you.

Skinner.
2017-03-19, 15:12:06
Wait for the next "Mass Effect Andromeda" Game-Ready-Driver. :)


Sounds good, perf is allready there, it needs just some tuning. Paying at 5K with temporal AA and just a slight reshade sauce op top of it looks awesome :)

TripleZero
2017-03-19, 17:24:28
Interessant, hab das Game bislang nicht getestet. Die Crashes sind unabhängig der Ingame Grafik-/Anti-Aliasing Settings und treten lediglich im Singleplayer auf, während der Multiplayer-Modus problemlos funktioniert? Beschreib mal etwas mehr im Detail. Auch kein MSI Afterburner oder ähnliche OSD-Tools im Hintergrund aktiv, welche für verantwortlich sein könnten?
Funktioniert SLI ansonsten wie gewüscht mit guter GPU-Auslastung?

Keine OSD tools aktiv, habe verschiedene Grafikeinstellungen ausprobiert, die Crashes treten weiterhin auf, solange SLI aktiviert ist. Keinerlei Crashes bei Single GPU.

Die Auslastung ist in der Regel gut, aber in manchen Arealen bricht die Performance ohne ersichtlichen Grund stark ein (framerate geht von 144 auf ~60 runter, solange man in eine bestimme Richtung schaut, dies passiert bei Single GPU nicht)

Multiplayer habe ich noch nicht getestet.

Bloodred
2017-03-19, 19:54:36
Here are some NieR:Automata SLI screenshots, using "0x080000F5" bits. Scaling is good, haven't noticed any glitches yet. Keep in mind that the game is locked to 60FPS too. I'm using ReShade MXAO, SMAA and AdaptiveSharpen which is why the GPU usage is pushed so high despite the FPS lock.

The screenshots aren't in the exact same camera position since the game only lets you save in certain points, but they should be similar enough to show that SLI is scaling quite nicely.

Full screenshots below:
Single GPU:
http://abload.de/img/nier-automata-sli-offywumo.jpg (http://abload.de/image.php?img=nier-automata-sli-offywumo.jpg)

SLI 0x080000F5:
http://abload.de/img/nier-automata-sli-on35udr.jpg (http://abload.de/image.php?img=nier-automata-sli-on35udr.jpg)
That's about ~33FPS single GPU and ~60FPS SLI, about 81% scaling (though this is with the FPS cap, might be slightly higher without it but not by much since the GPUs are at 99% anyway). Not bad for a game with no official support for SLI or 4K.

I've tried some other bits too, but haven't found anything that performs better yet.

I think I'll try to see if HBAO works decently with this game too, maybe it will get me some decent AO without the performance hit of ReShade MXAO, which is quite heavy.

LE:
Here are my current ReShade 3 settings too, I've changed them a bit since I took the SLI screenshots and slightly increased contrast and vibrance. MXAO isn't very strong either. If I change anything else I'll update this post, I think the game has some white-yellowish filter or something, but I don't know exactly how to configure ReShade to remove it without destroying other parts of the image yet. Currently I'm using: AdaptiveSharpen, SMAA, MXAO, Curves and Vibrance
Download the .ini from here: http://filehorst.de/d/buGfiveh

ReShade on/off comparison:

ReShade disabled:
http://abload.de/img/reshadeoff34uun.jpg (http://abload.de/image.php?img=reshadeoff34uun.jpg)

ReShade enabled:
http://abload.de/img/reshadeonnbu5t.jpg (http://abload.de/image.php?img=reshadeonnbu5t.jpg)

Open the images in separate tabs to make seeing the differences easier.
Another note about MXAO: it will bleed through smoke/fog effects and such, there's nothing that can be done regarding this with injected AO in general as far as I'm aware. It will make some scenes look better and others will look weird/worse with AO bleeding through while the actual 3D objects aren't visible.

SLIKnight
2017-03-19, 23:24:19
Very nice work :D
Perhaps it could be interesting to also include your MXAO settings in the post for "completeness"?
Unless you find a proper HBAO+ alternative of course.

Bloodred
2017-03-20, 00:58:02
Sure, I've posted them above. I'll update if I find settings I like more.

SLIKnight
2017-03-21, 10:54:52
Sure, I've posted them above. I'll update if I find settings I like more.

Cool, I have now also added the game to my spreadsheet along with Styx: Shards of Darkness.
The latest activity on the SLI thread really proves to me, what can be accomplished if more users actively post quality SLI bits information :biggrin:

Bloodred
2017-03-21, 19:24:24
I think this thread and the ability to mess with SLI bits in the first place are very useful, since perfect support for every single game out there isn't something that's realistically possible to expect from any company, there are just too many games out there.

Suzerain
2017-03-22, 06:36:55
Has anyone gotten For Honor to work well with SLI (3 and 4 Way)? I got the scaling to work properly using "0x080000F5" but it flickers like crazy and makes it unplayable.

SLIKnight
2017-03-22, 13:44:16
SLI information for Firewatch

The "walking simulator" game Firewatch seems to be scaling nicely with SLI using just "0x080000F5".
It is based on the Unity 5.4 engine, and can be quite CPU limited in some scenes.
This makes it necessary to turn down the ingame "World Detail" setting from "Ultra" to "High", otherwise scaling is inconsistent.
All other graphics settings only goes up to "High", and have no bearing on SLI scaling at all.

Here are some screenshot comparisons taken at native 3840x2160 resolution, along with all relevant settings:

Firewatch settings

General

Autosave: Disabled
Show Location On Map: Disabled
Toogle Head Bob: Disabled
Show "New Goal" Alerts: Disabled

Graphics

Resolution: 3840x2160 16:9
Fullscreen: Enabled
Vsync: Disabled

Graphics Quality: Custom
Shadow Quality: High
World Detail: High ("Ultra" is CPU limited)
SSAO Quality: High
Light Shafts: High
Motion Blur: OFF
Bloom: High

Controls

Mouse Smoothing: Disabled


Single GPU|2-way SLI
54 FPS|89 FPS
https://abload.de/thumb/firewatch_11_world_des2srb.jpg (http://abload.de/image.php?img=firewatch_11_world_des2srb.jpg)|https://abload.de/thumb/firewatch_12_world_dexhsx9.jpg (http://abload.de/image.php?img=firewatch_12_world_dexhsx9.jpg)
48 FPS|82 FPS
https://abload.de/thumb/firewatch_21_world_deewsiv.jpg (http://abload.de/image.php?img=firewatch_21_world_deewsiv.jpg)|https://abload.de/thumb/firewatch_22_world_deb3s4t.jpg (http://abload.de/image.php?img=firewatch_22_world_deb3s4t.jpg)
55 FPS|92 FPS
https://abload.de/thumb/firewatch_31_world_de9wsys.jpg (http://abload.de/image.php?img=firewatch_31_world_de9wsys.jpg)|https://abload.de/thumb/firewatch_32_world_de8zs9i.jpg (http://abload.de/image.php?img=firewatch_32_world_de8zs9i.jpg)


Firewatch is definitively the best looking Unity engine game I have seen so far, and even rivals something like the UE4 based Ethan Carter Redux in my opinion.
And it is also more demanding, than the above screenshot comparisons might indicate.
Especially when looking down in grassy areas and when starring directly into very dense vegetation.
Under these conditions I have seen drops down to around 35-40 FPS with single GPU and 65-70 FPS with 2-way SLI.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Test system: Intel Core i7-5930K, 16GB DDR4, Asus Rampage V, Zotac GTX 980 Ti AMP! Extreme 2-way SLI, Asus ROG Swift PG27AQ, 375.95, Windows 10 Pro 64-bit
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Blaire
2017-03-23, 01:39:59
Sounds good, perf is allready there, it needs just some tuning. Paying at 5K with temporal AA and just a slight reshade sauce op top of it looks awesome :)

Hope new SLI-Profile in 378.92 Game Ready-Driver has helped improve Gaming-Experience? :) I have noticed at the Nexus-Station there was slightly lower GPU-usage (70-80% each GPU) with Ultra-details under 3840x2160 resolution or if you change into the menu and back in Game there can be some performance-drops and it takes a few seconds before FPS-/GPU-utilization recover again. But generally Ingame-Performance and GPU-Utilization was absolutely acceptable for my taste.

Keine OSD tools aktiv, habe verschiedene Grafikeinstellungen ausprobiert, die Crashes treten weiterhin auf, solange SLI aktiviert ist. Keinerlei Crashes bei Single GPU.

Die Auslastung ist in der Regel gut, aber in manchen Arealen bricht die Performance ohne ersichtlichen Grund stark ein (framerate geht von 144 auf ~60 runter, solange man in eine bestimme Richtung schaut, dies passiert bei Single GPU nicht)

Multiplayer habe ich noch nicht getestet.

Danke. War doch schon bekannt, NVIDIA arbeiten mit dem Entwickler an einem Fix. Offiziellen SLI Support gab es ja erst neu seit dem 378.78 WHQL

Übrigens der heutige Patch 2 (https://ghost-recon.ubisoft.com/wildlands/en-GB/news/detail.aspx?c=tcm:154-286964-16&ct=tcm:154-76770-32) für Ghost Recon: Wildlands beseitigt die angesprochene Frametime-Problematik mit aktivierten Turf-Effekten im SLI-Verbund, ein Unterschied wie Tag und Nacht und endlich auch angenehm mit SLI spielbar, auch sind die sporadisch auftretenden Artefakte/Flashings in der Landschaft/Bergen auf ein Minimum reduziert. Die LOD-Fuckups selbst bei Ultra-Details bestehen jedoch weiterhin, sind aber nicht SLI-spezifisch und genauso mit SingleGPU vorhanden. Hoffentlich wird da noch nachgebessert, optisch gibt das Game einiges her.

Thanks Bloodred and SLIKnight for support this Thread, i will add your SLI-Profiles very soon.

vatar
2017-03-23, 20:32:28
Is anyone have a SLI bits for The Hunter Call Of The Wild?i have tried a lot,but none of them works without graphicsal glitches.

SLIKnight
2017-03-24, 12:04:36
Which profiles did you try?
Maybe "0x080000B5" could be a candidate with a few settings reduced?

Some more details to your general experiences could be nice, so that others can at least reproduce the problems.
Personally I don't own this game, and somebody else will need to help out here.

PTjutsu
2017-03-24, 15:32:44
falscher Thread, bitte löschen.

SLIKnight
2017-03-24, 15:45:35
Updated driver profile information for Rising Storm & Red Orchestra 2

Just a small update to an older SGSSAA and SLI guide, I posted a few years ago for Rising Storm & Red Orchestra 2: 3DCenter SLI thread (#1241) (https://www.forum-3dcenter.org/vbulletin/showpost.php?p=10017923&postcount=1241)
The custom SLI profile "0x02422605" and SGSSAA profile "0x080000C1" still work perfectly fine, however there has been a strange development in the official driver profile.

There are now two separate profiles named "Red Orchestra 2" and "Rising Storm", which point to respectively the "rogame.exe" and "binaries\win32\rogame.exe" executable files.
For at least the multiplayer part of both Rising Storm and Red Orchestra 2, the "Rising Storm" driver profile has to be used to force SLI as well as SGSSAA.
And to add to the confusion, no official SLI profile is even assigned to that profile :confused:

vatar
2017-03-24, 17:36:06
Which profiles did you try?
Maybe "0x080000B5" could be a candidate with a few settings reduced?

Some more details to your general experiences could be nice, so that others can at least reproduce the problems.
Personally I don't own this game, and somebody else will need to help out here.

i think that we had a chat about this game on an other website.0x080000B5 is the best so far,but some trees and bushes still are shaky.all the other bits i have tried gives good scalling,but there is a horrible flickers too.i tried to disable,enable different bits in nvinspector,but no luck so far.i tried to play with the sli hack option,and the other releated sli section.maybe its impossible to enable sli without the help of the developers.i was sent them a message,but they did not bother to come back to me with any kind of answer.at 4k i can get only 30-40 fps on a single gtx 1080,without AA,and shadows on medium.that is why i cant give up to find a solution.

SLIKnight
2017-03-24, 17:40:55
Sorry, didn't realize it was you.
I will just stay out of it then :)

octiceps
2017-03-24, 23:31:31
Updated driver profile information for Rising Storm & Red Orchestra 2

Just a small update to an older SGSSAA and SLI guide, I posted a few years ago for Rising Storm & Red Orchestra 2: 3DCenter SLI thread (#1241) (https://www.forum-3dcenter.org/vbulletin/showpost.php?p=10017923&postcount=1241)
The custom SLI profile "0x02422605" and SGSSAA profile "0x080000C1" still work perfectly fine, however there has been a strange development in the official driver profile.

There are now two separate profiles named "Red Orchestra 2" and "Rising Storm", which point to respectively the "rogame.exe" and "binaries\win32\rogame.exe" executable files.
For at least the multiplayer part of both Rising Storm and Red Orchestra 2, the "Rising Storm" driver profile has to be used to force SLI as well as SGSSAA.
And to add to the confusion, no official SLI profile is even assigned to that profile :confused:
Yup, IIRC this driver change happened sometime in late 2014 when RO2 and RS were merged into a single product and RO2's single player was removed. The blank Rising Storm profile is automagically created by the driver after you install and launch the game (like Shadow Warrior DX11 in this regard), otherwise if you don't have the game installed the driver only contains the original RO2 profile.

Blaire
2017-03-25, 02:01:41
Is anyone have a SLI bits for The Hunter Call Of The Wild?i have tried a lot,but none of them works without graphicsal glitches.

Impossible, already simpliest AFR1-transfers introduce Corruptions.

vatar
2017-03-25, 09:28:29
Impossible, already simpliest AFR1-transfers introduce Corruptions.

Yeah,i was worry of that.keep fingercross,i hope they will fix the problems with SLI.scaling is amazing though

flashtu
2017-03-25, 14:34:01
Hi,
hat jemand einen Tipp welche Einstellungen ich mit dem Nvidia inspector im Mass Effect Andromeda Profil ändern muss, damit mein 3way SLI genutzt wird im moment sind im Spiel nur 2 Karten unter Last.

Blaire
2017-03-25, 20:15:57
Hi,
hat jemand einen Tipp welche Einstellungen ich mit dem Nvidia inspector im Mass Effect Andromeda Profil ändern muss, damit mein 3way SLI genutzt wird im moment sind im Spiel nur 2 Karten unter Last.

"0x2A0117F6" statt "0x2A0117F1" Ob 3-Way auch vernünftig skaliert, weiß ich jedoch nicht.

flashtu
2017-03-25, 21:24:41
2560x1440@Ultra
2gpus 78fps
3gpus 81fps
bei keiner Variante wir eine Karte über 80% Belastet ziemlich schwaches
Ergebniss das heisst wohl das ich in Zukunft mit meinem 3way sli angeschmiert bin wenn es um neue Treiber/Games geht -.-

Mal abgesehen davon das das Game eh alle paar Minuten abschmiert...(siehe anhang)

Blaire
2017-03-25, 21:52:09
2560x1440@Ultra
2gpus 78fps
3gpus 81fps
bei keiner Variante wir eine Karte über 80% Belastet ziemlich schwaches
Ergebniss das heisst wohl das ich in Zukunft mit meinem 3way sli angeschmiert bin wenn es um neue Treiber/Games geht -.-

Mal abgesehen davon das das Game eh alle paar Minuten abschmiert...(siehe anhang)


Verbessert sich die GPU-Auslastung unter 3840x2160 (DSR) Oder bleibt es dabei?
Wegen der Abstürze, das Game genehmigt sich im SLI-Modus recht viel virtuellen Speicher, außerdem zeigt sich das Game sehr powerhungrig, die GPUs werden ordentlich heiß, was grenzwertiges GPU-OC schnell aufdeckt, da würde ich mal ansetzen um die Fehlerursache zu finden.

flashtu
2017-03-25, 22:02:10
Verbessert sich die GPU-Auslastung unter 3840x2160 (DSR) Oder bleibt es dabei?
Wegen der Abstürze, das Game genehmigt sich im SLI-Modus recht viel virtuellen Speicher, außerdem zeigt sich das Game sehr powerhungrig, die GPUs werden ordentlich heiß, was grenzwertiges GPU-OC schnell aufdeckt, da würde ich mal ansetzen um die Fehlerursache zu finden.

Die Auslastung ist bei 2 gpus bei nahezu 99% auf beiden wenn ich 3 gpus laufen habe laufen alle 3 nicht über 80%.
Temperatur ist kein Problem alles Wassergekühlt die Karten haben lauschige 40Grad unter volllast, Power sollte auch kein Problem sein es hängt an einem 1200watt Netzteil und 32GB Ram sollten auch reichen.
Der Gaming PC stammt von 2015 und sollte eigentlich ein paar Jahre reichen aber jetzt pissen alle auf die Leute mit mehr als 2 gpus das nervt.

Blaire
2017-03-26, 04:53:39
Die Auslastung ist bei 2 gpus bei nahezu 99% auf beiden wenn ich 3 gpus laufen habe laufen alle 3 nicht über 80%.
Temperatur ist kein Problem alles Wassergekühlt die Karten haben lauschige 40Grad unter volllast, Power sollte auch kein Problem sein es hängt an einem 1200watt Netzteil und 32GB Ram sollten auch reichen.
Der Gaming PC stammt von 2015 und sollte eigentlich ein paar Jahre reichen aber jetzt pissen alle auf die Leute mit mehr als 2 gpus das nervt.

Im Normalfall reichen die 32GB auch locker, aber aus mir unbekannten Gründen verlangt Mass Effect Andromeda vor allem im SLI nach ungewöhnlich viel virtuellen Speicherplatz (vor allem während Engine-Cutscenes).
Unzureichende GPU-Auslastung kann mehrere Gründe haben, daher nochmal die Frage, wie verhält es sich mit einer höheren Auflösung wie 3840x2160 verbessert sich die GPU-Auslastung und werden alle drei GPU ausgelastet oder bleibt es in Spitzen bei max. 80%? Vergleiche aber auch mal mehrere Stellen um ganz sicher zu sein. Dein MSI X99A Godlike Gaming-Board unterstützt 3-Way SLI mit x16/x16/x8 je PCIe-Slot, was auch auf ein Bandbreiten-Problem hindeuten kann, probier daher auch mal im Game auf Temporal AA zu verzichten, ob das einen Unterschied macht. Möglich wäre aber auch, daß ME: Andromeda nur 2-Way SLI maximal hergibt. Ein ähnlicher Fall war ja Mirrors Edge: Catalyst welches ebenso auf die Frostbite 3 Engine setzt, da gibt es auch keine vernünftige Lösung für 3-Way...

flashtu
2017-03-26, 22:32:42
Also habe es jetzt noch mal ausgiebig ausprobiert Monitor ist 2k@144hz:
2k@ultra 3way sli karten alle 70-85% ca.82fps
4k@ultra 3way sli karten alle 70-85% ca.64fps

2k@ultra 2way sli karten alle 99% ca.80fps
4k@ultra 2way sli karten alle 99% ca.59fps

Temporal AA deaktivieren bringt in allen Fällen um die 40-60fps mehr.
Bandbreite steht im Bios korrekt auf 16x/16x/8x im 3DMark Firestrike Ultra kommen alle
Karten auf 99% Auslastung und um die 70fps.

Ich denke mal das jetzt wo Nvidia bekannt gegeben hat das nur noch 2 Way in zukunft unterstützt wird, werden wohl keine Vorteile mehr von 3 oder 4way sli kommen.

SLIKnight
2017-03-27, 16:25:59
Never mind.

Blaire
2017-03-29, 11:58:53
Also habe es jetzt noch mal ausgiebig ausprobiert Monitor ist 2k@144hz:
2k@ultra 3way sli karten alle 70-85% ca.82fps
4k@ultra 3way sli karten alle 70-85% ca.64fps

2k@ultra 2way sli karten alle 99% ca.80fps
4k@ultra 2way sli karten alle 99% ca.59fps

Temporal AA deaktivieren bringt in allen Fällen um die 40-60fps mehr.
Bandbreite steht im Bios korrekt auf 16x/16x/8x im 3DMark Firestrike Ultra kommen alle
Karten auf 99% Auslastung und um die 70fps.

Ich denke mal das jetzt wo Nvidia bekannt gegeben hat das nur noch 2 Way in zukunft unterstützt wird, werden wohl keine Vorteile mehr von 3 oder 4way sli kommen.

Ist halt auch schwierig zu realisieren, 3- und 4-Way in aktuelleren Games zu ermöglichen und Game-Entwickler zu überzeugen, da empfand ich es schon korrekt da jetzt einen Cut zu machen, das man es nicht mehr wirklich garantieren kann, zumal die Herausforderungen unter DX12 noch komplexer sind und man da eh schon das Gefühl hat, das dies alles noch in den frühen Kinderschuhen steckt. Daher besser erstmal auf 2-Way SLI konzentrieren, damit fährt man auch auf lange Sicht besser.

Nochmal zurück zu Mass Effect Andromeda:
Verwendest du einen G-Sync Monitor? Falls ja, deaktiviere mal testweise G-Sync im NVIDIA Treiberpanel, ob die GPU-Auslastung dann insgesamt besser ausfällt oder nicht, eine weitere Frage: Hatte ich das richtig verstanden, selbst wenn Temporal AA deaktiviert bleibt, werden die 3 GPUs selbst unter 4K-Auflösung nicht voll ausgelastet? Dann wird es wohl vermutlich am Game selbst liegen...

flashtu
2017-03-29, 13:03:49
Das mit gsync hatte ich schon versucht brachte keine Besserung.
Und ja selbst mit Temporal AA und NBOA+ etc deaktiviert werden die fps zwar 40-60fps höher aber die auslastung bleibt gleich erst wenn ich zb die dritte Grafikkarte deaktiviere also z.b. fest als physx karte im nvidia control panel zuordne werden die anderen 2 im sli zu 99% belastet.
Ich werde demnächst die 3te ausbauen und verkaufen macht irgendwie mehr ärger als nutzen bis jetzt.

Bloodred
2017-03-31, 20:44:20
Since I posted the SLI info about NieR:Automata with the game's FPS cap enabled a mod has been released that among other nice fixes/improvements to the game also removes the FPS cap. The removal of the FPS cap should provide a better look at actual SLI scaling, so I took another set of screenshots for the sake of accuracy. Don't compare the actual FPS numbers to my older shots since plenty of settings have changed since then.

Single GPU:
https://abload.de/img/automata_new_single82uf8.jpg (https://abload.de/img/automata_new_single82uf8.jpg)

SLI 0x080000F5:
https://abload.de/img/automata_new_slifbufn.jpg (https://abload.de/img/automata_new_slifbufn.jpg)

36.3 FPS single-GPU and 73.4 FPS in SLI, that's ~102% SLI scaling. Getting a number above 100% doesn't make much sense, it's probably just FPS variance and I caught it in an unlucky moment. In any case, point is that it scales very well, better than I expected when the FPS cap was in place.

That being said, there's significant microstutter, so I would definitely recommend playing the game with locked FPS or VSync in place, it's much more pleasant. Perhaps a different bits would have less microstutter, but I'm using VSync to avoid tearing anyway.

SLIKnight
2017-04-03, 23:57:54
SLI information for Call of Juarez: Bound in Blood

I discovered a weakness in the official SLI profile "0x02400805" for Call of Juarez: Bound in Blood.
With SGSSAA forced using "0x000012C1" and "Quality" HBAO+ enabled using "0x00000019", there are serious slowdown issues when your character is badly hurt and "bleeds".
Luckily the problem can be entirely solved by turning on the noncritical DX9 SLI bit #30, and the final custom SLI profile becomes "0x42400805".

Here are my settings, as well as a single set of screenshot comparisons taken at native 3840x2160 resolution with 4xSGSSAA and HBAO+ forced (AA fix enabled):

Call of Juarez: Bound in Blood settings

Video Options

Resolution: 3840x2160
Material quality: High
Texture quality: High
Fullscreen: On
Shadows: High
Shadow map size: 1024
Post process quality: Normal
Foliage quality: High
FX quality: High
Max refresh rate: 60 Hz

Controls Options

Auto reload weapons: Off
Dual pistols auto aim: Off


0x02400805|0x42400805|Inspector settings
20 FPS|53 FPS
https://abload.de/thumb/coj_bib_0x02400805i7kbe.jpg (http://abload.de/image.php?img=coj_bib_0x02400805i7kbe.jpg)|https://abload.de/thumb/coj_bib_0x424008050okxg.jpg (http://abload.de/image.php?img=coj_bib_0x424008050okxg.jpg)|https://abload.de/thumb/coj_bib_inspector_sety0j8e.png (http://abload.de/image.php?img=coj_bib_inspector_sety0j8e.png)


On a completely different note, I also recommend Windows 8 and 10 users download the Windows 8/10 fix (http://www.moddb.com/mods/call-of-juarez-bound-in-blood-windows-810-fix/downloads/windows-810-upside-down-fix) mod for the game.
The archive contains fixed menu movies, and disables the introductory movies played at startup.
Without the mod, the menu and introductory movies will all be upside down :freak:

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Test system: Intel Core i7-5930K, 16GB DDR4, Asus Rampage V, Zotac GTX 980 Ti AMP! Extreme 2-way SLI, Asus ROG Swift PG27AQ, 375.95, Windows 10 Pro 64-bit
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

SLIKnight
2017-04-11, 01:11:52
SLI information for Sniper: Ghost Warrior

It seems the original Sniper: Ghost Warrior needs some adjustments to the official SLI profile "0x02400005", when driver SGSSAA is forced using "0x000012C1".
DX9 SLI bit #13 must be added to the profile, otherwise mouse movement feels very unsmooth when the FPS dips just slightly below the monitor refresh rate (e.g. 60 FPS vs. 57-58 FPS).
Furthermore should SLI bit #30 also be used to fix a slowdown in the "Take Down The Rigs" mission later in the game.
The custom profile then reads "0x42402005".

This was tested at native 3840x2160 resolution with 4xSGSSAA forced (AA fix enabled) and using 60 Hz G-Sync.

Sniper: Ghost Warrior settings

Video Options

Resolution: 3840x2160
Material quality: High
Texture quality: High
Shadows: High
Shadow map size: 1024
Texture filtering: Anisotropic
Post process quality: Normal
Foliage quality: High
FX quality: High
Max refresh rate: 60 Hz
Bullet cam: Off

Controls Options

Auto reload weapons: Off


0x02400005|0x42402005|Inspector settings
37 FPS|60 FPS (G-Sync limit)|
https://abload.de/thumb/sniper_ghost_warrior_rou1x.jpg (http://abload.de/image.php?img=sniper_ghost_warrior_rou1x.jpg)|https://abload.de/thumb/sniper_ghost_warrior_wbunj.jpg (http://abload.de/image.php?img=sniper_ghost_warrior_wbunj.jpg)|https://abload.de/thumb/sniper_ghost_warrior_fkuza.png (http://abload.de/image.php?img=sniper_ghost_warrior_fkuza.png)

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Test system: Intel Core i7-5930K, 16GB DDR4, Asus Rampage V, Zotac GTX 980 Ti AMP! Extreme 2-way SLI, Asus ROG Swift PG27AQ, 375.95, Windows 10 Pro 64-bit
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

SLIKnight
2017-04-13, 16:47:31
SLI information for DeadCore

The Unity engine based DX9 title DeadCore also scales nicely with SLI, even with SGSSAA forced using "0x004000C1".
However only 4xSGSSAA or 8xSGSSAA can be recommended due to blurring issues.
For SLI it is sufficient to use "0x42400005", and in this particular case bit #30 is simply needed to fix negative scaling in the main menu.

Here are some comparison screens at native 3840x2160 resolution:

DeadCore settings

Game

Field of View: 90.00

Video

Resolution: 3840x2160
Fullscreen: On

Quality: Custom
Shadows: High
Textures: High
Level of details: High
Lights: High
Post Process: High
Vsync: Disable


Single GPU|Single GPU|2-way SLI|Inspector settings
No AA (95 FPS)|4xSGSSAA (31 FPS)|4xSGSSAA (56 FPS)|
https://abload.de/thumb/deadcore_11_noaa_singgiu0r.jpg (http://abload.de/image.php?img=deadcore_11_noaa_singgiu0r.jpg)|https://abload.de/thumb/deadcore_12_4xsgssaa_faua4.jpg (http://abload.de/image.php?img=deadcore_12_4xsgssaa_faua4.jpg)|https://abload.de/thumb/deadcore_13_4xsgssaa_ltud6.jpg (http://abload.de/image.php?img=deadcore_13_4xsgssaa_ltud6.jpg)|https://abload.de/thumb/deadcore_inspector_seomuyo.png (http://abload.de/image.php?img=deadcore_inspector_seomuyo.png)

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Test system: Intel Core i7-5930K, 16GB DDR4, Asus Rampage V, Zotac GTX 980 Ti AMP! Extreme 2-way SLI, Asus ROG Swift PG27AQ, 375.95, Windows 10 Pro 64-bit
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Bloodred
2017-04-22, 16:19:19
Has anyone tried and had any success with getting SLI to work in the Dawn of War III open beta? At 4K and "Maximum" setting for image quality it's completely GPU-bound in the benchmark and sometimes drops under 40FPS on a single 1080, so getting SLI to scale would be nice.

I've tried to find some bits, but didn't get anything to scale decently. So far the "best" I've found is 0x081000F5 which doesn't seem to cause any graphical issues or flickering and it shows some scaling at the very start of the benchmark for a few seconds, but then drops back to single-GPU performance. I'm not sure if scaling is even possible in this game or what engine it uses, if it's anything similar to Relic's last game, CoH 2, SLI may just be a no-go, but I hope not.

SLIKnight
2017-04-23, 14:50:33
This might be off-topic, but what exactly is the problem with SLI in COH 2?
It doesn't scale at all, cause flickering or what?

Personally I never bothered with it due to all the DLC mess.

Bloodred
2017-04-23, 17:36:31
I didn't have SLI back in the CoH 2 days and I haven't touched it in a long time. I remember reading an article years ago about how there (supposedly) was something about its engine which made any sort of multi-GPU impossible, though I don't remember much. I was using Crossfire back then, I remember forcing it showed some scaling but it had heavy flickering and other graphical issues. The current profile for it is set to forced single GPU, so I guess NVIDIA never did enable SLI either.

As for DoW III, there are no glitches but it doesn't really scale.

LE: Just noticed DoW III doesn't actually support full-screen exclusive mode, it's just a borderless window. I'm not surprised SLI barely does anything at all now, I've never seen it work properly with windowed games.

octiceps
2017-04-24, 02:51:57
Uh you sure about that one? SLI still works in windowed, just that performance/scaling and frame pacing (DWM is triple buffered) aren't as good as exclusive fullscreen usually, but that applies for non-SLI as well. You might be confusing it with CrossFire, which has that exclusive fullscreen requirement.

SLIKnight
2017-04-24, 16:21:12
LE: Just noticed DoW III doesn't actually support full-screen exclusive mode, it's just a borderless window. I'm not surprised SLI barely does anything at all now, I've never seen it work properly with windowed games.

Borderless windowed mode has nothing to do with it, and it is more likely some type of engine issue.
For example does Dead by Daylight (https://www.forum-3dcenter.org/vbulletin/showpost.php?p=11197965&postcount=2385) and Firewatch (https://www.forum-3dcenter.org/vbulletin/showpost.php?p=11327979&postcount=2513) also run in borderless windowed mode, and those games scale fine.
Borderless AFR is almost as efficient as exclusive fullscreen, despite what some of these misinformed fools from the Steam forums might think :biggrin:

Bloodred
2017-04-24, 19:14:11
I know SLI supports windowed mode, I just said I've never seen it work properly. DoW III doesn't really scale at all so I do agree the problem was probably coming from somewhere else too, but at least on my system borderless window always had a negative performance impact as far as I remember. I don't own Dead by Daylight or Firewatch, so don't know about those.

To confirm to myself I'm not insane, I tried it in 4 games which I had installed and I know SLI works well. Results (full-screen vs. borderless window):
Overwatch: 195FPS vs. 155FPS
The Witcher 3: 73FPS vs. 57FPS
Total War: Warhammer: 76FPS vs. 68FPS, also there is some sort of flickering in windowed mode but not in full-screen
NieR:Automata: SLI disengages in windowed mode (no load on 2nd card), maybe due to the custom profile?
Could be just something about my system or these particular games, but those are sizable differences.

octiceps
2017-04-25, 00:57:44
Like I said, windowed reduces performance slightly (<10% in OW for me) in both single GPU and SLI. But that doesn't mean windowed makes SLI stop working entirely, it just means scaling is a little worse.

The bigger issue, which isn't apparent when just looking at FPS output, is that the Windows Compositor enforces triple buffering for windowed mode applications, which increases microstutter since frame pacing is handed off from the game engine to DWM. This noticeably impacts smoothness in both single GPU and SLI, but SLI is more adversely affected due to its inherent microstutter that is already present.

On Windows 7, there is the option to 'disable desktop composition' or switch to a non-Aero theme, which disables DWM, thus fixing windowed mode frame pacing at the cost of tearing since triple-buffered VSync is no longer engaged. It also increased single GPU (but not SLI) performance slightly in OW for me. You don't have the option to disble Aero in later versions of Windows.

|Fullscreen|Borderless|Borderless (DWM Disabled)
SLI|78 FPS|71 FPS|71 FPS
|https://abload.de/thumb/overwatch_2017_04_24_cpjh2.png (http://abload.de/image.php?img=overwatch_2017_04_24_cpjh2.png)|https://abload.de/thumb/overwatch_2017_04_24_27jvh.png (http://abload.de/image.php?img=overwatch_2017_04_24_27jvh.png)|https://abload.de/thumb/overwatch_2017_04_24_mrjn7.png (http://abload.de/image.php?img=overwatch_2017_04_24_mrjn7.png)
Single GPU|40 FPS|38 FPS|39 FPS
|https://abload.de/thumb/overwatch_2017_04_24_ftjck.png (http://abload.de/image.php?img=overwatch_2017_04_24_ftjck.png)|https://abload.de/thumb/overwatch_2017_04_24_sxk4f.png (http://abload.de/image.php?img=overwatch_2017_04_24_sxk4f.png)|https://abload.de/thumb/overwatch_2017_04_24_dbku5.png (http://abload.de/image.php?img=overwatch_2017_04_24_dbku5.png)

Bloodred
2017-04-25, 02:17:54
I never said SLI stops working entirely (it does in Nier, but not in general) in windowed mode, I said it's not working properly. The performance drop I get is easily worth noting.
Fullscreen 197FPS:
https://abload.de/thumb/ow_sli_fullscreen4ujrg.jpg (http://abload.de/image.php?img=ow_sli_fullscreen4ujrg.jpg)

Borderless 157FPS:
https://abload.de/thumb/ow_sli_borderlessaskn5.jpg (http://abload.de/image.php?img=ow_sli_borderlessaskn5.jpg)

25% better performance in fullscreen than in borderless windowed mode is pretty significant. The GPU usage also drops in windowed mode, not just for me but for you as well it seems, though it's more severe in my case, as is the performance difference.

octiceps
2017-04-25, 06:29:10
It's possible DWM has additional overhead at 4K which is causing the performance loss. Although you're probably not on Windows 7 to be able to test with DWM off. Honestly being able to disable Aero in W7 is huge for SLI, turns windowed games from a microstutter fest to smooth. Exclusive fullscreen is optimal ofc but borderless has its uses for multi-monitor and Alt-Tabbing.

Bloodred
2017-04-25, 10:31:28
Yeah, some other bottleneck seems to come up in borderless window mode since GPU usage is lower, could very well be related to the resolution and DWM. My gaming system is on Windows 10, so indeed I cannot test with DWM off.

SLIKnight
2017-04-25, 14:09:09
The point wasn't to run games that already support exclusive fullscreen in anything else.
But only to show, that at least acceptable SLI scaling is fully possible in those rare cases where windowed fullscreen is the only option :)

Timewarp82
2017-04-25, 15:23:12
Gibts ein Profil für Forza Motorsport 6 Apex?

Blaire
2017-04-28, 15:28:31
Gibts ein Profil für Forza Motorsport 6 Apex?

Versuch halt mal einfaches AFR 1/2 unter SLI Rendering-Modus im Treiber Control Panel auszuwählen, sollte das bereits zu Bildfehlern führen, dann sieht es leider schlecht aus.

Timewarp82
2017-04-28, 21:58:21
Versuch halt mal einfaches AFR 1/2 unter SLI Rendering-Modus im Treiber Control Panel auszuwählen, sollte das bereits zu Bildfehlern führen, dann sieht es leider schlecht aus.
Ja, tut es. Sobald ich dann das Spiel so starte ist ein Viertel meines Monitors schwarz

PowerK
2017-04-30, 08:06:06
Hi guys.
Is there any way for SLI to work in Minecraft/Optifine ?

SLIKnight
2017-05-02, 16:22:14
Here is a post from my NVIDIA master thread on Guru3D, about DX12 Multi GPU support in GOW 4 :)
http://forums.guru3d.com/showpost.php?p=5426948&postcount=176

SLIKnight
2017-05-08, 00:52:01
Updated SLI information for Dreamfall Chapters

Dreamfall Chapters now runs in DX11 mode as of the latest game version 5.4.1.1.
That of course means a new SLI profile is necessary, and the information in my previous post no longer applies: 3DCenter SLI thread (#2287) (https://www.forum-3dcenter.org/vbulletin/showpost.php?p=11108736&postcount=2287)

Luckily "0x080020F5" is enough for decent scaling and smooth performance, however it can be CPU limited in certain scenes.
In this case DX11 SLI bit #13 is solely needed to prevent stuttering due to texture loading.
Just like before, all testing was done at native 3840x2160 resolution with maximum ingame graphics settings:

Dreamfall Chapters Visuals Settings

Visual Quality: Awesome
Resolution: 3840x2160
Full-Screen Mode: Enabled
Anti-Aliasing: High
SSAO: High
Volumetric Lighting: High
Motion Blur: 0%
Gamma: 50%
Depth of Field: Enabled
Shadow Distance: 100m
Postprocessing: Full
V-Sync: Disabled


Single GPU|2-way SLI
53 FPS|89 FPS
https://abload.de/thumb/dreamfall_11_singlegpfmsrf.jpg (http://abload.de/image.php?img=dreamfall_11_singlegpfmsrf.jpg)|https://abload.de/thumb/dreamfall_12_0x080020rnstx.jpg (http://abload.de/image.php?img=dreamfall_12_0x080020rnstx.jpg)
37 FPS|66 FPS
https://abload.de/thumb/dreamfall_21_singlegptis8p.jpg (http://abload.de/image.php?img=dreamfall_21_singlegptis8p.jpg)|https://abload.de/thumb/dreamfall_22_0x080020sdsyd.jpg (http://abload.de/image.php?img=dreamfall_22_0x080020sdsyd.jpg)
37 FPS|65 FPS
https://abload.de/thumb/dreamfall_31_singlegpq8sh3.jpg (http://abload.de/image.php?img=dreamfall_31_singlegpq8sh3.jpg)|https://abload.de/thumb/dreamfall_32_0x0800203askb.jpg (http://abload.de/image.php?img=dreamfall_32_0x0800203askb.jpg)
46 FPS|65 FPS
https://abload.de/thumb/dreamfall_41_singlegp30sfh.jpg (http://abload.de/image.php?img=dreamfall_41_singlegp30sfh.jpg)|https://abload.de/thumb/dreamfall_42_0x080020d6siq.jpg (http://abload.de/image.php?img=dreamfall_42_0x080020d6siq.jpg)


----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Test system: Intel Core i7-5930K, 16GB DDR4, Asus Rampage V, Zotac GTX 980 Ti AMP! Extreme 2-way SLI, Asus ROG Swift PG27AQ, 375.95, Windows 10 Pro 64-bit
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Suzerain
2017-05-09, 07:47:47
Is there a way to get 3 or 4 way sli to work in Gears of War 4? What bits should we use?

Is there a proper SLI profile for Doom? Or Mirror's Edge Catalyst? Again 3 or 4 way sli...

SLIKnight
2017-05-09, 11:28:06
Gears of War 4 is entirely dependent on ingame DX12 Multi GPU, which only scales with two cards as far as I know.
And DOOM is completely bandwidth limited and needs 32 lanes for 2-way SLI in OpenGL, i.e. PCIe 3.0 x16/x16.

BTW I also tested Outlast 2 now, and it scales very well with "0x080000F5" at native 3840x2160 even with TAA enabled.
However the game completely glitches and artifacts, when walking through water due to UE3 fluid simulation.
Happens even with just FXAA, and single GPU isn't affected :(

If anybody has any idea how to disable fluid simulation in this game, please speak up.

tObber166
2017-05-09, 16:53:03
However the game completely glitches and artifacts, when walking through water due to UE3 fluid simulation.


Had the same issue with "water artifacts" using "0x080000F5"

Using "0x002121F5" (BioShock,BioShock 2) solved that problem.


________
:cool:

SLIKnight
2017-05-09, 20:53:34
Never mind about this.
There are no proper solutions to these water problems in Outlast 2.

Suzerain
2017-05-11, 04:23:19
Gears of War 4 is entirely dependent on ingame DX12 Multi GPU, which only scales with two cards as far as I know.
And DOOM is completely bandwidth limited and needs 32 lanes for 2-way SLI in OpenGL, i.e. PCIe 3.0 x16/x16.

BTW I also tested Outlast 2 now, and it scales very well with "0x080000F5" at native 3840x2160 even with TAA enabled.
However the game completely glitches and artifacts, when walking through water due to UE3 fluid simulation.
Happens even with just FXAA, and single GPU isn't affected :(

If anybody has any idea how to disable fluid simulation in this game, please speak up.

Interesting - thanks for the update on that.

My GTA 5 has suffered scaling recently (after 381.65 and later drivers. Before, I had great scaling in 4K (and 5K) but now the scaling drops off a lot but ONLY when I drive or move the camera around. When standing around, scaling is really good. Any fix for this?

JadedPanther
2017-05-16, 15:41:38
Hey Everyone.
Big Fan of everyones work on improving the Sli experience. I hope I will be able to contribute in the future. Has anyone figured out some working SLI Bits for "The Surge"? The game is decently optimized but offers support for single card only at the moment. Thanks for any help!

Bloodred
2017-05-16, 19:21:39
I played a bit of the "open" beta of Quake Champions and tried to get SLI working. No luck on a perfect profile so far, but I did get ~60% scaling with some graphical glitches which aren't incredibly apparent during gameplay but for some reason pop up more heavily on the intro screens. Tested everything on GTX 1080 SLI, 3840x2160 with maxed settings.

SLI Bits: 0x080020F5
SLI Copy Engine: On (0x00000001) - this is essential, there's no scaling otherwise

Some things in-game can "flash" or flicker and the UI sometimes gets messed up, but it's not very severe. This brought me from ~110FPS on the start screen to ~175 and my minimum FPS in-game went up from the low 50s to ~80. Enabling bits #12 or #14 improves scaling (~200FPS in the menu) but comes with very heavy full-screen flickering, it's not a usable config. The game also seems to be very heavy on PCIe bandwidth with these settings, according to MSI AB I'm getting 30-50% bus usage on x16/x16 which I believe is the highest I've seen yet from any game with a working SLI profile.

0x080000F5 also works but seems to suffer from more pronounced microstutter and has more glitching too
0x000000F5 works as well but has worse scaling, though it may also help with some glitches

It's definitely not perfect and still needs work, but the beta doesn't seem to have any bot mode so I had to keep quitting out of DM until I got flagged as a leaver, I stopped trying different SLI bits at that point. :freak:

TripleZero
2017-05-18, 07:39:14
Hey Everyone.
Big Fan of everyones work on improving the Sli experience. I hope I will be able to contribute in the future. Has anyone figured out some working SLI Bits for "The Surge"? The game is decently optimized but offers support for single card only at the moment. Thanks for any help!

Havent gotten around to playing it yet.

Try 0x000020F5

with SLI_PREDEFINED_MODE_DX10_FORCE_AFR

Might work.

wolik
2017-05-18, 09:32:27
Havent gotten around to playing it yet.

Try 0x000020F5

with SLI_PREDEFINED_MODE_DX10_FORCE_AFR

Might work.

Dont work.

JadedPanther
2017-05-18, 15:41:18
Havent gotten around to playing it yet.

Try 0x000020F5

with SLI_PREDEFINED_MODE_DX10_FORCE_AFR

Might work.


Thank for the info,,, Unfortunately using the Lords of fallen bits drops my framerate from 60 to 10 fps.. It does introduce the 2nd card, and there is no noticeable flickering or artifacts it just drops my framerate to unplayable .
Thank you again though :smile:

SLIKnight
2017-05-19, 22:01:40
Try something more "critical" like 0x2A0010F5.
Most likely this will introduce flickering or other problems, but could at least give an indication of whether any scaling is possible.

Also please remember to do any SLI testing with an uncapped FPS.

JadedPanther
2017-05-20, 03:18:57
Try something more "critical" like 0x2A0010F5.
Most likely this will introduce flickering or other problems, but could at least give an indication of whether any scaling is possible.

Also please remember to do any SLI testing with an uncapped FPS.


So thanks for the suggestion.... it worked as in it scaled pretty decently... In the starting area i almost doubled my framerate with only a light flicker.. but asoon as I opened the first door, most of the walls in the level disappeared and the ones that still remained I could clip through... So test worked scaling is possible. Im not sure where to go from here though... I still rather new using Inspector.
Thank you again!:smile:

Blaire
2017-05-20, 04:01:34
There is no way for proper SLI-Support for "The Surge" yet, no matter which Custom-Flags or Combinations you will tried, nothing will help really. Have spend also a lot of Time yesterday and needed to gave up.

JadedPanther
2017-05-20, 04:54:04
There is no way for proper SLI-Support for "The Surge" yet, no matter which Custom-Flags or Combinations you will tried, nothing will help really. Have spend also a lot of Time yesterday and needed to gave up.


Thanks for the info.... I will wait abit to play the game again, hopefully a sli profile will be included in the next driver update..

TripleZero
2017-05-21, 07:05:29
If blaire doesnt find a way its truly impossible :D

JadedPanther
2017-05-23, 02:41:01
If blaire doesnt find a way its truly impossible :D


from what Ive read on this forum I have to agree...


Well everyone my departure is as quick as my arrival to this forum....
I sold my two 980s and bought a 1080ti. I do plan on getting another one, just not right away. So adios for now. I will be back... Thanks for your help everyone.:smile:

Jminternelia
2017-05-27, 06:49:06
Anyone got Friday the 13th working?

Flickering with Dead By Daylight Profile.

jminternelia
2017-05-27, 06:54:28
Anyone have Friday the 13th Bits? Dead by daylight's profile has flickering.

SLIKnight
2017-05-27, 14:47:09
Well, my findings for Dead by Daylight is only meant for that particular UE4 title :)
Each game is different due to whatever graphics effects the developers might be using.

I don't own Friday the 13th yet, so can't test it out.

Are you using temporal AA by any chance?
Try "0x080020F1" without TAA.

jminternelia
2017-05-28, 03:24:09
Well, my findings for Dead by Daylight is only meant for that particular UE4 title :)
Each game is different due to whatever graphics effects the developers might be using.

I don't own Friday the 13th yet, so can't test it out.

Are you using temporal AA by any chance?
Try "0x080020F1" without TAA.

I figured as much, but it made sense in my head at the time that it might work.

I'm not sure what AA they use, I don't think TAA, but hard to say sense AA options are low, med, high, and "epic". No "off". Haven't found config files yet, but haven't really looked. I'll try this one out and report back. thanks.

jminternelia
2017-05-28, 03:32:00
Well, my findings for Dead by Daylight is only meant for that particular UE4 title :)
Each game is different due to whatever graphics effects the developers might be using.

I don't own Friday the 13th yet, so can't test it out.

Are you using temporal AA by any chance?
Try "0x080020F1" without TAA.

Flicker city. I'll dig around config files.

jminternelia
2017-05-28, 16:25:11
Well, my findings for Dead by Daylight is only meant for that particular UE4 title :)
Each game is different due to whatever graphics effects the developers might be using.

I don't own Friday the 13th yet, so can't test it out.

Are you using temporal AA by any chance?
Try "0x080020F1" without TAA.

I found the config files. Game uses MSAA, apparently. I've now tried the following:
-0x080040F5
-0x080000F5
-0x080020F1

Tried also using SLI Specific Hacks (DX1x):
-0x00000020 (SKIP_NOSUBRES_RTT_BUT_TINY_RESOLVE_ON_TEXTURING)
-0x00000100 (FORCE_REPORT_NO_SLI_SUPPORT_FROM_NVAPI)

Going to try more.

jminternelia
2017-05-28, 18:14:32
Well, I tried about every bit for every known SLI compatible game in UE4, no real luck.

I for some reason get great scaling with Overwatch's profile - 85-95%, not quite as good though as DBD. Using the SLI hacks made no difference in eliminating flickering. Some would flicker in different locations, but it seems as of now that I'm not going to be able to find one on my own.

Ark's profile worked okayish too, less flicker, but poorer utilization.

All were done with AA set to low, as that's the most the game allows.

Thanks for your help.

SLIKnight
2017-05-29, 16:44:00
Then I don't know.
What kind of CPU + MOBO setup do you have, and which cards are you testing with?
Several UE4 games really need full 32 lanes, i.e. PCIe 3.0 x16/x16, to scale even with more moderate SLI profiles.
I would need to test myself to make sure though.

jminternelia
2017-05-29, 17:36:53
Then I don't know.
What kind of CPU + MOBO setup do you have, and which cards are you testing with?
Several UE4 games really need full 32 lanes, i.e. PCIe 3.0 x16/x16, to scale even with more moderate SLI profiles.
I would need to test myself to make sure though.

i7-5930k
Asus Rampage V Extreme
Titan X Maxwell
32GB DDR4

SLIKnight
2017-05-29, 21:02:04
Alright, then bandwidth shouldn't be a major problem.
I would suggest looking for and setting these command values in GameUserSettings.ini (or whatever the configuration file is called):

sg.AntiAliasingQuality=0
sg.PostProcessQuality=0

Just to see, if it makes any difference to the flickering.
Then we can take it from there.

jminternelia
2017-05-30, 04:27:25
Edit: Added more official post below.

Thanks for the help. Couldn't have done it without you!

SLIKnight
2017-05-31, 18:56:51
SLI information for Rising Storm 2: Vietnam

I did some SLI testing in the recently released Rising Storm 2: Vietnam, and "0x080020F5" really is the only proper solution here.
DX11 SLI bit #13 is needed to prevent stuttering from texture loading on some of the larger multiplayer maps such as "Song Be".

All of this was tested with maximum settings and a FOV of 100 degrees at 5120x2880 resolution (3840x2160 combined with 1.78xDSR and 22% smoothness).
Here are some screenshot comparisons (resized to 3840x2160), along with all relevant settings and tweaks:

Rising Storm 2: Vietnam settings and tweaks

Gameplay

Mouse Smoothing: Unticked

Player View & HUD

Field of View: 100
Gameplay Tips: Disable Hints
Show Menu Tips: Unticked

Video

Window Mode: Fullscreen
Aspect Ratio: 16:9
Resolution: 5120x2880
Quality Level: Custom
Post Process Style: Authentic
Vsync: Unticked
Hardware Physics: Ticked

World Detail: Ultra
Character Detail: Ultra
Texture Detail: Ultra
Shadow Quality: Ultra
Particle FX: High
Anti-Aliasing: FXAA High
Post Process Quality: Ultra
Lighting Quality: Ultra
Foliage Detail: High

Bloom: Ticked
Light Shafts: Ticked
SSAO: Ticked
Depth of Field: Unticked
Framerate Smoothing: Unticked

ROEngine.ini

[VOIP]
bHasVoiceEnabled=false (Disables voice over IP functionality)

[FullscreenMovie]
StartupMovies=MainMenu (Delete all other lines starting with "StartupMovies=" to disable introductory movies)

ROInput.ini

[ROGame.ROConsolePlayerInput]
bViewAccelerationEnabled=FALSE (Disables mouse acceleration)


Single GPU|2-way SLI
43 FPS|77 FPS
https://abload.de/thumb/rising_storm_2_5k_11_pvknn.jpg (http://abload.de/image.php?img=rising_storm_2_5k_11_pvknn.jpg)|https://abload.de/thumb/rising_storm_2_5k_12_qukpc.jpg (http://abload.de/image.php?img=rising_storm_2_5k_12_qukpc.jpg)
40 FPS|72 FPS
https://abload.de/thumb/rising_storm_2_5k_21_9eja6.jpg (http://abload.de/image.php?img=rising_storm_2_5k_21_9eja6.jpg)|https://abload.de/thumb/rising_storm_2_5k_22_f8j69.jpg (http://abload.de/image.php?img=rising_storm_2_5k_22_f8j69.jpg)
38 FPS|70 FPS
https://abload.de/thumb/rising_storm_2_5k_31_j6k69.jpg (http://abload.de/image.php?img=rising_storm_2_5k_31_j6k69.jpg)|https://abload.de/thumb/rising_storm_2_5k_32_u5j6v.jpg (http://abload.de/image.php?img=rising_storm_2_5k_32_u5j6v.jpg)


----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Test system: Intel Core i7-5930K, 16GB DDR4, Asus Rampage V, Zotac GTX 980 Ti AMP! Extreme 2-way SLI, Asus ROG Swift PG27AQ, 382.33, Windows 10 Pro 64-bit
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

SLIKnight
2017-06-01, 00:57:49
Thanks for the help. Couldn't have done it without you!

Nice work :)

Perhaps you could re-write your post a little, and add some screenshot comparisons with FPS numbers like Single GPU vs. 0x080020F1 vs. 0x080021F1.
Then we could possibly add the game to the list on the first page.
It would also be nice to completely clarify, which specific .ini tweak is responsible for fixing the SLI flickering?

jminternelia
2017-06-01, 04:49:20
Nice work :)

Perhaps you could re-write your post a little, and add some screenshot comparisons with FPS numbers like Single GPU vs. 0x080020F1 vs. 0x080021F1.
Then we could possibly add the game to the list on the first page.
It would also be nice to completely clarify, which specific .ini tweak is responsible for fixing the SLI flickering?

Well, I spent several more hours, and noticed some weird stuff. Not sure exactly what's causing it, but here is a link:

https://youtu.be/b7oJ0NLK2xI?t=16m26s

You can see her clothes flickering. Sometimes this is minimal, other times it's quite frequent. Going to try some SLI specific hacks.

As far as ini tweaks, the scalability .ini tweak is required, i think, to disable AA. In fact, there's a couple more entries that must be entered, for disabled AA to be fullproof.

[AntiAliasingQuality@1]
r.MSAA.CompositingSampleCount=1

[AntiAliasingQuality@2]
r.MSAA.CompositingSampleCount=1

[AntiAliasingQuality@3]
r.MSAA.CompositingSampleCount=1

So while the scaling is great, it's not as flawless as I initially thought. It'll work for the moment I suppose, but I will keep trying.

jminternelia
2017-06-01, 14:00:40
Yeah, I've tried a few SLI specific hacks, as well as the unknown variable you mentioned in your DbD profile. I know they are different games, but figured I'd try it anyway. Seems clothes still have a flickering problem under certain lighting conditions. Exactly like the video shows.

SLIKnight
2017-06-01, 16:43:55
Cool video :)
I can certainly see what you mean by the "flickering" clothes, although it seems more like some type of lighting problem with indoor scenes.
This is a relatively minor issue though, and not really "game breaking" IMO.

The undefined "0x00000020" function should normally not be combined with "0x080020F5", as it might make things worse since these bits enable some of the same SLI functions.
Essentially 0x080000F5 + 0x00000020 can be considered a less "aggressive" version of 0x080040F5, which is why I used it in Dead by Daylight.

Honestly I doubt you will find a better 2-way SLI solution in this case than DX11 SLI bit #13, i.e. 0x080020F1.
If you could show that "0x080021F1" performs better without any additional downsides, then by all means make a few FPS comparisons between the two profiles.

jminternelia
2017-06-01, 17:59:45
Cool video :)
I can certainly see what you mean by the "flickering" clothes, although it seems more like some type of lighting problem with indoor scenes.
This is a relatively minor issue though, and not really "game breaking" IMO.

The undefined "0x00000020" function should normally not be combined with "0x080020F5", as it might make things worse since these bits enable some of the same SLI functions.
Essentially 0x080000F5 + 0x00000020 can be considered a less "aggressive" version of 0x080040F5, which is why I used it in Dead by Daylight.

Honestly I doubt you will find a better 2-way SLI solution in this case than DX11 SLI bit #13, i.e. 0x080020F1.
If you could show that "0x080021F1" performs better without any additional downsides, then by all means make a few FPS comparisons between the two profiles.

I'll try it out!

jminternelia
2017-06-02, 18:14:57
SLI information for Friday the 13th: The Game

It appears as though 0x080020F1 is the best possible solution. I ran benchmarks for several other bits and all either had significant flickering or provided substandard scaling. Using this profile will result in some minor, non game-breaking flickering occurring on player models when they come into contact with interior lighting.

I also found that using 0x00000002 SLI_PREDEFINED_MODE_FORCE_AFR provided the highest and most consistent framerate when compared against other predefined SLI modes.

All settings in game were set to their maximum with a resolution of 3840x2160 with the notable exception being AntiAliasing, which i fully disabled. To fully disable AA, one must navigate to (Windows Drive):\Users\(Your Username)\AppData\Local\SummerCamp\Saved\Config\WindowsNoEditor, and add the following commands to Scalability.ini:

[AntiAliasingQuality@0]
r.MSAA.CompositingSampleCount=1

[AntiAliasingQuality@1]
r.MSAA.CompositingSampleCount=1

[AntiAliasingQuality@2]
r.MSAA.CompositingSampleCount=1

[AntiAliasingQuality@3]
r.MSAA.CompositingSampleCount=1

Note: For personal preference, I disabled Chromatic Aberration. This effect did not have any discernible impact on performance. If you also want to disable Chromatic Aberration, also add the following to Scalability.ini:

[PostProcessQuality@0]
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0

[PostProcessQuality@1]
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0

[PostProcessQuality@2]
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0

[PostProcessQuality@3]
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0

Once you have edited, save the file and make it read only.

Single GPU|2-way SLI
34.583 FPS|58.700 FPS
http://i.imgur.com/dLxgQwu.png (http://imgur.com/5sr8Ww1)|http://i.imgur.com/Y1NKNaq.png (http://imgur.com/yLHMTMC)


Benchmarks

Single GPU:
2017-06-02 10:05:23 - SummerCamp
Frames: 2075 - Time: 60000ms - Avg: 34.583 - Min: 28 - Max: 44


0x080020F1 AFR:
2017-06-02 09:07:27 - SummerCamp
Frames: 3522 - Time: 60000ms - Avg: 58.700 - Min: 50 - Max: 62


0x080020F1 AFR @+200MHz:**
2017-06-02 14:48:13 - SummerCamp
Frames: 29904 - Time: 508078ms - Avg: 58.857 - Min: 46 - Max: 62


0x080020F1 AFR VSync OFF:**

2017-06-02 15:26:24 - SummerCamp
Frames: 3577 - Time: 60000ms - Avg: 59.617 - Min: 52 - Max: 75


0x080020F1 AFR @+200MHz + VSync OFF:**

2017-06-02 15:14:31 - SummerCamp
Frames: 4082 - Time: 60000ms - Avg: 68.033 - Min: 58 - Max: 83


GPU Usage AFR:
http://i.imgur.com/CGnQJxS.png

Credits to SLIKnight for the guidance.

**With a +200 MHz OC in MSI Afterburner, I was able to achieve a pretty consistent 60FPS in various parts of the map with minimal frame drop. This is my go to configuration, but YMMV.

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Test system: Intel Core i7-5930K, 32GB DDR4, Asus Rampage V Extreme, ASUS Titan X (Maxwell) SLI + EKWB Nickle Plexi + EVGA HB Bridge, ASUS PB287Q, 382.33 WHQL, Windows 10 Pro 64-bit
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

SLIKnight
2017-06-03, 15:06:19
Really excellent work :)

I will add the game to my master spreadsheet as soon as possible.
One small question though, at the top of the post you mention "0x080020F1" and at the bottom "0x080021F1".
Suspect it is just a typo?

jminternelia
2017-06-03, 15:30:03
Really excellent work :)

I will add the game to my master spreadsheet as soon as possible.
One small question though, at the top of the post you mention "0x080020F1" and at the bottom "0x080021F1".
Suspect it is just a typo?

Correct. Fixed.

Blaire
2017-06-05, 16:45:20
BTW I also tested Outlast 2 now, and it scales very well with "0x080000F5" at native 3840x2160 even with TAA enabled.
However the game completely glitches and artifacts, when walking through water due to UE3 fluid simulation.
Happens even with just FXAA, and single GPU isn't affected :(

If anybody has any idea how to disable fluid simulation in this game, please speak up.

I've bought Outlast II recently and gave a quick look, but good old SLI Broadcast-Flag "0x00A0694B" to "0x00000001" in addition to DX11 SLI flag "0x080000F5" seems to help against water-artifacts, unfortunately not had enough time to check for other side-effects or glitches. You should take another Look. ;)

Added new SLI Profiles to "Friday the 13th" and "Rising Storm 2: Vietnam" now. Thanks to jminternelia and SLIKnight for posting.

SLIKnight
2017-06-05, 22:32:21
Cool, will give Outlast 2 another chance then :)
Meanwhile here is some SLI information for "Murdered: Soul Suspect" with DX9 SGSSAA.

SLIKnight
2017-06-05, 23:08:31
DX9 SLI information for Murdered: Soul Suspect

For the DX9 version of the UE3 based Murdered: Soul Suspect, the profile "0x42502005" seems to be the best possible SLI solution.
This scales well in all scenes even with driver SGSSAA forced using "0x080000C1".
DX9 SLI bits #20 and #30 are both needed for optimal scaling, and I noticed no issues except for some very minor menu text flickering.

https://abload.de/img/murdered_soul_suspectm4u40.png

By default the game will start in DX11 mode, and DX9 must be forced using the "-DX9" launch option in Steam.
I also recommend disabling the introductory movies played at startup using "-nostartupmovies".

Here are all my settings and tweaks, along with some screenshot comparisons taken at native 3840x2160 resolution with 4xSGSSAA forced (ingame AA disabled):

Murdered: Soul Suspect settings and tweaks

PC Options

Screen Resolution: 3840x2160
Fullscreen: On
Vertical Sync: Off
Motion Blur: Off
Bloom: On
Ambient Occlusion: SSAO
Distortion: On
Anti-Aliasing: Off
Texture Level of Detail: High
Texture Filtering: 16x Anisotropic
Shadow Quality: High
Shader Quality: High
Particle Effects: High

Game Options

Vibration: Off

FateInput.ini

[Engine.PlayerInput]
bEnableMouseSmoothing=false (Disables mouse smoothing)

FateSystemSettings.ini

[SystemSettings]
ChromaticUVNudge=0.000000 (Disables chromatic aberration)
ChromaticBlendExp=0.000000 (Disables chromatic aberration)


Single GPU|2-way SLI|Performance increase
46 FPS|86 FPS| ~ 87%
https://abload.de/thumb/murdered_soul_suspectgyalc.jpg (http://abload.de/image.php?img=murdered_soul_suspectgyalc.jpg)|https://abload.de/thumb/murdered_soul_suspectzwbwa.jpg (http://abload.de/image.php?img=murdered_soul_suspectzwbwa.jpg)
31 FPS|57 FPS| ~ 84%
https://abload.de/thumb/murdered_soul_suspect46l0s.jpg (http://abload.de/image.php?img=murdered_soul_suspect46l0s.jpg)|https://abload.de/thumb/murdered_soul_suspectxyaef.jpg (http://abload.de/image.php?img=murdered_soul_suspectxyaef.jpg)
37 FPS|72 FPS| ~ 95%
https://abload.de/thumb/murdered_soul_suspectcoxkb.jpg (http://abload.de/image.php?img=murdered_soul_suspectcoxkb.jpg)|https://abload.de/thumb/murdered_soul_suspectjvybp.jpg (http://abload.de/image.php?img=murdered_soul_suspectjvybp.jpg)


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Test system: Intel Core i7-5930K, 16GB DDR4, Asus Rampage V, Zotac GTX 980 Ti AMP! Extreme 2-way SLI, Asus ROG Swift PG27AQ, 382.33, Windows 10 Pro 64-bit
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

SLIKnight
2017-06-07, 17:34:53
Updated SLI information for Outlast 2

I've bought Outlast II recently and gave a quick look, but good old SLI Broadcast-Flag "0x00A0694B" to "0x00000001" in addition to DX11 SLI flag "0x080000F5" seems to help against water-artifacts, unfortunately not had enough time to check for other side-effects or glitches. You should take another Look. ;)



I can now confirm, that setting the "unknown" SLI function "0x00A0694B" to a value of "0x00000001" completely fixes these water problems in Outlast 2.
Also I noticed no graphics glitches or other downsides either, even in the later chapters of the game.
Scaling is overall quite decent in most scenes, however I still only recommend using "0x080000F1" since some parts of Outlast 2 show limited benefits from just 2-way SLI :)

Here are some screenshot comparisons at native 3840x2160 resolution with maximum settings and temporal AA enabled:

Outlast 2 settings and tweaks

Graphics

Resolution: 3840x2160 [Recommended, Native]
Textures: Very High
Texture Filtering: 16x
Shadows: High
Geometry: High
Fog: High
Effects: High
Antialiasing: Temporal
Motion Blur: Disabled
V-Sync: Disabled
Fullscreen: Enabled
Triple Buffering: Disabled

OLEngine.ini

[Engine.Engine]
bSmoothFrameRate=FALSE (Disables frame rate smoothing)

OLInput.ini

[Engine.PlayerInput]
bEnableMouseSmoothing=false (Disables mouse smoothing)

OLSystemSettings.ini

[SystemSettings]
AllowChromaticAberration=False (Disables chromatic aberration)


Single GPU|2-way SLI
64 FPS|104 FPS
https://abload.de/thumb/outlast2_11_singlegpuyquja.jpg (http://abload.de/image.php?img=outlast2_11_singlegpuyquja.jpg)|https://abload.de/thumb/outlast2_12_0x080000f7fu67.jpg (http://abload.de/image.php?img=outlast2_12_0x080000f7fu67.jpg)
58 FPS|97 FPS
https://abload.de/thumb/outlast2_31_singlegpuufu6a.jpg (http://abload.de/image.php?img=outlast2_31_singlegpuufu6a.jpg)|https://abload.de/thumb/outlast2_32_0x080000f37uk7.jpg (http://abload.de/image.php?img=outlast2_32_0x080000f37uk7.jpg)
54 FPS|90 FPS
https://abload.de/thumb/outlast2_41_singlegpufnuze.jpg (http://abload.de/image.php?img=outlast2_41_singlegpufnuze.jpg)|https://abload.de/thumb/outlast2_42_0x080000fy7u5t.jpg (http://abload.de/image.php?img=outlast2_42_0x080000fy7u5t.jpg)


As I already said earlier, the game might not appear to be very demanding.
But when using the night vision mode of the camera, I have seen drops down to 60-70 FPS with 2-way SLI and 40-45 FPS with Single GPU in some scenes.

Finally many thanks to Blaire for discovering this special AFR water physics fix :D

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Test system: Intel Core i7-5930K, 16GB DDR4, Asus Rampage V, Zotac GTX 980 Ti AMP! Extreme 2-way SLI, Asus ROG Swift PG27AQ, 382.33, Windows 10 Pro 64-bit
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

UdoG
2017-06-08, 12:57:42
Any recommendation for a HB SLI Bridge? Unfortunately the Nvidia HB Bridge doesn't fit (EKWB water block with EK terminal, GB Xtreme 1080TI). Could I use a HB bridge from any manufacturer?

BiG OnE
2017-06-08, 15:49:56
Yes i think so, my Bridge is from EVGA and my Cards are PNY.

SLIKnight
2017-06-09, 00:54:46
The brand of SLI bridge makes absolutely no difference to compatibility or performance, only the type (e.g. flexible, LED or HB bridge).

BTW I uploaded the .zip archive for Outlast 2 again, due to a small mistake I made the first time around.
Also took the opportunity to rewrite things a little in the post.

UdoG
2017-06-09, 09:24:45
OK, thanks BiG OnE and SLIKnight.

Suzerain
2017-06-12, 08:08:56
Does SLI work for Tekken 7?

octiceps
2017-06-26, 06:26:54
Is there any way to fix flickering caused by DX11 bits #12 and #14?

And what's their DX9 equivalent, #20 and #23?

SLIKnight
2017-06-26, 22:51:47
Is there any way to fix flickering caused by DX11 bits #12 and #14?

And what's their DX9 equivalent, #20 and #23?


The flickering is caused by the fact, that these "critical" bits skip parts of the texture resolve to improve performance and scaling.
This in itself is a compromise, which some game engines are more prepared for than others.

I doubt such problems could be fixed since the bits themselves are responsible.
The better solution would typically be to use slightly less critical bits such as DX11 bit #13, #15, #20, #29 and so on.

And yes, DX9 bit #20 would roughly be the equivalent of bits #12 and #14 in DX11.

SLIKnight
2017-06-27, 00:39:33
SGSSAA, HBAO+ and SLI information for Transformers: Fall of Cybertron

I did some general driver profile testing in the DX9 UE3 title Transformers: Fall of Cybertron.

It seems "0x000002C1" is the minimum needed for high quality SGSSAA.
The standard "0x000000C1" AA flag leads to severe graphics glitches in this particular case.

As for HBAO+, "0x00000002" provides a good enhancement to the ingame SSAO, which can't be disabled as far as I know.
Finally is "0x42402005" enough for very nice SLI scaling, and here DX9 bit #30 is only needed to fix negative scaling in the main menu.

https://abload.de/img/tfoc_launch_options4nrh4.png

Before going any further it is important to mention, that T: FoC has well known texture streaming issues which prevent full quality textures from being loaded at native 3840x2160 and above.
So far I haven't found a solution, even by editing the encrypted Coalesced.ini configuration file.
However 2560x1440 is not affected on my system, and 8xSGSSAA combined with HBAO+ at this resolution still looks quite alright :wink:

Also the game is capped at 60 FPS by default, but fortunately that can be easily removed using the "-silent FPS=120" launch option in Steam.
The "No AA" screenshots below were taken with the 60 FPS cap, while "-silent FPS=120" was used in the rest.

Single GPU|Single GPU|Single GPU|2-way SLI|Scaling percentage
No AA|8xSGSSAA|8xSGSSAA|8xSGSSAA|
SSAO|SSAO|SSAO with HBAO+|SSAO with HBAO+|
60 FPS (capped)|59 FPS|47 FPS|89 FPS|~ 89%
https://abload.de/thumb/tfoc_11_single_gpu_no01oa2.jpg (http://abload.de/image.php?img=tfoc_11_single_gpu_no01oa2.jpg)|https://abload.de/thumb/tfoc_12_single_gpu_8x0rqx3.jpg (http://abload.de/image.php?img=tfoc_12_single_gpu_8x0rqx3.jpg)|https://abload.de/thumb/tfoc_13_single_gpu_8xi7qro.jpg (http://abload.de/image.php?img=tfoc_13_single_gpu_8xi7qro.jpg)|https://abload.de/thumb/tfoc_14_0x42402005_8xwvpw2.jpg (http://abload.de/image.php?img=tfoc_14_0x42402005_8xwvpw2.jpg)|
60 FPS (capped)|63 FPS|50 FPS|97 FPS| ~ 94%
https://abload.de/thumb/tfoc_21_single_gpu_no13rfq.jpg (http://abload.de/image.php?img=tfoc_21_single_gpu_no13rfq.jpg)|https://abload.de/thumb/tfoc_22_single_gpu_8xt4p8l.jpg (http://abload.de/image.php?img=tfoc_22_single_gpu_8xt4p8l.jpg)|https://abload.de/thumb/tfoc_23_single_gpu_8xg9paa.jpg (http://abload.de/image.php?img=tfoc_23_single_gpu_8xg9paa.jpg)|https://abload.de/thumb/tfoc_24_0x42402005_8xobr4y.jpg (http://abload.de/image.php?img=tfoc_24_0x42402005_8xobr4y.jpg)|
60 FPS (capped)|65 FPS|51 FPS|94 FPS| ~ 84%
https://abload.de/thumb/tfoc_31_single_gpu_nonqsv1.jpg (http://abload.de/image.php?img=tfoc_31_single_gpu_nonqsv1.jpg)|https://abload.de/thumb/tfoc_32_single_gpu_8xf7s4w.jpg (http://abload.de/image.php?img=tfoc_32_single_gpu_8xf7s4w.jpg)|https://abload.de/thumb/tfoc_33_single_gpu_8xqfsgf.jpg (http://abload.de/image.php?img=tfoc_33_single_gpu_8xqfsgf.jpg)|https://abload.de/thumb/tfoc_34_0x42402005_8xagsim.jpg (http://abload.de/image.php?img=tfoc_34_0x42402005_8xagsim.jpg)|

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Test system: Intel Core i7-5930K, 16GB DDR4, Asus Rampage V, Zotac GTX 980 Ti AMP! Extreme 2-way SLI, Asus ROG Swift PG27AQ, 382.33, Windows 10 Pro 64-bit
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

octiceps
2017-06-27, 05:38:10
The flickering is caused by the fact, that these "critical" bits skip parts of the texture resolve to improve performance and scaling.
This in itself is a compromise, which some game engines are more prepared for than others.

I doubt such problems could be fixed since the bits themselves are responsible.
The better solution would typically be to use slightly less critical bits such as DX11 bit #13, #15, #20, #29 and so on.

And yes, DX9 bit #20 would roughly be the equivalent of bits #12 and #14 in DX11.
Thanks, appreciate the info.

SLIKnight
2017-06-29, 17:49:57
Updated SLI information for The Park

Is there any way to fix flickering caused by DX11 bits #12 and #14?


I would like to post an update to an SLI information and tweaking post, I wrote a while ago for the UE4 based walking simulator The Park: 3DCenter SLI thread (#2391) (https://www.forum-3dcenter.org/vbulletin/showpost.php?p=11200080&postcount=2391)

After digging around some more, I might have found something interesting to remedy the broken screen space reflections and flickering issues when using the critical "0x080040F1" profile.
It seems setting the "unknown" SLI function "0x00A06746" to a value of "0x00010000" improves AFR compatibility, and allows reasonable scaling even with ingame AA enabled.
There are still some relatively minor particle effect flickering issues, so I only recommend using the custom profile with G-Sync or V-Sync enabled.

SLI is quite bandwidth limited at native 3840x2160 resolution though, and anything above the "2X" AA setting makes the scaling very inefficient on my 2-way 980 Ti system in PCIe 3.0 x16/x16 mode.
Depth of field should also be disabled by setting sg.PostProcessQuality=0 in GameUserSettings.ini located in "\User\[Username]\AppData\Local\AtlanticIslandPark\Saved\Config\WindowsNoEditor".
Otherwise there will be negative scaling in some cutscenes.

Here are all of my settings and tweaks, along with a single set of screenshot comparisons taken at 3840x2160 with a field of view of 100 and motion blur disabled:

https://abload.de/img/the_park_inspector_sen0j45.png

GameUserSettings.ini

[ScalabilityGroups]
sg.ResolutionQuality=100
sg.ViewDistanceQuality=3
sg.AntiAliasingQuality=1 (1 = 2X, 2 = 4X and 3 = 6X)
sg.ShadowQuality=3
sg.PostProcessQuality=0 (Disables depth of field)
sg.TextureQuality=3
sg.EffectsQuality=3

[/Script/Engine.GameUserSettings]
bUseVSync=False (Use G-Sync or driver V-Sync instead)
ResolutionSizeX=3840
ResolutionSizeY=2160
LastUserConfirmedResolutionSizeX=3840
LastUserConfirmedResolutionSizeY=2160
WindowPosX=-1
WindowPosY=-1
bUseDesktopResolutionForFullscreen=False
FullscreenMode=0
LastConfirmedFullscreenMode=1
Version=5


Single GPU|2-way SLI
42 FPS|65 FPS
https://abload.de/thumb/the_park_single_gpub0jp5.jpg (http://abload.de/image.php?img=the_park_single_gpub0jp5.jpg)|https://abload.de/thumb/the_park_slib8j9w.jpg (http://abload.de/image.php?img=the_park_slib8j9w.jpg)

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Test system: Intel Core i7-5930K, 16GB DDR4, Asus Rampage V, Zotac GTX 980 Ti AMP! Extreme 2-way SLI, Asus ROG Swift PG27AQ, 382.33, Windows 10 Pro 64-bit
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

UdoG
2017-07-02, 11:19:00
I'm finished my SLI setup today and performed some tests. Sometimes I get the message "SLI Sync Limit" - what does this mean?

I would like to play Rise of the Tomb Raider with SLI - do I have to configure the SLI configuration? Or should I change to DX12?

Thanks.

Bloodred
2017-07-02, 19:58:25
In my experience RotTR works better with its own DX12 mGPU than with SLI in DX11. Either should work though, you don't need to configure anything specific other than having SLI enabled in the first place for DX11 (the general option, not game-specific).

SLIKnight
2017-07-03, 17:35:14
You lose VXAO in DX12, which is a deal breaker for me personally.
But I suppose DX12 might be helpful in CPU limited scenarios.

UdoG
2017-07-03, 18:00:24
OK, what SLI configuration should I use (DX11)?
Thanks.

SLIKnight
2017-07-04, 02:00:29
Never mind.

Blaire
2017-07-04, 09:33:43
OK, what SLI configuration should I use (DX11)?
Thanks.

Musst du schon selber entscheiden, ob dir VXAO besser gefällt oder nicht. Genug FPS solltest mit zwei GTX 1080Ti locker erreichen, auch unter DX11.
Generell skaliert das Game unter DX12 stets besser, vor allem in cpu-limitierten Szenen, welche im Spielverlauf doch recht häufig vorkommen, auch die Frametimes sind inzwischen deutlich besser im Vergleich zur Veröffentlichung des DX12 MultiGPU-Patches voriges Jahr.
Ich hab mal schnell ein Video zusammengestellt, welches ein paar dieser Szenen gegeneinander im SLI-Modus vergleicht.
https://www.youtube.com/watch?v=XuZvJKYfpqs&feature=youtu.be

UdoG
2017-07-04, 09:41:01
Schaue ich mir heute Abend mal an - vielen Dank!
Liefert eigentlich Nvidia inzwischen das richtig "Bit" für die optimale SLI Auslastung mit oder soll ich diese aus diesem Forum nehmen, weil diese besser skaliert.

Blaire
2017-07-04, 21:08:06
Schaue ich mir heute Abend mal an - vielen Dank!
Liefert eigentlich Nvidia inzwischen das richtig "Bit" für die optimale SLI Auslastung mit oder soll ich diese aus diesem Forum nehmen, weil diese besser skaliert.

Wenn du VXAO verwendest, genügt das offizielle Treiber-SLI Profile und es braucht keine Anpassung, nur mit HBAO+ oder SSAO braucht es dann die Custom SLI-Bits hier aus dem Thread, ansonsten nicht. Aber das macht dann letztlich wenig Sinn, da ist ein Wechsel auf die DX12-Variante wesentlich sinnvoller. :)

UdoG
2017-07-04, 22:40:44
Vielen Dank!

UdoG
2017-07-05, 06:59:10
Any SLI information for Forza Horizon 3?

octiceps
2017-07-16, 23:11:49
Does anyone know how to fix the GPU usage drops in DX11 games when ShadowPlay is enabled on SLI configurations? Not recording, just switched on.

Maybe there is setting we can change in Inspector?

Blaire
2017-07-24, 14:43:48
Does anyone know how to fix the GPU usage drops in DX11 games when ShadowPlay is enabled on SLI configurations? Not recording, just switched on.

Maybe there is setting we can change in Inspector?

If i understand correct, you are seen a higher performance-drop just with Share enabled? What's your Share-Settings and which DX11 games this refers? For normal recordings should be typical 5-10% performance-hit for Single GPU, in SLI mode it is up to 20% depending on Game and Resolution.

octiceps
2017-07-25, 00:18:33
If i understand correct, you are seen a higher performance-drop just with Share enabled? What's your Share-Settings and which DX11 games this refers? For normal recordings should be typical 5-10% performance-hit for Single GPU, in SLI mode it is up to 20% depending on Game and Resolution.
Yeah I am seeing, in extreme cases, up to 30% drop of FPS and GPU usage in SLI at high frame rates (100+ FPS) just with Share enabled, not recording and Instant Replay is off. Share overlay and overlay icons are also off.

Happens in all DX11 games in exclusive fullscreen. Borderless/windowed mode is not affected, games using other APIs are not affected. Screen resolution is 1080p.

SLIKnight
2017-07-25, 23:20:14
Updated SLI information for The Vanishing of Ethan Carter Redux

Here is another update to an older SLI post of mine, this time for the UE4 based The Vanishing of Ethan Carter Redux: 3DCenter SLI thread (#2048) (https://www.forum-3dcenter.org/vbulletin/showpost.php?p=10793174&postcount=2048)

After some testing, I found the "0x080002F1" profile combined with setting "0x00A0694B" to "0x00000001" to be optimal for 2-way SLI with temporal AA enabled.
While using older drivers I did encounter some scene reloading issues with the above profile and temporal AA, but that seems to be fixed now even at native 3840x2160 resolution.
3-way and 4-way SLI users are out of luck due to bandwidth limitations, and should continue to use 0x080600F5 or 0x080640F5 with FXAA.

Scaling isn't great in all scenes with temporal AA, but I really attribute that more to a CPU limitation at "just" 3840x2160.
Most likely increasing the ingame resolution scaling above 100% could be beneficial for more powerful Pascal systems, but I haven't tested that aspect very extensively.

https://abload.de/img/ethan_carter_final_inc6kdz.png

The Vanishing of Ethan Carter Redux Options

Controls

Camera Smoothing: Disabled
Camera Head Bob: No
Display Dot Crosshair: No

Graphics

Resolution: 3840x2160
Display Mode: Fullscreen
Quality Preset: Custom
Resolution Scale: 100%
Vertical Sync: Disabled
Framerate Control: Unlimited framerate
Anti-Aliasing: TAA
Texture Detail: High
Detail Distance: High
Field Of View: 100

Advanced

Light Shafts: Enabled
Motion Blur: Disabled
Depth of Field: Enabled
Bloom: Enabled
Water Reflections: Enabled


Single GPU|2-way SLI
56 FPS|87 FPS
https://abload.de/thumb/ethan_carter_redux_11ipksa.jpg (http://abload.de/image.php?img=ethan_carter_redux_11ipksa.jpg)|https://abload.de/thumb/ethan_carter_redux_12byjan.jpg (http://abload.de/image.php?img=ethan_carter_redux_12byjan.jpg)
74 FPS|99 FPS
https://abload.de/thumb/ethan_carter_redux_21ikj2y.jpg (http://abload.de/image.php?img=ethan_carter_redux_21ikj2y.jpg)|https://abload.de/thumb/ethan_carter_redux_22ncju1.jpg (http://abload.de/image.php?img=ethan_carter_redux_22ncju1.jpg)
55 FPS|89 FPS
https://abload.de/thumb/ethan_carter_redux_31imki4.jpg (http://abload.de/image.php?img=ethan_carter_redux_31imki4.jpg)|https://abload.de/thumb/ethan_carter_redux_32vvj7y.jpg (http://abload.de/image.php?img=ethan_carter_redux_32vvj7y.jpg)


----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Test system: Intel Core i7-5930K, 16GB DDR4, Asus Rampage V, Zotac GTX 980 Ti AMP! Extreme 2-way SLI, Asus ROG Swift PG27AQ, 382.33, Windows 10 Pro 64-bit
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

SLIKnight
2017-07-29, 15:30:11
Does SLI work for Tekken 7?


This is not really a title I would consider buying to be honest, since I'm not into fighting games at all.
But I suppose you could try out the "standard" SLI candidates from some of the other DX11 UE4 games, e.g.

0x080000F1
0x080000F1 + 0x00A06746 = 0x00000020
0x080020F1
0x080040F1
0x080040F1 + 0x00A06746 = 0x00010000
0x080010F1
0x0800A0F1
0x080002F1 + 0x00A0694B = 0x00000001

Try testing both with and without temporal AA, motion blur, depth of field and other "bandwidth intensive" post processing effects.

Due to general bandwidth limitations, I also suggest sticking with "F1" at the end of the profile to limit rendering mode to 2-way SLI.
PCIe 3.0 x16/x16 really is a prerequisite in most UE4 content so far, at least when running at "true" native 4K or 5K resolutions.

Gast
2017-08-09, 10:43:58
Hoffe die Anfrage kommt nicht zu früh, da das Game kaum 24h " alt " ist, aber würde mich sehr über SLI bits für " Hellblade: Senua's Sacrifice " freuen.

Vielen Dank !

Bloodred
2017-08-09, 21:36:15
I've had some success with Hellblade using 0x080002F1 with "SLI Broadcast (DX1x)" set to "DYNAMIC_BROADCAST_RENDER_TO_TEXTURE". I'm getting maybe 50-60% SLI scaling at 4K and the game seems very heavy on PCIe bandwidth, with 30-50%+ usage on x16.

Blaire
2017-08-10, 00:23:46
I've had some success with Hellblade using 0x080002F1 with "SLI Broadcast (DX1x)" set to "DYNAMIC_BROADCAST_RENDER_TO_TEXTURE". I'm getting maybe 50-60% SLI scaling at 4K and the game seems very heavy on PCIe bandwidth, with 30-50%+ usage on x16.

True. But i've seen some minor glitches yesterday so i have not posted and would testing some more locations first, so I could find in between better SLI profile-variant for more consistent and higher GPU-utilization.
https://abload.de/img/hellblade-profile-updfoq1p.png

Only Downsides so far :
- some small Glitches with Postprocessing-Effects (shaky Motion Blur Effects or small texture-distortions in Cutscenes) also small flicker if you start the game first time for a few seconds, but all in one these are no game-breaking things.
- G-Sync lacks of Bandwidth and load up PCI-Bus too strong (only ~50-60% Usage each GPU) normal ~70-80%
- Ansel flickers (so i have disable them)

+ Frametimes are very good, Game feels much better compared to Single GPU (especially 3840x2160 UltraHD with Very High Details) with SLI you should have most between 60-80fps with two TITAN X (Pascal) or equivalent GTX 1080Ti's . :)

new Update:
added a new SLI-Profile which fixes and improved Compatibility with some Postprocessing-Effects (Motion Blur, Bloom, Chromatic Aberration) but also slightly lower Performance in SLI-Mode compared to previous Custom-Profiles.

December 2018: another Profile-Update for new RTX 2080/2080Ti - NVLink/SLI-Systems
- critical Flag removed, slight improved SLI-Performance + NVIDIA Ansel-Support

some Ingame-Scenes compared between Single Card versus 2-Way SLI :
UJI9CvtTRx8

https://abload.de/thumb/hellbladegame-win64-sx8z3j.png (http://abload.de/image.php?img=hellbladegame-win64-sx8z3j.png)https://abload.de/thumb/hellbladegame-win64-se4ujp.png (http://abload.de/image.php?img=hellbladegame-win64-se4ujp.png)https://abload.de/thumb/hellbladegame-win64-sx2jmx.png (http://abload.de/image.php?img=hellbladegame-win64-sx2jmx.png)https://abload.de/thumb/hellbladegame-win64-sfvxdj.png (http://abload.de/image.php?img=hellbladegame-win64-sfvxdj.png)

Bloodred
2017-08-10, 10:40:53
Yeah, I've seen that little bit of flicker just after the the game starts up too, it's not too bothersome at all and goes away quickly.

On 1080 SLI I'm getting drops to ~50FPS on Very High, but GPU usage is generally >90%. I guess that's because my 1080s are slower so the bandwidth bottleneck doesn't hit quite as hard (relatively speaking) compared to faster cards like Titans and 1080Tis. I only played a little but frame times are pretty damn nice for me too, scaling isn't great but definitely much better than single GPU.

https://abload.de/thumb/hellbladegame-win64-syhr9d.jpg (http://abload.de/image.php?img=hellbladegame-win64-syhr9d.jpg)

Skinner.
2017-08-10, 20:28:47
I cann't even get to run this game @fullscreen at my native res. :( It always jumps to a lower one...
Even after editing the GameUserSettings.ini(C:\Users\****\AppData\Local\HellbladeGame\Saved\Config\Wind owsNoEditor) manually didn't change a thing

Blaire
2017-08-11, 01:13:32
Yeah, I've seen that little bit of flicker just after the the game starts up too, it's not too bothersome at all and goes away quickly.

On 1080 SLI I'm getting drops to ~50FPS on Very High, but GPU usage is generally >90%. I guess that's because my 1080s are slower so the bandwidth bottleneck doesn't hit quite as hard (relatively speaking) compared to faster cards like Titans and 1080Tis. I only played a little but frame times are pretty damn nice for me too, scaling isn't great but definitely much better than single GPU.

https://abload.de/thumb/hellbladegame-win64-syhr9d.jpg (http://abload.de/image.php?img=hellbladegame-win64-syhr9d.jpg)

You are right, i would say here it is between 50-60% on average (fluctuating a bit...) with two TITAN X Pascal, even if the GPU usage on my screens promises some better scaling, but maybe i will posting a Comparison Video soon. If we compare this with other games like Mass Effect: Andromeda or Tom Clancy's Wildlands (~80% w/o T-AA vs. ~50-60% w T-AA) i would say this will working as expected and usual performance-increase with 2-Way SLI in newer games.

I cann't even get to run this game @fullscreen at my native res. :( It always jumps to a lower one...
Even after editing the GameUserSettings.ini(C:\Users\****\AppData\Local\HellbladeGame\Saved\Config\Wind owsNoEditor) manually didn't change a thing

Do you use a different desktop-resolution than your Dell natively supports? With my UlraHD (G-Sync)-Monitor there are no Problems, Full Screen works fine. Only DSR it seems make problems and not applied correct, a small Display EDID-Change has helped. There will surely a new patch released soon...

Gast
2017-08-11, 10:12:35
In NVIDIA Inspector, put

0x080040F5 (Daylight, Evolve, Monster Hunter Online Benchmark, Ryse: Son of Rome, Everybody's Gone to the Rapture, Miscreated, Far Cry Primal, Lichdom: Battlemage, Armored Warfare, Prepar3D, Far Cry 4, King of Wushu / Jiu Yang Shen Gong)

to SLI compatibility bits (DX10 ++ DX 11)

-> both cards will work fine with good fps BUT there is some extensive flickering going on!

How I got rid of the flickering (don't know which setting actually does it though, probably AA and Blur), but it works!

put in engine.ini:

[SystemSettings]
r.SceneColorFringeQuality=0
r.Tonemapper.GrainQuantization=0
r.Tonemapper.Quality=0
r.DefaultFeature.AntiAliasing=0

scalability.ini:

[PostProcessQuality@3]
r.MotionBlurQuality=0
r.SceneColorFringeQuality=0

-> the 3 is for VeryHigh settings. So it only works if you are on VeryHigh in the Games Graphics Menu!

Edit: If the sky is flickering - go into graphics menu and set to HIGH. Then set back to VERYHIGH - flickering is gone. I think its something with the shadow setting

Skinner.
2017-08-11, 20:09:05
Do you use a different desktop-resolution than your Dell natively supports? With my UlraHD (G-Sync)-Monitor there are no Problems, Full Screen works fine. Only DSR it seems make problems and not applied correct, a small Display EDID-Change has helped. There will surely a new patch released soon...

I use 5K, borderless works, (at lower perf probably).

It's probably mst again, I had this weird behavior for the first time in Paragon and after a UE4 update in UT. In UT there was a fix, but this one in Hellblade has found it's way again to my screen :( Game is unusable for me right now.

Bloodred
2017-08-12, 19:44:37
I've actually had some trouble with SLI after playing more, some very weird behavior. Basically I started the game and SLI had stopped scaling completely, without me touching any settings, I was getting ~35FPS, ~50% GPU load. Messing with the in-game settings and deleting + recreating the profile got it working again, but I had to do this several times. Never had this happen before with any game, so I have no idea what causes it. I also noticed that setting the View Distance setting below Very High completely kills SLI on my system, this makes little sense to me too.

I probably won't bother looking into it, the game was so short I'm done with it already and I don't think I'll be replaying it.

Blaire
2017-08-13, 22:33:20
I use 5K, borderless works, (at lower perf probably).

It's probably mst again, I had this weird behavior for the first time in Paragon and after a UE4 update in UT. In UT there was a fix, but this one in Hellblade has found it's way again to my screen :( Game is unusable for me right now.

I doubt that, can you may send me extracted EDID-Display.bin-File from your Dell-Monitor? You can easily use export Function from "Custom Resolution Utility" which you can download here:
https://www.monitortests.com/forum/Thread-Custom-Resolution-Utility-CRU

In NVIDIA Inspector, put

0x080040F5 (Daylight, Evolve, Monster Hunter Online Benchmark, Ryse: Son of Rome, Everybody's Gone to the Rapture, Miscreated, Far Cry Primal, Lichdom: Battlemage, Armored Warfare, Prepar3D, Far Cry 4, King of Wushu / Jiu Yang Shen Gong)

to SLI compatibility bits (DX10 ++ DX 11)

-> both cards will work fine with good fps BUT there is some extensive flickering going on!

How I got rid of the flickering (don't know which setting actually does it though, probably AA and Blur), but it works!

put in engine.ini:

[SystemSettings]
r.SceneColorFringeQuality=0
r.Tonemapper.GrainQuantization=0
r.Tonemapper.Quality=0
r.DefaultFeature.AntiAliasing=0

scalability.ini:

[PostProcessQuality@3]
r.MotionBlurQuality=0
r.SceneColorFringeQuality=0

-> the 3 is for VeryHigh settings. So it only works if you are on VeryHigh in the Games Graphics Menu!

Edit: If the sky is flickering - go into graphics menu and set to HIGH. Then set back to VERYHIGH - flickering is gone. I think its something with the shadow setting

Thanks for sharing, but not really a good compromise this predefined SLI bits, it introduces new graphical Glitches and Temporal antialiasing is unusable and artifacting, also different Gamma-/Lighting-issues still occur (even some of puddles flicker...)

I've actually had some trouble with SLI after playing more, some very weird behavior. Basically I started the game and SLI had stopped scaling completely, without me touching any settings, I was getting ~35FPS, ~50% GPU load. Messing with the in-game settings and deleting + recreating the profile got it working again, but I had to do this several times. Never had this happen before with any game, so I have no idea what causes it. I also noticed that setting the View Distance setting below Very High completely kills SLI on my system, this makes little sense to me too.

I probably won't bother looking into it, the game was so short I'm done with it already and I don't think I'll be replaying it.

SLI-Profile has been updated since i had found some Framerate-Fluctuations in several Scenes during gameplay, but general SLI scaling is similar to before. in terms of SLI Scaling-Efficiency, is not the best but for most part acceptable (~50-60% over SingleGPU) and feels smooth.
https://youtu.be/UJI9CvtTRx8

Skinner.
2017-08-17, 23:12:06
I doubt that, can you may send me extracted EDID-Display.bin-File from your Dell-Monitor? You can easily use export Function from "Custom Resolution Utility" which you can download here:
https://www.monitortests.com/forum/Thread-Custom-Resolution-Utility-CRU




Hey Blaire, I've uploaded the bin. file, thanks in advance :) I wonder if something can be done. As a sidenote, the recent UE4-game Observer has the same thing. Edit, Observed does work :)

http://www.filedropper.com/dellup2715kedward

Blaire
2017-08-18, 02:15:27
Hey Blaire, I've uploaded the bin. file, thanks in advance :) I wonder if something can be done. As a sidenote, the recent UE4-game Observer has the same thing. Edit, Observed does work :)

http://www.filedropper.com/dellup2715kedward

Have sent Private Message with needed Files. Good Luck

hellibelli
2017-08-25, 23:48:24
Kann es sein, dass mit dem neuen Wildlands Patch es wieder zu Texturenflackern mit Sli kommt. Habe es gerade mal wieder angeworfen. Mit SLI-Schattenflackern und hier und da Texturenflackern.

Ohne SLI.. alles super..:(

BlackArchon
2017-08-26, 22:35:52
Ich habe Interesse an SLI-Bits für Path of Exile im DX11-Modus. Aus Nostalgiegründen habe ich aktuell eine Geforce GTX 590 drin, und SLI wird bei diesem Spiel nur für DX9 unterstützt. Auf 1440p hat die GTX 590 schon manchmal etwas zu kämpfen, wenn sie nur mit einer GPU läuft...

Blaire
2017-08-27, 22:51:33
Kann es sein, dass mit dem neuen Wildlands Patch es wieder zu Texturenflackern mit Sli kommt. Habe es gerade mal wieder angeworfen. Mit SLI-Schattenflackern und hier und da Texturenflackern.

Ohne SLI.. alles super..:(

Das Engine-Streaming spinnt oft oder hochaufgelöste Texturen werden nahe des Charakters verzögert nach ein paar Sekunden sichtbar. Meinst du das? Das gleiche trifft aber auf SingleGPU zu. Ich hatte es zuletzt vor rund 2 Wochen gespielt , ich schau es mir die Tage nochmal an.

Ich habe Interesse an SLI-Bits für Path of Exile im DX11-Modus. Aus Nostalgiegründen habe ich aktuell eine Geforce GTX 590 drin, und SLI wird bei diesem Spiel nur für DX9 unterstützt. Auf 1440p hat die GTX 590 schon manchmal etwas zu kämpfen, wenn sie nur mit einer GPU läuft...

Versuchs doch mal mit einfachem AFR2 DX1x SLI-Bits "0x000000F5" oder "0x080000F5" für den Anfang. :)

Gast
2017-09-03, 11:36:38
Bei UT2004 habe ich mit 8x SGSSAA (382.33, GTX 1060) Pixelflackern. Hat jemand vielleicht Bits für das Spiel anzubieten?

24karat
2017-10-03, 10:29:36
Hallo ich habe jetzt diesen ganzen Thread durchgelesen und habe nix gefunden,ich suche ein Profil für den Nvidia Inspector für gta 5! Ich kann einstellen was ich will und grieg dieses kannten-flimmern einfach nicht weg!Vieleicht weiss jemand was man beim inspector genau einstellen muss,danke im voraus (i7 GTX 1080) :(

octiceps
2017-10-04, 00:40:02
Drivers and SLI performance

Since release the game has needed the custom "0x080040F5" DX11 SLI profile to scale optimally in all scenes.
This longstanding issue was however recently fixed in the 344.11 WHQL driver: #1695 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10365200&postcount=1695)
As of this driver build, the official "0x080000F5" profile is sufficient ;)
FYI, as of the latest 385.69 driver, bit #14 is still needed for full scaling in Hitman: Absolution when planar reflections (Reflections=Medium/High) are enabled.

0x080000F5 (Official)|0x080040F5
https://abload.de/thumb/hma_2017_10_03_15_24_rnuen.png (http://abload.de/image.php?img=hma_2017_10_03_15_24_rnuen.png)|https://abload.de/thumb/hma_2017_10_03_15_28_49uto.png (http://abload.de/image.php?img=hma_2017_10_03_15_28_49uto.png)


Tested on:
Windows 7 x64
i7-3630QM
16GB DDR3
650M SLI
385.69 WHQL

hellibelli
2017-10-07, 22:49:18
Gibt es ein alternative SLI Profil zu Titanfall 2 oder eines ohne heftige Slowdowns? Rutsche mit meinem System manchmal auf 40 - 35 FPS runter. Kann nicht richtig sein.

Ohne Sli fallen die Fps zwar auch etwas aber dabei fühlt sich das Game dann nicht an wie Kaugummi. Werde es erst mal ohne SLI zocken, wenn es dazu ein besseres Profil gibt oder alt. Bits wäre ich dankbar.

Gruß,

hellibelli

TripleZero
2017-10-10, 17:30:35
Middle-Earth: Shadow of War ist seit gestern draußen und läuft leider mal wieder besser im Single Card als mit SLI, trotz gameready Treiber mit eigenen SLI bits.

Irgendwelche Ideen für bits zum ausprobieren ?

Blaire
2017-10-11, 02:33:59
Middle-Earth: Shadow of War ist seit gestern draußen und läuft leider mal wieder besser im Single Card als mit SLI, trotz gameready Treiber mit eigenen SLI bits.

Irgendwelche Ideen für bits zum ausprobieren ?

Nur gefühlt oder auch was die Framerate bzw. Mehrperformance betrifft? Vor Ende der Woche komme ich leider nicht dazu, mir das anzusehen. Ich hab noch ne recht langsame Internet-Anbindung und die Downloadgröße allein ist da schon eine Herausforderung. Und so wie ich das sehe sind alle wichtigen SLI-Transfers im ME:SoW Profile schon aktiv. Ingame Temporal AA oder G-Sync im Treiber zu deaktivieren hilft auch nicht?

TripleZero
2017-10-11, 18:17:38
Nur gefühlt oder auch was die Framerate bzw. Mehrperformance betrifft? Vor Ende der Woche komme ich leider nicht dazu, mir das anzusehen. Ich hab noch ne recht langsame Internet-Anbindung und die Downloadgröße allein ist da schon eine Herausforderung. Und so wie ich das sehe sind alle wichtigen SLI-Transfers im ME:SoW Profile schon aktiv. Ingame Temporal AA oder G-Sync im Treiber zu deaktivieren hilft auch nicht?

https://imgur.com/a/STcO0

Deutlicher FPS Verlust erkennbar. An vielen Stellen dropt das Spiel knapp unter 60 bei aktiviertem SLI, während das absolute Minimum mit Single card bei 70 liegt, average frames so 80-90 mit single.

Alles auf Ultra/hoch, TAA an, Texturpack ist installiert.

Gsync ist bei mir standardmäßig aus und TAA an/aus macht keinen Unterschied.

Hab einmal versuchsweise alles auf niedrig gestellt, als ich an einer Stelle mit 55 Frames stand, keine Veränderung.

Nuada
2017-10-11, 23:49:15
Hi Ich habe auch einen 6850k + 1080 bei mir ist es genauso, Act1 ist sogar nocht relativ gut gelaufen Ab 2 dropt es an manchen stellen dann aber ganz schön auch ohne TAA finde ich stellen wo es bis unter 60 runter geht bei 4k :(

Das sieht dann so aus zb. fps 55 - GPU Usage 2x 50-75%

hellibelli
2017-10-12, 21:38:05
Hmm, also bei mir läuft das Game wie Butter. Selbst mit DSR auf 5160x2160 und alles hoch + TAA läuft das Game nie unter 60 FPS. Klar für die gebotene Grafik nicht unbedingt ein "wow" aber gut laufen tut es mit SLI bis jetzt auf jedenfall. GPU Auslastung + OC liegt bei 100-110 %
Mehr brauche ich nicht.

octiceps
2017-10-14, 04:18:56
Decided to try the Source Engine based WWII shooter, Day of Infamy, since it's having a free weekend. SLI works well with the 0x02500005 profile. Bit #20 is needed for optimal scaling, but causes some minor flickering on the hipfire gun model scope glass.

Single GPU|SLI|Scaling
88 FPS|167 FPS|90%
https://abload.de/thumb/doi1hwjr4.png (http://abload.de/image.php?img=doi1hwjr4.png)|https://abload.de/thumb/doi24ak3c.png (http://abload.de/image.php?img=doi24ak3c.png)|


Inspector
https://abload.de/thumb/nvpixqk7h.png (http://abload.de/image.php?img=nvpixqk7h.png)


Tested on:
Windows 7 x64
i7-3630QM
16GB DDR3
650M SLI
385.69 WHQL

Skinner.
2017-10-14, 12:04:46
Any luck on founding a SLI profile for The Evil Within 2? The bits for the first one don't work, probably due an engine update.

Suzerain
2017-10-15, 08:13:54
Any luck with Shadow of War beyond 2 way? What about 3 or 4 GPUs? None of the profiles I've tried work so far.

hellibelli
2017-10-17, 20:12:13
So nachdem ich Elex mal gestartet habe und mir auch mal ein Bild vom Game machen konnte, fehlt mir natürlich die SLI Unterstützung.

Wäre klasse wenn es dazu noch alternative Bits geben würde.

Gast
2017-10-17, 20:36:27
So nachdem ich Elex mal gestartet habe und mir auch mal ein Bild vom Game machen konnte, fehlt mir natürlich die SLI Unterstützung.

Wäre klasse wenn es dazu noch alternative Bits geben würde.

Wie siehts mit AFR aus??
Wollte auch gleich mal loslegen..hatte die Entwickler schon gefragt.....sagten das es keine SLI Unterstützung gibt leider :(.

hellibelli
2017-10-18, 16:14:35
Wie siehts mit AFR aus??
Wollte auch gleich mal loslegen..hatte die Entwickler schon gefragt.....sagten das es keine SLI Unterstützung gibt leider :(.


Tjo hier ist wohl abwarten angesagt. Die Idee mit dem Risen 2 Profil ging mir kurz durch den Kopf, allerdings war das ja noch DX9 und Elex ist jetzt DX10.. das hatte sich damit auch erledigt.

Aber vielleicht finden ja Blair oder Sli-Knight noch lauffähige Bits.

Blaire
2017-10-19, 01:51:40
Hier habt ihr ein SLI-Profile für ELEX und das war in der Tat auch nicht sooo einfach da was passendes bzw. richtige Kombination zu finden und ich sage auch gleich, daß ist das absolut Maximale was das Game hergibt (mehr ist nicht möglich!) und leider auch nicht ganz ohne Nebenwirkungen, so sind Lichtquellen innerhalb Gebäuden anfällig für Geflimmer, auch kann es hin und wieder zu Ghosting-Effekten der Vegetation kommen, dieses lässt sich jedoch lösen, wenn man kurzzeitig in den Grafikoptionen die Ambient Occlusion von High zu Low ändert und wieder zurück zum eigentlichen High-Setting wechselt.
Wem das nicht abschreckt, kann das SLI-Profile gerne ausprobieren bzw. via NV Inspector-Profile Tool (https://ci.appveyor.com/project/Orbmu2k/nvidiaprofileinspector/build/artifacts) importieren. (siehe Anhang am Ende des Postings)
Der Leistungszuwachs ist nicht perfekt aber doch ganz anständig (etwas um die 60% hab ich mit zwei TITAN X Pascal im 2-Wege SLI gemessen, Auflösung: 3840x2160 (UltraHD) bei maximalen Grafik-Settings, lediglich die lästige Tiefenunschärfe (DOF) blieb vornherein deaktiviert.
https://youtu.be/Hcns2I_aV5s
https://abload.de/img/elex-sli-bitsjhssv.png
https://abload.de/thumb/2wegen6z7m.jpg (http://abload.de/image.php?img=2wegen6z7m.jpg)https://abload.de/thumb/sli-elexemaadl.jpg (http://abload.de/image.php?img=sli-elexemaadl.jpg)https://abload.de/thumb/elex-4k47s4f.jpg (http://abload.de/image.php?img=elex-4k47s4f.jpg)

Update: Ein Workaround welcher das Schattengeflacker effektiv verhindert findet sich hier: https://www.forum-3dcenter.org/vbulletin/showpost.php?p=11533490&postcount=2659 Vielen Dank an User: RockinBandit für diesen wertvollen Tipp! :smile:

srbo
2017-10-19, 09:25:50
Super, danke für das Elex profil funktioniert tadellos!

Gibt es eigentlich schon ein the evil within 2 profil? Es basiert ja auf der selben engine wie the evil within 1 (id tech 5).

Edgecrusher86
2017-10-19, 11:30:06
Super, danke für das Elex profil funktioniert tadellos!

Gibt es eigentlich schon ein the evil within 2 profil? Es basiert ja auf der selben engine wie the evil within 1 (id tech 5).


Vielen Dank auch von meiner Seite an Blaire wieder einmal. Super, dass du noch etwas Anständiges für Elex gefunden hast. :)


Zu TEW2:

Bei der schlechten Threadauslastung der CPUs kann man das vergessen - selbst 5K lastet eine Ti nicht vollständig aus - spielbar ist es aber bei unter 30 fps auch nicht wirklich. 9-12% Auslastung auf 16T und oft ein Runtertakten auf 1.2 GHz! habe ich dort in 5K gesehen. Selbst 2T und FHD schafft keine konstante 100% Auslastung mit vollem Takt. Mit SLI hätte man dann vll. in 4K nur um die 40-50% Auslastung pro GPU statt 70-80% SGPU. Solange es dort keinen entsprechenden Patch gibt, seh ich schwarz bzgl. MGPU. Ein Konsoleport durch und durch... Bezüglich Prozess-Management kommt es mir sogar vor wie ein pre Xbox360/PS3-Titel. :(

R1fast
2017-10-22, 03:44:52
Vielen Dank, Blaire! Ich habe versucht, SLI drei Tage lang in Elex arbeiten zu lassen und hatte buchstäblich aufgegeben.

Ich benutze seit Jahren Ihre Nspector-Profile und dachte, ich sollte mich endlich registrieren, um Ihnen meinen aufrichtigen Dank zu sagen. So danke! :)

Edit:
Es funktioniert jetzt. Ich hatte nicht auf Spielversion 1.1 gepatcht. Anscheinend funktioniert es nicht mit 1.0 oder nicht für mich. Es funktioniert jetzt super!

Blaire
2017-10-22, 04:16:08
You are welcome Thank you, I understand very well. :smile: Make sure you are using also latest NVIDIA Profile-Tool which you can get from here:
https://ci.appveyor.com/project/Orbmu2k/nvidiaprofileinspector/build/artifacts to import this attached *.nip File correctly.
If you need further help, please send me a Private Message.

UdoG
2017-10-22, 10:20:29
Is Nvidia Experience necessary for SLI and/or the profile or only the Nvidia Profile-Tool?

Bloodred
2017-10-22, 19:05:25
I have been playing a lot of Divinity: Original Sin 2, it's very SLI-friendly despite not having an official profile. 0x080000F5 DX11 bits with no other settings scale pretty much perfectly at 4K, with no graphical issues as far as I can tell.

Single GPU: 42FPS
https://abload.de/thumb/single-gpu-divos2uxkul.jpg (http://abload.de/image.php?img=single-gpu-divos2uxkul.jpg)

SLI: 83FPS
https://abload.de/thumb/sli-divos2rxkop.jpg (http://abload.de/image.php?img=sli-divos2rxkop.jpg)

Scaling: ~97.6%

Note that actual frame rate numbers aren't representative of the game - I am using ReShade.
-----------------------
Is Nvidia Experience necessary for SLI and/or the profile or only the Nvidia Profile-Tool?
GeForce Experience isn't necessary for SLI or for Profile Inspector, they both work no matter if it is installed or not.

Blaire
2017-10-22, 20:21:49
I have been playing a lot of Divinity: Original Sin 2, it's very SLI-friendly despite not having an official profile. 0x080000F5 DX11 bits with no other settings scale pretty much perfectly at 4K, with no graphical issues as far as I can tell.

Divinity: Original Sin 2 SLI-Profile was added, Thanks for Sharing@Bloodred!

Wiedzmin
2017-10-24, 03:40:36
Anyone got any suggestions for NBA 2K18? I've tried 0x080000F5, which is what 2K17 and 2K16 used. Tried AFR and AFR2. Scaling is negligible.

RockinBandit
2017-10-26, 23:08:52
hey Blaire
zu deinen SLI bits zu ELEX hab ich rausbefunden das man das flackern weg bekommt wenn man die

CachedShadowMapWidth="8096" CachedShadowMapHeight="8096"

in der ConfigDefault.xml auf 2048 ändert.
bis auf die auflösung der schatten von lichtquellen(die sonne bleibt unverändert)
hab ich keine nachteile gesehen.

das flackern ist komplett weg.

kann das jemand noch bei sich testen?

noch was...deine bits mögen die hotelruine nicht,wenn man sich dahin teleportiert stürtzt das game ab?

hellibelli
2017-10-27, 19:51:33
hey Blaire
zu deinen SLI bits zu ELEX hab ich rausbefunden das man das flackern weg bekommt wenn man die

CachedShadowMapWidth="8096" CachedShadowMapHeight="8096"

in der ConfigDefault.xml auf 2048 ändert.
bis auf die auflösung der schatten von lichtquellen(die sonne bleibt unverändert)
hab ich keine nachteile gesehen.

das flackern ist komplett weg.

kann das jemand noch bei sich testen?

noch was...deine bits mögen die hotelruine nicht,wenn man sich dahin teleportiert stürtzt das game ab?

Werde ich doch sofort mal testen..


Genial.. läuft ohne flackern. Geile Sache. Bzgl. der Hotelrunie im Berserker-Lager kann ich nicht bestätigen. Habe mich da gerade hin teleportiert und kein Absturz. Aber besten Dank das du das mit den Schattenflackern hier geteilt hast.

RockinBandit
2017-10-27, 20:41:20
Werde ich doch sofort mal testen..


Genial.. läuft ohne flackern. Geile Sache. Bzgl. der Hotelrunie im Berserker-Lager kann ich nicht bestätigen. Habe mich da gerade hin teleportiert und kein Absturz. Aber besten Dank das du das mit den Schattenflackern hier geteilt hast.



super :up:

portproblem hab ich auch gelöst, war afterburner:uponder:

Blaire
2017-10-27, 21:39:30
hey Blaire
zu deinen SLI bits zu ELEX hab ich rausbefunden das man das flackern weg bekommt wenn man die

CachedShadowMapWidth="8096" CachedShadowMapHeight="8096"

in der ConfigDefault.xml auf 2048 ändert.
bis auf die auflösung der schatten von lichtquellen(die sonne bleibt unverändert)
hab ich keine nachteile gesehen.

das flackern ist komplett weg.

kann das jemand noch bei sich testen?

noch was...deine bits mögen die hotelruine nicht,wenn man sich dahin teleportiert stürtzt das game ab?

Interessant. :) Die ConfigDefault.xml unter Elex\Data\ini\ oder? Mit den einzelnen Konfig-Einstellungen bzw. Tweaks hatte ich mich noch nicht wirklich befasst. Ich teste später mal, Danke für den Hinweis. Ist das Geflacker bei Nacht rund um Lichtquellen ebenfalls verschwunden?

hellibelli
2017-10-27, 22:18:42
Interessant. :) Die ConfigDefault.xml unter Elex\Data\ini\ oder? Mit den einzelnen Konfig-Einstellungen bzw. Tweaks hatte ich mich noch nicht wirklich befasst. Ich teste später mal, Danke für den Hinweis. Ist das Geflacker bei Nacht rund um Lichtquellen ebenfalls verschwunden?

Hey Blaire,

ja das geflacker ist komplett weg :D.-.

ivymike10mt
2017-10-27, 22:34:40
Config fix from RockinBandit works nice. Just how to fix load crash in ELEX?
It's very easy to reproduce it on my 1080Ti SLI.

RockinBandit
2017-10-27, 22:38:28
Interessant. :) Die ConfigDefault.xml unter Elex\Data\ini\ oder? Mit den einzelnen Konfig-Einstellungen bzw. Tweaks hatte ich mich noch nicht wirklich befasst. Ich teste später mal, Danke für den Hinweis. Ist das Geflacker bei Nacht rund um Lichtquellen ebenfalls verschwunden?

jap, wie mein vorredner schon schreibt, alles weg.
ja genau die ConfigDefault.xml die einstellungen kann man
für jede schatten qualli. ändern

Config fix from RockinBandit works nice. Just how to fix load crash in ELEX?
It's very easy to reproduce it on my 1080Ti SLI.

go back to mainmenue and load from there

hellibelli
2017-10-27, 22:57:46
Ich habe auch immer wieder Abstürze wenn ich eine Schnellreise starte. Ob es jetzt am SLI Profil liegt muss ich noch testen, allerdings haben wohl noch mehrere das gleiche Problem:

https://steamcommunity.com/app/411300/discussions/0/1483233503862524023/

Hoffe das es da bald einen Patch für gibt. Solange werde ich es erst mal pausieren was echt schade ist.

RockinBandit
2017-10-27, 23:17:34
Ich habe auch immer wieder Abstürze wenn ich eine Schnellreise starte. Ob es jetzt am SLI Profil liegt muss ich noch testen, allerdings haben wohl noch mehrere das gleiche Problem:

https://steamcommunity.com/app/411300/discussions/0/1483233503862524023/

Hoffe das es da bald einen Patch für gibt. Solange werde ich es erst mal pausieren was echt schade ist.

heute gab es ein patch,hast du den schon drauf?

hellibelli
2017-10-28, 00:00:30
heute gab es ein patch,hast du den schon drauf?

Jap, habe die Steam Version. Sollte somit automatisch gezogen worden sein.
Muss ich mal schauen.. schaue gerade den Gronkh Twitch stream zu Wolfenstein. Morgen werde ich mal ohne Sli Bits testen ob es evtl. daran liegt.
Werde dann berichten.

RockinBandit
2017-10-28, 00:36:28
mal eine frage an die profis

die hitman 2016 bits im netz sind alle fake,oder?

Blaire
2017-10-28, 00:42:31
jap, wie mein vorredner schon schreibt, alles weg.
ja genau die ConfigDefault.xml die einstellungen kann man
für jede schatten qualli. ändern


In der Tat, damit kann man sich anfreunden nun ist zwar mehr Dithering sichtbar und die Schatten-Übergänge etwas gröber aufgelöst, aber dennoch ein sehr guter Kompromiss wie ich finde. Vielen Dank fürs teilen!

mal eine frage an die profis

die hitman 2016 bits im netz sind alle fake,oder?

Welche?

RockinBandit
2017-10-28, 01:10:38
zum beispiel die hier?

http://www.dsogaming.com/news/hitman-beta-sli-fix-found-offering-96-scaling-on-two-nvidia-graphics-cards/

Blaire
2017-10-28, 01:33:29
zum beispiel die hier?

http://www.dsogaming.com/news/hitman-beta-sli-fix-found-offering-96-scaling-on-two-nvidia-graphics-cards/

Das sind die selben DX11 SLI-Bits welche NVIDIA bereits im offiziellen Treiber verwendet. Allerdings würde ich die DX12 Version im MultiGPU-Modus definitiv vorziehen da deutlich bessere GPU-Auslastung in cpu-limitierten Szenen welcher es sehr viele in diesen Game gibt.

Gast
2017-10-28, 13:40:35
jap, wie mein vorredner schon schreibt, alles weg.
ja genau die ConfigDefault.xml die einstellungen kann man
für jede schatten qualli. ändern



go back to mainmenue and load from there

Clever. This way "game load" looks like work without crash.
Just still can't use teleport safety - it's a part of the game.

ivymike10mt
2017-10-28, 13:43:14
jap, wie mein vorredner schon schreibt, alles weg.
ja genau die ConfigDefault.xml die einstellungen kann man
für jede schatten qualli. ändern



go back to mainmenue and load from there

Clever. This way "game load" looks like work without crash.
Just still can't use teleport safely - it's a part of the game.

RockinBandit
2017-10-28, 18:01:22
Das sind die selben DX11 SLI-Bits welche NVIDIA bereits im offiziellen Treiber verwendet. Allerdings würde ich die DX12 Version im MultiGPU-Modus definitiv vorziehen da deutlich bessere GPU-Auslastung in cpu-limitierten Szenen welcher es sehr viele in diesen Game gibt.

es läuft bei mir nicht unter dx11, es läuft schon aber schlechter als in single.
dx12 läuft es in der tat besser, aber erst als ich die CPU priority auf hoch
gestellt habe. ganz komisch das viele benchmark im netzt genau das gegenteil sagen?

ivymike10mt
2017-10-28, 20:54:18
For ELEX I set "Fog Quality" at "HIGH", and apply below settings:

https://images82.fotosik.pl/878/e8468fe09a8bf97cm.jpg (https://www.fotosik.pl/zdjecie/e8468fe09a8bf97c)

This one gives less performance than Blaire set. But (as far) I had no single crash. And much less artifacts.
Ghosting on clouds gone, shadow flickering.. looks like gone also. No ini tweaks. HBAO grass still show some ghosting.
Reset Ambient Occlussion settings help remove problem.
Im using 1080Ti SLI with 388.10 Hotfix drivers.

Blaire
2017-10-29, 02:49:00
es läuft bei mir nicht unter dx11, es läuft schon aber schlechter als in single.
dx12 läuft es in der tat besser, aber erst als ich die CPU priority auf hoch
gestellt habe. ganz komisch das viele benchmark im netzt genau das gegenteil sagen?

Wurde auch sehr häufig gepatcht , hast aber recht die DX11 Version ist aktuell kaputt und ja das war früher mal anders... Versuch's mal mit den DX11 SLI Compatibility-Bits "0x080002F1" dieses ermöglicht gutes SLI-Scaling in gpu-lastigen Szenen, erst recht mit zusätzlichen Resolution-Scaling (SSAA) in den Launcher-Optionen. DX12 ist dennoch überlegen, wenn man mal von einigen Einschränkungen absieht.

For ELEX I set "Fog Quality" at "HIGH", and apply below settings:

https://images82.fotosik.pl/878/e8468fe09a8bf97cm.jpg (https://www.fotosik.pl/zdjecie/e8468fe09a8bf97c)

This one gives less performance than Blaire set. But (as far) I had no single crash. And much less artifacts.
Ghosting on clouds gone, shadow flickering.. looks like gone also. No ini tweaks. HBAO grass still show some ghosting.
Reset Ambient Occlussion settings help remove problem.
Im using 1080Ti SLI with 388.10 Hotfix drivers.

yes i am aware this combination but this one have also other downsides and even occassional flicker in vegetation or while cutscenes which i could solve and prevent with my other posted SLI-profile. Sure, it would be better to combine all the characteristics for best possible SLI-efficiency, -performance + smoothness and as few glitches as possible, but as I mentioned earlier, this game does not allow more for Ultra-settings.

Anyone got any suggestions for NBA 2K18? I've tried 0x080000F5, which is what 2K17 and 2K16 used. Tried AFR and AFR2. Scaling is negligible.

Check PM

Gast
2017-10-29, 13:35:16
Rainbow Six: Siege

Nach Blood Orchid Update massives Texturflackern bei Verwendung des SLI Systems (in meinem Fall gtx 980).

Abhilfe: SLI Compatibility bits (DX10 + DX11) : 0x0A2010F5 (setzen von Bit #21 in das Originalprofil).

Dadurch wird offenbar das Anzeigen der "Staub/Schmutz -und Explosionstexturen" unterdrückt und das flackern verschwindet.

Die Bits #10,13,14,16,20 scheinen auch einen Einfluss zu haben, allerdings kann ich den nicht quantifizieren. Manche Stellen in den Maps scheinen einfach "sauberer" zu laufen. Es ist jedoch schwierig, das zu reproduzieren. Zur Zeit verwende ich 0A2130F5.

Aktuelle Treiberversion 388.00 WHQL (funktioniert auch mit den beiden direkten Vorgängern).

Dieser workaround verhindert jedoch nicht das "transparent werden" der Maps im Spielmodus "Bombe entschärfen".

Für weitere Anregungen bzw. Infos zur Optimierung der Bits wäre ich dankbar.

Gruß
helsing.

DarthFrodo
2017-10-29, 15:32:49
Gibt es eigentlich Hoffnung, dass funktionierende Bits für Shadow of War und Assassins Creed Origins von der Community gefunden werden bzw. gibt es Kombinationen, die man selber mal durchprobieren könnte?

Oder muss man einfach warten und darauf hoffen, dass nvidia das fixt (leider scheinen die ja keine Aussagen zu treffen, ob sie überhaupt daran arbeiten)?

ivymike10mt
2017-10-29, 18:46:57
yes i am aware this combination but this one have also other downsides and even occassional flicker in vegetation or while cutscenes which i could solve and prevent with my other posted SLI-profile. Sure, it would be better to combine all the characteristics for best possible SLI-efficiency, -performance + smoothness and as few glitches as possible, but as I mentioned earlier, this game does not allow more for Ultra-settings.

First I like thank You for all your nice work, under this topic (y)

Maybe there are some diferences between 1080Ti and Titan XP, and how SLI there work..?
Yes its hard to compromise better SLI scaling vs less flickering.
I think, that both combinations are far from perfect. But its alternative :)
I hit 4K60FPS + sweet FX. And is fine. But I belive We still can do better.

I can't find any good SLI (sli bits) explanation or SDK on the internet.
Someone can help?
I like to know how exacly sli bits works, and some/or any bits documentation..?

Thanks

Gast
2017-10-29, 20:14:21
Hello!

Anyone working on the ACO (Assassins's Creed Origins) Sli profile?

Please yes...

Blaire
2017-10-29, 21:07:30
Gibt es eigentlich Hoffnung, dass funktionierende Bits für Shadow of War und Assassins Creed Origins von der Community gefunden werden bzw. gibt es Kombinationen, die man selber mal durchprobieren könnte?

Oder muss man einfach warten und darauf hoffen, dass nvidia das fixt (leider scheinen die ja keine Aussagen zu treffen, ob sie überhaupt daran arbeiten)?

Middle Earth Shadow of War funktioniert prinzipiell mit dem offiziellen SLI Profile, ich würde jedoch vermeiden einen der letzten MSI Afterburner 4.4 Beta's zu verwenden, welcher nachweisbar die Leistung im SLI-Mode verschlechtert.
3840x2160 max. Details , 2-Way TITAN XP
SingleGPU 55fps
2-Way SLI (Afterburner enabled = 68fps)
2-Way SLI (Afterburner disabled = 88fps)
Auch scheint das Game unter älteren Windows 7 besser zu skalieren, deutlich bessere Minfps und weniger Schwankungen.
Nein alternative SLI Bits das sieht schlecht aus, da bereits alle wichtigen SLI-Transfers im Profile aktiv sind, lässt sich da leider wenig machen.
Assassins Creed Origins macht zuviele Probleme, deshalb haben NVIDIA kein offizielles SLI-Profil im Treiber und es sah wohl generell schlecht aus wie ich hörte. Ich werds mir die nächsten Tage auch selber ansehen, ob eventuell was geht oder nicht.

First I like thank You for all your nice work, under this topic (y)

You are welcome.

Maybe there are some diferences between 1080Ti and Titan XP, and how SLI there work..?

No, these Crashes you are experiences are definitely caused by one of used Flags in my Custom-Profile, but is needed for proper Scaling and good Frametimes. I was experiences also some crashes but is all-in-one very rarely i must say. There is no alternative combination, i know most SLI-functions which the driver offers so i am very sure about.
And yeah it's just a compromise and not a perfect solution. I was wondering if I should post them at all, but the felt experience with SLI was a lot better compared to a single-mode. So i tought its a good Idea to make them public for someone would like to try anyway. :smile:

I can't find any good SLI (sli bits) explanation or SDK on the internet.
Someone can help?
I like to know how exacly sli bits works, and some/or any bits documentation..?


No official explanation or documentations from NVIDIA or via public NVAPI available, but someone leaked here (https://www.forum-3dcenter.org/vbulletin/showpost.php?p=11195419&postcount=2381) a few unofficial Descriptions behind SLI-Transfers.

ivymike10mt
2017-10-30, 01:08:55
No, these Crashes you are experiences are definitely caused by one of used Flags in my Custom-Profile, but is needed for proper Scaling and good Frametimes. I was experiences also some crashes but is all-in-one very rarely i must say. There is no alternative combination, i know most SLI-functions which the driver offers so i am very sure about.
And yeah it's just a compromise and not a perfect solution. I was wondering if I should post them at all, but the felt experience with SLI was a lot better compared to a single-mode. So i tought its a good Idea to make them public for someone would like to try anyway. :smile:

The choice is always good :smile:


No official explanation or documentations from NVIDIA or via public NVAPI available, but someone leaked here (https://www.forum-3dcenter.org/vbulletin/showpost.php?p=11195419&postcount=2381) a few unofficial Descriptions behind SLI-Transfers.

Thanks..

hellibelli
2017-10-30, 11:07:26
Bzgl. der Elex Custom-Bits. Die Abstürze bei einer Schnellreise sind daran schuld. Zum Schluss konnte ich gar keine Schnellreise mehr ohne Crash machen. Echt schade... sieht so aus, dass die Entwickler so langsam doch Sli abschreiben. Wolfenstein, Elex, Assasins Creed Origin... das sieht momentan jedenfalls nicht gut aus :(.

Zum Glück gibt es hier noch fähige Leute, die gute Custom Bits finden. Aber Elex ist für mich nicht Spielbar. Habt ihr denn bei einer Schnellreise nur ab und zu einen Crash oder auch immer? Würde mich mal interessieren.

RockinBandit
2017-10-30, 16:21:55
Bzgl. der Elex Custom-Bits. Die Abstürze bei einer Schnellreise sind daran schuld. Zum Schluss konnte ich gar keine Schnellreise mehr ohne Crash machen. Echt schade... sieht so aus, dass die Entwickler so langsam doch Sli abschreiben. Wolfenstein, Elex, Assasins Creed Origin... das sieht momentan jedenfalls nicht gut aus :(.

Zum Glück gibt es hier noch fähige Leute, die gute Custom Bits finden. Aber Elex ist für mich nicht Spielbar. Habt ihr denn bei einer Schnellreise nur ab und zu einen Crash oder auch immer? Würde mich mal interessieren.

ohne sweetFX und afterburner hab ich gar keine abstürze mehr,
hast du den ohne sli auch abstürze?

stimmt nicht ganz.wenn ich 3 oder 4 hintereinander mache stürtzt er ab

hellibelli
2017-11-01, 13:19:21
Im Single-GPU Modus, habe ich keinerlei Abstürze. Nutze Reshade und die Ultra-Config von PCG.
Sobald ich SLI Aktiviere, brauche ich nur einmal die Schnellreise machen und es hängt sich auf während das Game im Hintergrund aber weiter läuft.

Bin allerdings seit gestern auch mit dem Game durch :D... freue mich schon auf den zweiten Teil.

RockinBandit
2017-11-01, 16:29:58
Im Single-GPU Modus, habe ich keinerlei Abstürze. Nutze Reshade und die Ultra-Config von PCG.
Sobald ich SLI Aktiviere, brauche ich nur einmal die Schnellreise machen und es hängt sich auf während das Game im Hintergrund aber weiter läuft.

Bin allerdings seit gestern auch mit dem Game durch :D... freue mich schon auf den zweiten Teil.

meine 1080gtx kotzt bei 4k. eine andere auflösung kommt für mich nicht
infrage, das sieht auf meinen monitor richtig scheisse aus. tja wenn SLI nicht
richtig läuft lass ich das erstmal mit dem game (no)

...was anderes, weis jemand ob Unity5 sli unterstützt?
am 12.11 kommt Outcast. keine ahnung ob das eine 1080gtx in 4k schafft?

wolik
2017-11-01, 18:27:23
Zum Glück gibt es hier noch fähige Leute, die gute Custom Bits finden. Aber Elex ist für mich nicht Spielbar. Habt ihr denn bei einer Schnellreise nur ab und zu einen Crash oder auch immer? Würde mich mal interessieren.
Bei mir auch. Spiele auf einzeln Karte.

wolik
2017-11-01, 18:29:40
Assassins Creed Origins macht zuviele Probleme, deshalb haben NVIDIA kein offizielles SLI-Profil im Treiber und es sah wohl generell schlecht aus wie ich hörte. Ich werds mir die nächsten Tage auch selber ansehen, ob eventuell was geht oder nicht.
Danke ! Das spielt macht spass. Nur ohne SLI 60fps nicht möglich. Schade das man SLI zu grabe trägt. Viva selbstfahrende Autos !

Blaire
2017-11-01, 21:01:48
meine 1080gtx kotzt bei 4k. eine andere auflösung kommt für mich nicht
infrage, das sieht auf meinen monitor richtig scheisse aus. tja wenn SLI nicht
richtig läuft lass ich das erstmal mit dem game (no)

Mit normalen Ultra-Settings konnt ich bislang keine Abstürze feststellen auch nicht nach längerer Spielzeit, nur wenn man die Schnellreise zu oft hintereinander auswählt, dann schon. Wenn man die "Kraft der 2 Herzen" sinnvoll nutzen möchte, gibt es da nicht viele Optionen ich kann ja auch nicht zaubern.

Danke ! Das spielt macht spass. Nur ohne SLI 60fps nicht möglich. Schade das man SLI zu grabe trägt. Viva selbstfahrende Autos !

Letztlich entscheidet das Ubisoft selbst, ob ihnen der Aufwand wert ist und nicht NV. Fakt aber auch, daß man den PC als Gaming-Platform so jedenfalls nicht stärkt, ganz im Gegenteil die Konsolen machen immer mehr Boden gut und letztlich wird der PC irgendwann obsolet.
Was ein SLI Profile angeht, keine Chance. AC: Origins kommt in der aktuellen Version selbst mit einfachsten AFR nicht zurecht, man landet sofort wieder auf dem Desktop, sobald man ein bestehendes Game fortsetzen möchte. Ja schade...

RockinBandit
2017-11-01, 22:19:38
Mit normalen Ultra-Settings konnt ich bislang keine Abstürze feststellen auch nicht nach längerer Spielzeit, nur wenn man die Schnellreise zu oft hintereinander auswählt, dann schon. Wenn man die "Kraft der 2 Herzen" sinnvoll nutzen möchte, gibt es da nicht viele Optionen ich kann ja auch nicht zaubern.



ich wollte dir nicht ans bein pissen, ich schätze deine arbeit und ausdauer sehr.
nur hab ich das problem das ich gar nicht mehr porten kann. mal sehen ob da noch was geht.
Risen 3 geht ja jetzt auch mit den bits von Risen2 . zwar sind dann die karten nur 60% ausgelastet , aber das reicht für 90Fps.
deswegen hab ich bei Elex noch hoffnung (y)

Blaire
2017-11-01, 22:51:50
ich wollte dir nicht ans bein pissen, ich schätze deine arbeit und ausdauer sehr.
nur hab ich das problem das ich gar nicht mehr porten kann. mal sehen ob da noch was geht.
Risen 3 geht ja jetzt auch mit den bits von Risen2 . zwar sind dann die karten nur 60% ausgelastet , aber das reicht für 90Fps.
deswegen hab ich bei Elex noch hoffnung (y)

Risen 3 geht nichts, egal was die GPU-Usage dir da vorgaukelt wirst du immer Szenen haben, wo die Framerate niedriger als mit einer einzelnen Karte ausfällt, das Game ist selbst unter 4K/UltraHD extrem cpu-limitiert, sprich der Input-Lag steigt spürbar und somit keine Option.
btw. Elex mit oder ohne Tweaks? Kannst du mir mal ein Elex Savegame hochladen, wo es bei dir crasht? Stell auch sicher, das die Windows-Auslagerungsdatei ausreichend groß ist, mit aktivierten SLI wird automatisch mehr virtueller Speicher zugewiesen.

RockinBandit
2017-11-01, 23:31:57
also für mich sind das eindeutig mehr fps .
ohne sli sinken die teilweise bis unter 50FPS
mit nie unter 60FPS
...das ist die normale version, nicht die Enhanced Edition

http://www.bilder-upload.eu/thumb/8e2081-1509574940.jpg (http://www.bilder-upload.eu/show.php?file=8e2081-1509574940.jpg)

http://www.bilder-upload.eu/thumb/3fa5d3-1509575266.jpg (http://www.bilder-upload.eu/show.php?file=3fa5d3-1509575266.jpg)

wie groß würdest du die Windows-Auslagerungsdatei den empfehlen?

ich hab win 10 und 16 GB

Blaire
2017-11-02, 01:51:11
also für mich sind das eindeutig mehr fps .
ohne sli sinken die teilweise bis unter 50FPS
mit nie unter 60FPS
...das ist die normale version, nicht die Enhanced Edition

http://www.bilder-upload.eu/thumb/8e2081-1509574940.jpg (http://www.bilder-upload.eu/show.php?file=8e2081-1509574940.jpg)

http://www.bilder-upload.eu/thumb/3fa5d3-1509575266.jpg (http://www.bilder-upload.eu/show.php?file=3fa5d3-1509575266.jpg)

wie groß würdest du die Windows-Auslagerungsdatei den empfehlen?

ich hab win 10 und 16 GB

Möglich das es mit der ganz alten Version da besser aussieht. Aber auf Steam gibts nur die Enhanced Version und von dieser ging ich auch aus. :)

https://abload.de/thumb/risen3-singlew1jo9.jpg (http://abload.de/image.php?img=risen3-singlew1jo9.jpg)https://abload.de/thumb/risen3-sliv6usu.jpg (http://abload.de/image.php?img=risen3-sliv6usu.jpg)

Und nochmal mit erhöhter Pixellast und 5K-Auflösung (5120x2880) um mehr GPU-Leistung rauszukitzeln, aber auch dann ändert sich nichts grundsätzliches. Negatives Scaling ebenfalls...
https://abload.de/thumb/risen3-single-5k38kpt.jpg (http://abload.de/image.php?img=risen3-single-5k38kpt.jpg)https://abload.de/thumb/risen3-sli-5ke5ulz.jpg (http://abload.de/image.php?img=risen3-sli-5ke5ulz.jpg)

Die Auslagerungsdatei kannst du auch automatisch zuweisen lassen, sieh nur zu das genug Platz auf der Platte für die pagefile.sys frei hast (rund 50% mehr commited Speicher mehr kannst du aber durchaus rechnen mit aktiven SLI). Mittlerweile funktioniert das auch problemlos, damals die ersten Windows 10-Builds hatten Probleme mit der Zuweisung und belegten mehr Speicher als nötig war, speziell mit SLI-Systemen das wurde auch erst spät beseitigt.

R1fast
2017-11-02, 03:49:25
Middle Earth Shadow of War funktioniert prinzipiell mit dem offiziellen SLI Profile, ich würde jedoch vermeiden einen der letzten MSI Afterburner 4.4 Beta's zu verwenden, welcher nachweisbar die Leistung im SLI-Mode verschlechtert.

Hi Blaire - is this regarding performance in Shadow of War only or Afterburner 4.4 in general?

Wondering if I should switch back to 4.3 as I've been on the 4.4 beta for a while now.

Thanks!

wolik
2017-11-02, 13:45:59
Letztlich entscheidet das Ubisoft selbst, ob ihnen der Aufwand wert ist und nicht NV. Fakt aber auch, daß man den PC als Gaming-Platform so jedenfalls nicht stärkt, ganz im Gegenteil die Konsolen machen immer mehr Boden gut und letztlich wird der PC irgendwann obsolet.
Was ein SLI Profile angeht, keine Chance. AC: Origins kommt in der aktuellen Version selbst mit einfachsten AFR nicht zurecht, man landet sofort wieder auf dem Desktop, sobald man ein bestehendes Game fortsetzen möchte. Ja schade...
Heiko, lass uns das Positiv sehen. Wir können Geld bei Volta sparen wenn wir keine SLI mehr nutzen können. Und (IMXO 1799) für Titan X (V) das reicht für vieles... :smile: (hast du mein PN erhalten :redface:)

Blaire
2017-11-02, 17:41:05
Hi Blaire - is this regarding performance in Shadow of War only or Afterburner 4.4 in general?

Wondering if I should switch back to 4.3 as I've been on the 4.4 beta for a while now.

Thanks!

Sorry, there is not a real Afterburner problem and rather more my fault, with 4.4.0 Beta 18 the OSD did not showing up in Middle Earth: Shadow of War so i was instead using Vector2D display rendering-mode in RTSS and that cost a lot of performance in SLI mode.
Now with final MSI Afterburner 4.4.0 (and new included RTSS) the on-screen display is working fine with default-settings and the SLI performance is as expected in this game.

@wolik: Ja hab die erhalten Danke. Ich antworte in Kürze. :wink:

RockinBandit
2017-11-03, 21:59:56
Möglich das es mit der ganz alten Version da besser aussieht. Aber auf Steam gibts nur die Enhanced Version und von dieser ging ich auch aus. :)

auch die HBAO+ bits von Risen2 funzen bei der alten version :D

...naja, die gehen auch mit der Enhanced Edition

Gast
2017-11-06, 00:39:34
Wie sieht es mit Call of Duty WWII aus?
Irgendjemand schon ein vernünftiges SLI Profil gefunden ? :)

octiceps
2017-11-06, 23:56:00
Wie sieht es mit Call of Duty WWII aus?
Irgendjemand schon ein vernünftiges SLI Profil gefunden ? :)
0x080020F5 according to DSOGaming (http://www.dsogaming.com/pc-performance-analyses/call-duty-wwii-pc-performance-analysis/).

Skinner.
2017-11-07, 12:52:07
0x080020F5 according to DSOGaming (http://www.dsogaming.com/pc-performance-analyses/call-duty-wwii-pc-performance-analysis/).

That would be great :) On my work now, so not able to test.

Skinner.
2017-11-07, 18:06:32
I tried these bits, but got slowdowns now and then, but no artefacts or distortions, so maybe there is a chance nVidia will come up with something onto the future.

Blaire
2017-11-07, 23:56:27
I tried these bits, but got slowdowns now and then, but no artefacts or distortions, so maybe there is a chance nVidia will come up with something onto the future.

No custom SLI Profile possible for this Game, all suffering by sudden framerate-drops and increased inputlag caused by negative sli-scaling. So better stay with SingleGPU it feels smoother and overall experience is much better, this game is not that demanding. =)

SLIKnight
2017-11-08, 00:30:59
SLI information for ECHO

I did some SLI testing in the latest GOG version 1.03 of the UE4 based Sci-Fi title ECHO.
Here the standard "0x080000F1" profile offers decent enough 2-way scaling in PCIe 3.0 x16/x16 mode, even at native 3840x2160 resolution with G-Sync and temporal AA enabled.
However I recommend reducing the "Effects Quality" setting from "Ultra" to "High", as it has a large performance hit in both single GPU and SLI mode for negligible visual impact.

ECHO Audio/Video settings

Resolution

Fullscreen: Fullscreen
Aspect Ratio: 16:9
Resolution: 3840x2160

Graphics

Shadow Quality: Ultra
Anti Aliasing Quality: Ultra
Texture Quality: Ultra
Effects Quality: High
VSync: Off
Downsample on Motion: Off


Single GPU|2-way SLI
29 FPS|52 FPS
https://abload.de/thumb/echo_11_single_gpuh1uhx.jpg (http://abload.de/image.php?img=echo_11_single_gpuh1uhx.jpg)|https://abload.de/thumb/echo_12_slioguzg.jpg (http://abload.de/image.php?img=echo_12_slioguzg.jpg)
58 FPS|81 FPS
https://abload.de/thumb/echo_21_single_gpun2upu.jpg (http://abload.de/image.php?img=echo_21_single_gpun2upu.jpg)|https://abload.de/thumb/echo_22_sli28u1k.jpg (http://abload.de/image.php?img=echo_22_sli28u1k.jpg)
43 FPS|68 FPS
https://abload.de/thumb/echo_31_single_gpup2ucg.jpg (http://abload.de/image.php?img=echo_31_single_gpup2ucg.jpg)|https://abload.de/thumb/echo_32_sliyku69.jpg (http://abload.de/image.php?img=echo_32_sliyku69.jpg)


----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Test system: Intel Core i7-5930K, 16GB DDR4, Asus Rampage V, Zotac GTX 980 Ti AMP! Extreme 2-way SLI, Asus ROG Swift PG27AQ, 382.33, Windows 10 Pro 64-bit
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

PowerK
2017-11-08, 06:56:09
SLI information and modding in Fallout 4

With the latest 372.54 WHQl driver, there is an SLI scaling issue with the official "0x080000F5" profile in Fallout 4 at native 3840x2160 resolution, when using the ingame temporal AA setting (game version 1.7.12.0.0).
However this can be readily solved by setting the undefined SLI function "0x00A06746" to a value of "0x00000020".
The only other "solution" to the scaling problems in Fallout 4 is to use the "0x080010F5" profile, but this really can't be recommended, since it causes flickering and severe over brightening issues.

Here is a small gallery of screenshot comparisons, along with all ingame settings, configuration file tweaks and installed mods:

https://abload.de/img/fallout4_final_launchxsshl.png

https://abload.de/img/fallout4_inspector_seb8s4x.png

Single GPU|0x080000F5|0x080000F5|Scaling percentage
||0x00A06746 = 0x00000020|
24 FPS|38 FPS|43 FPS| ~ 79%
https://abload.de/thumb/fallout4_21_singlegpu1lsrm.jpg (http://abload.de/image.php?img=fallout4_21_singlegpu1lsrm.jpg)|https://abload.de/thumb/fallout4_22_0x080000fsuscu.jpg (http://abload.de/image.php?img=fallout4_22_0x080000fsuscu.jpg)|https://abload.de/thumb/fallout4_23_0x080000fllsat.jpg (http://abload.de/image.php?img=fallout4_23_0x080000fllsat.jpg)|
54 FPS|56 FPS|81 FPS| ~ 50%
https://abload.de/thumb/fallout4_31_singlegpuamsmb.jpg (http://abload.de/image.php?img=fallout4_31_singlegpuamsmb.jpg)|https://abload.de/thumb/fallout4_32_0x080000f2ks6v.jpg (http://abload.de/image.php?img=fallout4_32_0x080000f2ks6v.jpg)|https://abload.de/thumb/fallout4_33_0x080000forsm9.jpg (http://abload.de/image.php?img=fallout4_33_0x080000forsm9.jpg)|
56 FPS|68 FPS|100 FPS| ~ 79%
https://abload.de/thumb/fallout4_41_singlegpu4nsq4.jpg (http://abload.de/image.php?img=fallout4_41_singlegpu4nsq4.jpg)|https://abload.de/thumb/fallout4_42_0x080000fhjsbm.jpg (http://abload.de/image.php?img=fallout4_42_0x080000fhjsbm.jpg)|https://abload.de/thumb/fallout4_43_0x080000ftxsty.jpg (http://abload.de/image.php?img=fallout4_43_0x080000ftxsty.jpg)|
42 FPS|57 FPS|73 FPS| ~ 74%
https://abload.de/thumb/fallout4_51_singlegpu13sbf.jpg (http://abload.de/image.php?img=fallout4_51_singlegpu13sbf.jpg)|https://abload.de/thumb/fallout4_52_0x080000fwdswa.jpg (http://abload.de/image.php?img=fallout4_52_0x080000fwdswa.jpg)|https://abload.de/thumb/fallout4_53_0x080000fvlsax.jpg (http://abload.de/image.php?img=fallout4_53_0x080000fvlsax.jpg)|





----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Test system: Intel Core i7-5930K, 16GB DDR4, Asus Rampage V, Zotac GTX 980 Ti AMP! Extreme 2-way SLI, Asus ROG Swift PG27AQ, 372.54, Windows 10 Pro 64-bit
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Hello. Many thanks for the informative guide. Your posts are some of the most informative posts I see around Guru3D and here. :)

I've tried with GeForce driver 388.00, 388.10 and 388.13 and I cannot find undefined SLI function "0x00A06746". I'm quite familiar with NV inspector. By clicking the icon "Show unknown settings from Nvidia predefined profiles".
I am guessing it's due to the driver branch update since your post, predefined settings have been changed.

Can you please look into it and perhaps advise us for appropriate change for improved SLI scaling in Fallout 4 ?

Thanks!

octiceps
2017-11-08, 07:21:15
Hello. Many thanks for the informative guide. Your posts are some of the most informative posts I see around Guru3D and here. :)

I've tried with GeForce driver 388.00, 388.10 and 388.13 and I cannot find undefined SLI function "0x00A06746". I'm quite familiar with NV inspector. By clicking the icon "Show unknown settings from Nvidia predefined profiles".
I am guessing it's due to the driver branch update since your post, predefined settings have been changed.

Can you please look into it and perhaps advise us for appropriate change for improved SLI scaling in Fallout 4 ?

Thanks!
Should be called SLI Specific Hacks (DX1x). That info was for an older version of Profile Inspector.

PowerK
2017-11-08, 08:00:17
Should be called SLI Specific Hacks (DX1x). That info was for an older version of Profile Inspector.
Aha, I see it. Thank you!

Skinner.
2017-11-08, 10:46:22
No custom SLI Profile possible for this Game, all suffering by sudden framerate-drops and increased inputlag caused by negative sli-scaling. So better stay with SingleGPU it feels smoother and overall experience is much better, this game is not that demanding. =)


The following additions seem to work fairly well on my rig, maybe just some slight slowdaowns, but adding some value over single I think:

https://steamcommunity.com/app/476600/discussions/0/1479857071259011262/

SLIKnight
2017-11-08, 14:28:27
@PowerK

I normally use the "code descriptions", when writing about SLI or other driver functions.
It is probably not the best idea to "reveal" too much sensitive NVIDIA driver information in a public forum.

But you could just use the provided .nip files (or .zip archives) in my master list spreadsheet.

SLIKnight
2017-11-08, 21:32:48
Never mind.

octiceps
2017-11-08, 23:13:50
@PowerK

I normally use the "code descriptions", when writing about SLI or other driver functions.
It is probably not the best idea to "reveal" too much sensitive NVIDIA driver information in a public forum.

But you could just use the provided .nip files (or .zip archives) in my master list spreadsheet.
Not sure what exactly you're referring to, but SLI Specific Hacks (DX1x) is literally the name of the setting in Nvidia Profile Inspector:

https://abload.de/thumb/nvpip5ucy.png (http://abload.de/image.php?img=nvpip5ucy.png)

That setting used to be called 0x00A06746 in old versions of Profile Inspector (pre 2.1.3.4).

SGSSAA and SLI information for Day of Infamy




The "0x000000C0" flag is enough to keep DX9 SGSSAA blurring to a minimum in the Source engine title Day of Infamy.
Additionally must the TF2 AA fix also be enabled to further reduce any remaining blurring issues.

Under these conditions should the "0x00D02005" SLI profile posted for Insurgency (https://forums.geforce.com/default/topic/766565/sli/insurgency-sli-profile/) be used to ensure best possible scaling and smooth mouse input ;)




Single GPU|Single GPU|2-way SLI|NVIDIA Inspector
No AA|4xSGSSAA|4xSGSSAA|
90 FPS|30 FPS|56 FPS|
https://abload.de/thumb/doi_11_noaa_singlegpueoxe0.jpg (http://abload.de/image.php?img=doi_11_noaa_singlegpueoxe0.jpg)|https://abload.de/thumb/doi_12_4xsgssaa_aafixgybjb.jpg (http://abload.de/image.php?img=doi_12_4xsgssaa_aafixgybjb.jpg)|https://abload.de/thumb/doi_13_4xsgssaa_aafixawbm2.jpg (http://abload.de/image.php?img=doi_13_4xsgssaa_aafixawbm2.jpg)|https://abload.de/thumb/doi_31_inspector_settfyyu0.png (http://abload.de/image.php?img=doi_31_inspector_settfyyu0.png)


----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Test system: Intel Core i7-5930K, 16GB DDR4, Asus Rampage V, Zotac GTX 980 Ti AMP! Extreme 2-way SLI, Asus ROG Swift PG27AQ, 382.33, Windows 10 Pro 64-bit
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Try equipping a scope.

With a scope equipped, 0x00D02005 results in negative scaling.

0x02500005 is still the most optimal profile for Day of Infamy, with or without SGSSAA.

Single GPU|2-way SLI 0x00D02005|2-way SLI 0x02500005
4x SGSSAA|4x SGSSAA|4x SGSSAA|
28 FPS|22 FPS|56 FPS|
https://abload.de/thumb/doi0r4z65.png (http://abload.de/image.php?img=doi0r4z65.png)|https://abload.de/thumb/doi2d0lvt.png (http://abload.de/image.php?img=doi2d0lvt.png)|https://abload.de/thumb/doi1crys1.png (http://abload.de/image.php?img=doi1crys1.png)

I'm using 0x02500005 for Insurgency as well, since 0x00D02005 has the same problems in that game.

SLIKnight
2017-11-09, 00:18:13
Interesting, I must have missed that :)
Never really played as a sniper though.

Regarding "SLI Specific Hacks (DX1x)", that description is technically not allowed since it breaks NDA.

octiceps
2017-11-09, 00:25:43
If making Inspector tweaking more user friendly by actually naming things properly, instead of hiding useful settings in obscure hex code, is "technically breaking NDA", then excuse my French but that NDA can go **** itself as far as I'm concerned.

SLIKnight
2017-11-09, 02:28:00
Well I can confirm your findings now :)

It seems DX9 SLI bit #25 is definitively needed to prevent slowdowns, when playing as the sniper class in Day in Infamy.
Sorry I missed it the first time around.

My recommendation would then be "0x02D02005", which most likely would also solve the similar problem with "0x00D02005" in Insurgency.

octiceps
2017-11-09, 03:12:25
Well I can confirm your findings now :)

It seems DX9 SLI bit #25 is definitively needed to prevent slowdowns, when playing as the sniper class in Day in Infamy.
Sorry I missed it the first time around.

My recommendation would then be "0x02D02005", which most likely would also solve the similar problem with "0x00D02005" in Insurgency.
Bits #13 and #23 don't seem to do anything, in either Insurgency or Day of Infamy, that's why I'm using just 0x02500005.

Skinner.
2017-11-10, 16:06:52
Any suggestions for Star Wars Battlefront 2? the BF1 profile i not ideal, some slight stuttering.

Suzerain
2017-11-20, 06:48:08
Does SWBF2 even work with SLI? I can't even launch the game with SLI turned on. I have to disable SLI to launch the game.

Blaire
2017-11-20, 18:44:02
Does SWBF2 even work with SLI? I can't even launch the game with SLI turned on. I have to disable SLI to launch the game.

Yes it does, but you need two full x16/x16 PCIe 3.0 slots + High Bandwidth Bridge for best possible scaling-results with 2-way SLI and you should avoid using G-Sync which breaks SLI-performance in current version, even typical Systems with just 16 Lanes like i7 8700k "Coffee Lake" definitely lacks of Bandwidth and SLI doesnt scale as result.

TripleZero
2017-11-21, 20:40:39
Yes it does, but you need two full x16/x16 PCIe 3.0 slots + High Bandwidth Bridge for best possible scaling-results with 2-way SLI and you should avoid using G-Sync which breaks SLI-performance in current version, even typical Systems with just 16 Lanes like i7 8700k "Coffee Lake" definitely lacks of Bandwidth and SLI doesnt scale as result.

Also bei mir ist es wieder bestenfalls die gleiche Performance wie mit Single, meistens schlechter und bei jedem respawn hab ich ein paar Sekunden das typische SLI Flimmern mit den schwarzen balken :-(

EDIT: Problem lag an mir.

Blaire
2017-11-22, 01:01:12
Also bei mir ist es wieder bestenfalls die gleiche Performance wie mit Single, meistens schlechter und bei jedem respawn hab ich ein paar Sekunden das typische SLI Flimmern mit den schwarzen balken :-(

Hattest du auch G-Sync im Treiber deaktiviert? Wie erwähnt gibts da noch Probleme im SLI wenn gleichzeitig G-Sync aktiviert ist, bei NV weiß man darüber bescheid, ich hoffe das noch Treiber-Optimierungen zu erwarten sind.

Prinzipiell funktioniert SLI jedoch problemlos, hier mal eine Szene aus dem zweiten Level des Story-Mode "Endor"...

5120x2880 Ultra-Preset include Temporal AA
Single GPU ~43fps vs . 2-Wege TITAN X(P) SLI ~80fps (+86%)
https://abload.de/thumb/swbf2-singlegpun6ocr.jpg (http://abload.de/image.php?img=swbf2-singlegpun6ocr.jpg)https://abload.de/thumb/swbf2-2wayslixnp8n.jpg (http://abload.de/image.php?img=swbf2-2wayslixnp8n.jpg)

RockinBandit
2017-11-25, 20:25:17
mal eine frage an die Profis
Redeemer ist ja Unreal4 Engine.
das heist wenn ich das unten richtig verstanden habe,wenn die single karte schon am Limit läuft, bringt Sli nix?

das ist aus dem Forum von unreal

Days ago I asked one staff who works at Epic Games about SLI (not VR SLI). He said to me that Epic Games doesn't want to officially make SLI support since it is promoting Nvidia's hardware. They want to be equal to developers using both Nvidia's and AMD's product. So SLI support will not happen in the future at least near future. Also, he mentioned that it is more flexible to contact Nvidia to get their help. I asked about why multi gpu rendering is not supported in Unreal Engine 4. He told me that sometimes it is not Epic Games who doesn't want it to work. It is just how current engines work. Since SLI works like GPU 1 renders frame 1 and GPU 2 renders frame 2. GPUs are constantly switching. However, while cache from features like SSR and temporal AA is saved in one GPU's memory and it is not being shared by both GPUs since it is not unified memory. Then SLI works like this:GPU 1 renders 50% and GPU 2 renders 50% or GPU 1 renders 100% while GPU 2 is idle. He added that you can try disabling those features and it will probably give you a boost with dual gpu rig. However, he didn't remember all the features that using cache in VRAM but I guess they are Temporal AA, SSR, and SSAO. I am not sure about if cascade shadow map uses cache but you can test it if you have dual gpu rig.


was das Game an GPU power brauch ist Wahnsinn in 4k

http://www.bilder-upload.eu/thumb/dbf26c-1511638777.jpg (http://www.bilder-upload.eu/show.php?file=dbf26c-1511638777.jpg)

ivymike10mt
2017-11-28, 01:32:16
mal eine frage an die Profis
Redeemer ist ja Unreal4 Engine.
das heist wenn ich das unten richtig verstanden habe,wenn die single karte schon am Limit läuft, bringt Sli nix?

das ist aus dem Forum von unreal

Days ago I asked one staff who works at Epic Games about SLI (not VR SLI). He said to me that Epic Games doesn't want to officially make SLI support since it is promoting Nvidia's hardware. They want to be equal to developers using both Nvidia's and AMD's product. So SLI support will not happen in the future at least near future. Also, he mentioned that it is more flexible to contact Nvidia to get their help. I asked about why multi gpu rendering is not supported in Unreal Engine 4. He told me that sometimes it is not Epic Games who doesn't want it to work. It is just how current engines work. Since SLI works like GPU 1 renders frame 1 and GPU 2 renders frame 2. GPUs are constantly switching. However, while cache from features like SSR and temporal AA is saved in one GPU's memory and it is not being shared by both GPUs since it is not unified memory. Then SLI works like this:GPU 1 renders 50% and GPU 2 renders 50% or GPU 1 renders 100% while GPU 2 is idle. He added that you can try disabling those features and it will probably give you a boost with dual gpu rig. However, he didn't remember all the features that using cache in VRAM but I guess they are Temporal AA, SSR, and SSAO. I am not sure about if cascade shadow map uses cache but you can test it if you have dual gpu rig.


was das Game an GPU power brauch ist Wahnsinn in 4k

http://www.bilder-upload.eu/thumb/dbf26c-1511638777.jpg (http://www.bilder-upload.eu/show.php?file=dbf26c-1511638777.jpg)

Interesting post..
I notice, that many games (not all of them) while using TAA, and/or SSR have negative impact on SLI scallability - generally.
IMO TAA is not so good or worthy sacrafice SLI support by any means.
But SSR is a nice looking effect. Which in many games don't colide with SLI permamently.
Epic Games (experienced studio) have problem :confused:
When the other engines like Frostbyte.. solved such problems, b4 it even appear.

3/4 desktop PC's using nVidia GPU's - They should care it.
Or they are under AMD influence?

IMO Epic Games doing wrong step - THEY DOING BACKWARD STEP ACTUALLY!
I still remember good times, when Epic doing their Epic Unreal serie - SLI works wonderfull then.
Maybe Its a sign, to not support U4E titles.
But the good things is.. not so many games come with it UE4. And some even work with SLI after some tweaking.

SLIKnight
2017-12-22, 01:44:51
Updated SLI information for Unreal Tournament (2018)

I can finally say that the absolute only SLI solution in the current Build 0.1.12 of Unreal Tournament must be the trick, I discovered some time ago for another UE4 title called The Park (https://www.forum-3dcenter.org/vbulletin/showpost.php?p=11416625&postcount=2604).
Specifically should the critical "0x080040F1" profile be used in combination with setting the "Unknown" SLI function "0x00A06746" to "0x00010000".
The latter is necessary to remedy general flickering and ghosting issues, when DX11 SLI bit #14 is enabled.

This custom SLI profile allows reasonable scaling on most of the more demanding "completed" maps in the game, even with temporal AA enabled.
However one problem remains, namely that the ingame scoreboard flickers heavily and causes additional ghosting issues.

Luckily I stumbled upon a solution a while ago, when browsing through the official Unreal Tournament Forums (https://www.epicgames.com/unrealtournament/forums/unreal-tournament-discussion/ut-game-general-discussion/16319-hide-scores?p=304487#post304487).
It is possible to hide the scoreboard by adding certain so-called HUD widget classes to Game.ini located in "\My Documents\UnrealTournament\Saved\Config\WindowsNoEditor".

I also suggest launching using a shortcut to "\UnrealTournament\Engine\Binaries\Win64\UE4-Win64-Shipping.exe" with UnrealTournament -NoTextureStreaming added to the target box.
This permits the game to start without the Epic Games Launcher running in the background, and will at the same time disable texture streaming for smoother gameplay and reduced stuttering.

Player Settings

Weapon Bob: Far left position
View Bob: Far left position
Field of View: 100

System Settings -> General

Resolution: 1920x1200 (4xDSR enabled using "setres 3840x2400" entered in the console)
Display Mode: Fullscreen
VSync (Monitor 59hz): Disabled
Smooth Framerate: Disabled

System Settings -> Graphics

Screen Percentage: 100%
Texture Detail: Epic
View Distance Quality: Epic
Lighting and Shadow Quality: Epic
Effects Quality: Epic
Post Process Quality: Epic
Anti Aliasing Mode: Temporal
Skip GPU buffering: Disabled
If you want to disable specific HUD features, you can do so by changing the required classes in game.ini (Documents/UnrealTournament/Saved/Config/<Platform>NoEditor by default)

Add the following to game.ini to removed the scoreboards.

[/Script/UnrealTournament.UTHUD_DM]
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_Paperdoll.bpHW_Paperdoll
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_WeaponInfo.bpHW_WeaponInfo
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_DMGameClock.bpHW_DMGameClock
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_Powerups.bpHW_Powerups
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_DMLeaderboard.bpHW_DMLeaderboard
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidget_WeaponCrosshair
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidget_RespawnChoice
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidgetMessage_ConsoleMessages
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidgetAnnouncements
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpWH_KillIconMessages.bpWH_KillIconMessages
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidget_Spectator
RequiredHudWidgetClasses=/Script/UnrealTournament.UTScoreboard_UNLOADED_
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_QuickStats.bpHW_QuickStats

[/Script/UnrealTournament.UTHUD_TeamDM]
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_Paperdoll.bpHW_Paperdoll
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_WeaponInfo.bpHW_WeaponInfo
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_TeamGameClock.bpHW_TeamGameClock
RequiredHudWidgetClasses=/Game/Dementiurge/HUD/Proto3/HW_WeaponBar_H_Proto3high.HW_WeaponBar_H_Proto3high
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_Powerups.bpHW_Powerups
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_FloatingScore.bpHW_FloatingScore
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidget_WeaponCrosshair
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidget_RespawnChoice
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidgetMessage_ConsoleMessages
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidgetAnnouncements
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpWH_KillIconMessages.bpWH_KillIconMessages
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidget_Spectator
RequiredHudWidgetClasses=/Script/UnrealTournament.UTTeamScoreboard_UNLOADED_
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_QuickStats.bpHW_QuickStats

[/Script/UnrealTournament.UTHUD_Duel]
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_Paperdoll.bpHW_Paperdoll
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_WeaponInfo.bpHW_WeaponInfo
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_TeamGameClock.bpHW_TeamGameClock
RequiredHudWidgetClasses=/Game/Dementiurge/HUD/Proto3/HW_WeaponBar_H_Proto3high.HW_WeaponBar_H_Proto3high
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_Powerups.bpHW_Powerups
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_FloatingScore.bpHW_FloatingScore
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidget_WeaponCrosshair
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidget_RespawnChoice
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidgetMessage_ConsoleMessages
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidgetAnnouncements
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpWH_KillIconMessages.bpWH_KillIconMessages
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidget_Spectator
RequiredHudWidgetClasses=/Script/UnrealTournament.UTDuelScoreboard_UNLOADED_
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_QuickStats.bpHW_QuickStats

[/Script/UnrealTournament.UTHUD_Showdown]
RequiredHudWidgetClasses=/Script/UnrealTournament.UTShowdownScoreboard_UNLOADED_
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_Paperdoll.bpHW_Paperdoll
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_WeaponInfo.bpHW_WeaponInfo
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_TeamGameClock.bpHW_TeamGameClock
RequiredHudWidgetClasses=/Game/Dementiurge/HUD/Proto3/HW_WeaponBar_H_Proto3high.HW_WeaponBar_H_Proto3high
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_Powerups.bpHW_Powerups
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidget_WeaponCrosshair
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidget_RespawnChoice
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidgetMessage_ConsoleMessages
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidgetAnnouncements
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpWH_KillIconMessages.bpWH_KillIconMessages
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidget_SpectatorShowdown
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_QuickStats.bpHW_QuickStats

[/Script/UnrealTournament.UTHUD_CTF]
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_Paperdoll.bpHW_Paperdoll
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_WeaponInfo.bpHW_WeaponInfo
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_TeamGameClock.bpHW_TeamGameClock
RequiredHudWidgetClasses=/Game/Dementiurge/HUD/Proto3/HW_WeaponBar_H_Proto3high.HW_WeaponBar_H_Proto3high
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_Powerups.bpHW_Powerups
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_CTFFlagStatus.bpHW_CTFFlagStatus
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidget_WeaponCrosshair
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidgetMessage_ConsoleMessages
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidgetAnnouncements
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpWH_KillIconMessages.bpWH_KillIconMessages
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidget_Spectator
RequiredHudWidgetClasses=/Script/UnrealTournament.UTCTFScoreboard_UNLOADED_
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidget_Intermission
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidget_LivesRemaining
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_QuickStats.bpHW_QuickStats

[/Script/UnrealTournament.UTHUD_FlagRun]
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_Paperdoll.bpHW_Paperdoll
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_WeaponInfo.bpHW_WeaponInfo
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_TeamGameClock.bpHW_TeamGameClock
RequiredHudWidgetClasses=/Game/Dementiurge/HUD/Proto3/HW_WeaponBar_H_Proto3high.HW_WeaponBar_H_Proto3high
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_Powerups.bpHW_Powerups
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_CTFFlagStatus.bpHW_CTFFlagStatus
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidget_WeaponCrosshair
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidgetMessage_ConsoleMessages
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidgetAnnouncements
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpWH_KillIconMessages.bpWH_KillIconMessages
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidget_Spectator
RequiredHudWidgetClasses=/Script/UnrealTournament.UTCTFScoreboard_UNLOADED_
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidget_Intermission
RequiredHudWidgetClasses=/Script/UnrealTournament.UTHUDWidget_LivesRemaining
RequiredHudWidgetClasses=/Game/RestrictedAssets/UI/HUDWidgets/bpHW_QuickStats.bpHW_QuickStats

If you want to removed any other HUD features just put something at the end of the option to stop it from loading(I put _UNLOADED_ at the end of each scoreboard class). You could delete the line too, but then you'd have to find the option over again if you want to re-add it.
https://abload.de/img/ut_2018_inspector_setb9pzz.png

Single GPU|2-way SLI
48 FPS|77 FPS
https://abload.de/thumb/ut_2018_11_dm_outpostrwrzw.jpg (http://abload.de/image.php?img=ut_2018_11_dm_outpostrwrzw.jpg)|https://abload.de/thumb/ut_2018_12_dm_outposte0qw8.jpg (http://abload.de/image.php?img=ut_2018_12_dm_outposte0qw8.jpg)
37 FPS|54 FPS
https://abload.de/thumb/ut_2018_21_ctf_titan_miomb.jpg (http://abload.de/image.php?img=ut_2018_21_ctf_titan_miomb.jpg)|https://abload.de/thumb/ut_2018_22_ctf_titan_i3qju.jpg (http://abload.de/image.php?img=ut_2018_22_ctf_titan_i3qju.jpg)
41 FPS|69 FPS
https://abload.de/thumb/ut_2018_31_dm_underla1zo4q.jpg (http://abload.de/image.php?img=ut_2018_31_dm_underla1zo4q.jpg)|https://abload.de/thumb/ut_2018_32_dm_underla2vpis.jpg (http://abload.de/image.php?img=ut_2018_32_dm_underla2vpis.jpg)


----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Test system: Intel Core i7-5930K, 16GB DDR4, Asus Rampage V, Zotac GTX 980 Ti AMP! Extreme 2-way SLI, Dell U2410, 388.59, Windows 10 Pro 64-bit
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

SLIKnight
2017-12-26, 17:55:56
SLI information for Obduction

I had a look at the latest GOG version 1.6.5 of the Sci-Fi adventure Obduction, which is also based on UE4.
Here the standard "0x080000F1" is enough for decent scaling, but it is recommended to set the "Unknown" SLI function "0x00A06746" to "0x00000020" to raise maximum FPS in some scenes.
So far I noticed no downsides to using this custom SLI profile, even with maximum ingame settings at 3840x2400 (4xDSR at 1920x1200 with 22% smoothness).

Obduction Settings and Tweaks

General

Character Shadow: Male
Interaction Guides: Off
Language: English
Subtitles: Off
Hint Glints: Off
Backer Reward Display: Off

Graphics

Size: 3840x2400 (DSR resolutions must be applied after each game start to take effect)
Screen Setting: Fullscreen
V-Sync: Off

Quality Preset: Custom
View Distance: Max (Must be changed from "Epic" to "Max" after each game start to take effect)
Anti-Aliasing: Epic
Post Processing: Epic
Shadows: Epic
Textures: Epic
Effects: Epic
Water: High
Foliage: Epic

Texture Memory: 75% (Default is 50%, maximum is 75%)
Resolution Scale: 100
Field of View: 100
Motion Blur: 0

Controls

Cursor Mode: Unlocked
Navigation Type: Free Roam

https://abload.de/img/obduction_inspector_s70upx.png

Single GPU|2-way SLI
48 FPS|74 FPS
https://abload.de/thumb/obduction_11_single_g5julj.jpg (http://abload.de/image.php?img=obduction_11_single_g5julj.jpg)|https://abload.de/thumb/obduction_12_slisxunv.jpg (http://abload.de/image.php?img=obduction_12_slisxunv.jpg)
35 FPS|58 FPS
https://abload.de/thumb/obduction_21_single_g4wu8u.jpg (http://abload.de/image.php?img=obduction_21_single_g4wu8u.jpg)|https://abload.de/thumb/obduction_22_sliisux5.jpg (http://abload.de/image.php?img=obduction_22_sliisux5.jpg)
37 FPS|55 FPS
https://abload.de/thumb/obduction_31_single_gx2u4s.jpg (http://abload.de/image.php?img=obduction_31_single_gx2u4s.jpg)|https://abload.de/thumb/obduction_32_slijlun5.jpg (http://abload.de/image.php?img=obduction_32_slijlun5.jpg)


----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Test system: Intel Core i7-5930K, 16GB DDR4, Asus Rampage V, Zotac GTX 980 Ti AMP! Extreme 2-way SLI, Dell U2410, 388.59, Windows 10 Pro 64-bit
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

SLIKnight
2017-12-27, 17:55:05
Never mind.

ivymike10mt
2018-01-01, 02:03:51
SLIKnight Thank You. I will test it latter.. When I buy a full game.
Just I need to ask.. If U know solution for Tekken 7 ?

Some time ago I tried several bits, and they work, almost fine..
With some flickering on - hitmarks, smoke, snowfall.

I get Forza 7 on X-mass :P It's cool game. Finally Forza land on the PC.
And if someone know soulution for SLI - That will be very cool.
But I bet DX12 and window mode, killing the idea. But maybe I'm wrong..?

Cheers and Happy New Year! for All :-)

SLIKnight
2018-01-03, 22:07:40
SLI information for The Turing Test

The standard DX11 profile "0x080000F1" is also enough for 2-way SLI in the UE4 Sci-Fi Puzzle game The Turing Test.
Only must the ingame AA setting be reduced to "Medium", otherwise bandwidth limitations become a problem even with full PCIe 3.0 x16/x16 mode.

Luckily the additional GPU power provided by SLI allows excellent IQ, and my 2-way 980 Ti system is enough for 3840x2400 (4xDSR at 1920x1200) combined with 133% ingame resolution scaling.
Ingame SSAA can be enabled by opening the console and using the r.ScreenPercentage command.
For example would "r.ScreenPercentage 200" provide the equivalent of 4xDSR or 2x2 downsampling.
It should be noted that rebinding the console key is necessary for certain european keyboards, and this can be accomplished by editing DefaultInput.ini as shown below.

The Turing Test Settings and Tweaks

Display

FOV: 100
Resolution: 3840x2400 (Combined with "r.ScreenPercentage 133")
Screen Mode: Fullscreen
VSync: Disabled
Textures: Ultra
Anti-Aliasing: Medium (Anything higher makes SLI scaling inefficient)
Shadows: Ultra
Effects: Ultra
Post Process: Ultra
Motion Blur: Disabled
Crosshair: Disabled
Subtitles: Disabled

Gameplay

Streaming Load: Disabled

BaseEngine.ini (Located in "steamapps\common\The Turing Test\Engine\Config")

[/Script/Engine.Engine]
bSmoothFrameRate=false
SmoothedFrameRateRange=(Lowerbound=(Type="ERangeBoundTypes::Inclusive",Value=5),UpperBound=(Type="ERangeBoundTypes::Exclusive",Value=120))

DefaultInput.ini (Located in "steamapps\common\The Turing Test\TheTuringTest\Config")

[/Script/Engine.InputSettings]
-ActionMappings=(ActionName="ConsoleKey",Key=F10,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
+ActionMappings=(ActionName="IngameConsoleKey",Key=F10,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
-ConsoleKeys=F10
+ConsoleKeys=F10

Engine.ini (Located in "users\[UserName]\AppData\Local\VenusPrototype\Saved\Config\WindowsNoEditor")

[/Script/Engine.RendererSettings]
r.SceneColorFringe.Max=0 (Disables Chromatic Aberration)


Single GPU|2-way SLI
41 FPS|64 FPS
https://abload.de/thumb/the_turing_test_singl93s06.jpg (http://abload.de/image.php?img=the_turing_test_singl93s06.jpg)|https://abload.de/thumb/the_turing_test_slixzs7j.jpg (http://abload.de/image.php?img=the_turing_test_slixzs7j.jpg)


----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Test system: Intel Core i7-5930K, 16GB DDR4, Asus Rampage V, Zotac GTX 980 Ti AMP! Extreme 2-way SLI, Dell U2410, 388.59, Windows 10 Pro 64-bit
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Amigo345
2018-01-05, 12:33:26
Hi everyone,

I've been trying to make SLI work in Nioh. I used Max Payne 3 SLI bits. It works but only for a minute or so of actual gameplay. After that the game crashes.

Do you guys by any chance have a working SLI solution for Nioh? Thanks a bunch.

SLIKnight
2018-01-06, 01:32:51
SLIKnight Thank You. I will test it latter.. When I buy a full game.
Just I need to ask.. If U know solution for Tekken 7 ?


Sure, you are very welcome :)
Personally I have no real interest in a fighting game like Tekken 7, but perhaps you could give me some more details on which SLI profiles you tried and which ingame settings were used?
Then maybe I could at least assist in figuring out the best possible solution.

ivymike10mt
2018-01-06, 08:52:57
Sure, you are very welcome :)
Personally I have no real interest in a fighting game like Tekken 7, but perhaps you could give me some more details on which SLI profiles you tried and which ingame settings were used?
Then maybe I could at least assist in figuring out the best possible solution.
Many SLI-bits looks like "work" with Tekken 7. Just some arenas have flickering, with some alpha-textures: 0x080002F6 + 0x00A069B at 0x00000001 (AFR)

I also tried almost evry basic profile, with combinations: 0x00A069B with 0x00000200/0x00000001/0x00000002/0x0000000A

These one seems to "work" also.. 0x088000F5, 0x080040F5, 0x080000F5, 0x080000F1...

Fighting games are cool when friends or famiilly comes. Fight 1vs1 - thats My main use :)

Some time ago I found Mortal Kombat X/XL SLI-bits: 0x080040F5
I test several hours and don't saw any artefacts, at 8K (maybe someone like to test or use it..)

Thnx & regards

SLIKnight
2018-01-07, 15:05:03
And even the basic 0x080000F1 profile causes flickering problems in Tekken 7?
Could you perhaps do some screenshot comparisons with FPS numbers, just to see how efficient scaling actually is without any "critical" SLI bits enabled?
Are the flickering problems affected by any of the ingame settings, such as post processing or AA?

ivymike10mt
2018-01-08, 09:57:22
And even the basic 0x080000F1 profile causes flickering problems in Tekken 7?
Could you perhaps do some screenshot comparisons with FPS numbers, just to see how efficient scaling actually is without any "critical" SLI bits enabled?
Are the flickering problems affected by any of the ingame settings, such as post processing or AA?
Pure 0x080000F1: https://youtu.be/oN9f9aXoCLY
(scaling not bad, with flicker).
Two or three arenas had scaling issues. Showed on last test - but still better than a silngle card. IMO.
Just Shadowplay record with stutter there.

I disabled Post-AA, Motion Blur, and tried to kill, most post effects from the game ini*
Graphic options (I put on low) - had no effect on flickering.

Gast
2018-01-31, 21:45:12
Andromeda

Nuada
2018-02-28, 14:16:33
Hi ich habe von jemandem in steam ein gutes SLI profile für Final Fantasy XV" bekommen es läuft sogar ganz gut und das mit NvidiaTurf=1 kann man sicher auch noch verbessern, daher wollte ich es euch den "Profis" auch nicht vorenthalten, hier wurde mir immer gut geholfen :-)

Also hier bitte : Final Fantasy XV Windows Edition.nip (https://drive.google.com/file/d/1Viqrb6qZ0GW_9GahypiAntsd7qQPr3fg/view)

org von ihm:

So with this profile:
Nvidia Hairworks is ON
Nvidia ShadowLibs is ON
Nvidia Turf is ON
Nvidia VXAO is ON
Nvidia TAA is OFF (replaced by FXAA cause TAA is not working perfectly on SLi as COD:WWII)(if it's ON, Out of focus on closed character screen and out of focus food recipe screen)

Blaire
2018-03-01, 21:56:17
Interessant. Was genau ist das Problem mit Turf-Effekten? Das SLI-Profile welches du verlinkt hast hat viel zu viele Flags aktiv, welche garnicht nötig sind, das sollte man besser lösen um unerwartete Probleme zu vermeiden. Ich werde trotzdem in Kürze mal testen inwieweit SLI-Funktionalität möglich ist. Danke das du das Profile hier gepostet hast! :)

pucidbu
2018-03-02, 16:07:13
Any SLI profile (maybe with Nvidia Inspector) for FinAL fANTASY XV?
I tried the Nvidia inspector settings found at
https://forums.geforce.com/default/t...-mgpu-support/ and applied to the DEMO executable. In particular I've applied the point 11 to the GraphicsConfig_Demo and GraphicsConfig_Gamescom2017 INI files, manually set Nvidia Hairworks/ShadowLibs/TurfEffects to off and the AA to FXAA (in game). With these settings I got average 50fps at 3440x1440 with 2xGTX980 with all settings to maximum.

Not very bad ;-), but if anyone got anything better its' better ;-)

Nuada
2018-03-02, 18:39:44
Hier habe ich noch ein neues FF XV profil bekommen, nun geht alles auf max inc. Gameworks und TAA. das problem daran ist aber nur noch 80% usage bei beiden karten was er aber hofft noch gefixt zu bekommen. aber keinerlei Grafik bugs,oder blackscreens. mit allem Max, das ist ja schonmal was...

Profile v3 (https://drive.google.com/file/d/1kxb1GGIJ90Haf32OYiPHehuJwKVlI0pI/view)

Youtube channel von dem jenigen der die Profile erstellt hat (https://www.youtube.com/watch?v=OWwiVj2Kz2g)

@Blaire
Turf macht das es ingame unrund läuft gelegentliche dips mit sli,am besten setzt du dich mal mit ihm auseinander.... ich bin nicht besonders gut in bits/flags finden :-(
sein problem ist zz nur noch das es max 85% usage sind und der gelentliche lag,dann ist alles ingame gefixt, oder man bekommt 99% hin aber dann geht kein TAA und man hat Blackscreens in den ingame sequenzen.

Ich habe ihn mal hier auf das forum verlinkt er spricht nur english,sollte aber ja nicht das große problem sein evl schreibt er auch dich an.. am ende wollen wir ja alle nur frustfrei zocken, auf nvidia und konsorten ist ja leider kein verlass mehr :-(

Blaire
2018-03-02, 23:22:24
Was ich bislang kurz einschätzen kann, ausgehend von dem neuen Profile des Youtube-Users (welches wiederum nur so von Flags u.a. für DX12 und komplett irrelevant für dieses Game ) daß man zwei unterschiedliche Profile benötigt, je nachdem ob mit oder ohne Temporal AA. Beides gleichermaßen bei gutem Scaling und Leistung ist nicht möglich, dafür gibt es nicht ausreichend Funktionen für im Treiber.

Um das zu verdeutlichen hier mal ein Screenshot-Vergleich jeweils 4k/UltraHD-Auflösung, maximale Details incl. Gameworks Features mit 2-Way TITAN X (Pascal) mehr ist jetzt auf die Schnelle nicht möglich...

Youtube-User Profile ohne Temporal AA / mit Temporal AA (als einzelnes Profile)
https://abload.de/thumb/fxaaefsce.png (http://abload.de/image.php?img=fxaaefsce.png)https://abload.de/thumb/tempaajhs6c.png (http://abload.de/image.php?img=tempaajhs6c.png)

meine beiden Profile Varianten jeweils ohne sowie mit Temporal AA
https://abload.de/thumb/neu-fxaakzsta.png (http://abload.de/image.php?img=neu-fxaakzsta.png)https://abload.de/thumb/neu-taa1ts32.png (http://abload.de/image.php?img=neu-taa1ts32.png)

als eine Variante (Performance-Verlust im Vergleich ohne Temporal AA zu stark...)
https://abload.de/thumb/fxaa-profile1l9sc4.png (http://abload.de/image.php?img=fxaa-profile1l9sc4.png)

gathixpower
2018-03-03, 01:05:07
@Blaire

So the Youtube profile works better with anti-aliasing enabled? Would that be FXAA or TAA.

Thanks.

Blaire
2018-03-03, 02:01:29
@Blaire

So the Youtube profile works better with anti-aliasing enabled? Would that be FXAA or TAA.

Thanks.

No, i meant it will not possible to combine all performance-features in a SLI profile, it will require 2 different profiles, depending on what you would prefer FXAA or even T-AA (temporal frame-techniques needs a different flag).

If you want to test, here you go:

Nuada
2018-03-03, 02:05:26
Hi!

Ich glaube auch das man für TAA ein extra profile braucht, ich hatte den gleichen eindruck nach längerem rumprobieren.

Wäre cool wenn du dran bleiben könntest, ohne TAA aber mit 99% Scaling und allen gameworks und keinem blackscreen bug, wäre super das hat keiner hinbekommen bisher. (Das würde sicher nicht nur mich freuen)

Das fire3 Profile von ihm auch wenn es viele dx12 flags hat läuft aber sonst komplett gefixt mit allem auf max + gw + taa und ohne blackscreen. nur ab und an seltsame ruckler, aber wenn die nicht da sind läuft es 1a, aber wie gesagt nur max 80% auslastung,also irgendwas muss in dem profile ja richtig sein... oder falsch richtig.. wie auch immer :-)) vielleicht kannst du das einfach bereinigen fürs erste, vielleicht sind dann auch diese ruckler weg, oder das hast du ja schon getan wie es aussieht.. :)

Du weißt ja bis zum 6 gebe ich dir Zeit :-)) ne wäre geil wenn du überarbeitete/gefixte versionen releasen könntest, das scheint bei dir ja recht fix zu gehen wenn du das nur anhand der .nip erkennst. ;)

Blaire
2018-03-03, 02:30:39
https://www.forum-3dcenter.org/vbulletin/showpost.php?p=11642814&postcount=2740

^ Kannst ja mal testen und berichten, mehr war jetzt im Laufe des Abends nicht möglich, kann auch sein das mit der finalen Version die Karten nochmal neu gemischt werden bzw. weitere Anpassungen notwendig.

Faris
2018-03-03, 03:27:12
https://www.forum-3dcenter.org/vbulletin/showpost.php?p=11642814&postcount=2740

^ Kannst ja mal testen und berichten, mehr war jetzt im Laufe des Abends nicht möglich, kann auch sein das mit der finalen Version die Karten nochmal neu gemischt werden bzw. weitere Anpassungen notwendig.

Hi, Thanks for providing that SLI profile Blaire :)

Without TAA profile worked better for me (while turning on TAA), best fps performance I had! but there was an issue with Nvidia Flow (smoke while camping) so... is there any fix for it?

Nuada
2018-03-03, 10:58:02
https://www.forum-3dcenter.org/vbulletin/showpost.php?p=11642814&postcount=2740

^ Kannst ja mal testen und berichten, mehr war jetzt im Laufe des Abends nicht möglich, kann auch sein das mit der finalen Version die Karten nochmal neu gemischt werden bzw. weitere Anpassungen notwendig.

Moin den Post habe ich in der nacht mal knallhart überlesen ;D

Habe folgendes probiert:

Profile mit TAA : geht soweit ohne ingame grafik fehler, in denn kampfen sind aber etwas mehr Scaling drops, mit optimierung sehr gut aber nur 70-85% Scaling wie du weißt.

Profile ohne TAA: Wie der vor Poster sagte, die performance ist sehr gut auch mit TAA aber, beim rennen und campen gelegentlich unschärfe mit TAA also die ingame Cam verliert den Focus,die boden texturen können kurz "warpen"
aber das schlimmste, sind die blackscreens du musst mal mit ignis den special machen öffter hintereinander mit (L1+Links klickt) da sieht man es recht schnell ob es schwarz wird, wenn 10x hintereinander damit kein blackscreen auftaucht wird es wohl gefixt sein.

Fazit: ich habe nun auch deine werte rumprobiert egal was ich einstelle, sobald man 99% scaling hat kommt der Blackscreen immer.. Früher oder Später hat wohl was mit dem SLI specific Hacks zutun oder?

Wie gesagt Ich habe immer alles bei 4k MAX+GW gespielt mit oder ohne Taa spielt keine rolle (bei dem no Taa Profile) bei hohem "scaling" blackscreen chance.

Wäre nice wenn du da noch etwas rum probieren könntest mit deinem über wissen, oder sind das nun alles nur treiber probleme? :wink:

MFG

Blaire
2018-03-03, 17:11:25
Hi, Thanks for providing that SLI profile Blaire :)
Without TAA profile worked better for me (while turning on TAA), best fps performance I had!

That's correct but temporal AA looks to blurry and washed out details. I have maybe an better variant for better SLI-scaling soon.

but there was an issue with Nvidia Flow (smoke while camping) so... is there any fix for it?

I doubt it, some of compute-related functions (which cause this glitch) are required for good scaling.

Moin den Post habe ich in der nacht mal knallhart überlesen ;D

Habe folgendes probiert:

Profile mit TAA : geht soweit ohne ingame grafik fehler, in denn kampfen sind aber etwas mehr Scaling drops, mit optimierung sehr gut aber nur 70-85% Scaling wie du weißt.

Speziell für T-AA hab ich vieleicht noch ein aggresiveres Profile, welche bessere GPU-Auslastung und höhere Performance erlaubt. Das Problem ist halt, daß man aufpassen muss zum einen das keine neue grafischen Macken enstehen, gleichermaßen auch daß die Frametimes sich im normalen Rahmen bewegen und da kann man nicht einfach mal gleich mehrere Flags aktivieren usw.
Ich schick dir später noch eine private Nachricht zu den Blackscreens von welchen zu berichtet hast, mir war bislang nichts dergleichen aufgefallen.

Update: Ok hab nochmal von Grund auf ein neues SLI-Profile erstellt, einen anderen Ansatz welches möglichst viele der positiven Eigenschaften vereinen und diverse Scaling- und Performance-Probleme beseitigen sollte.

Bloodred
2018-03-03, 18:54:55
I've started playing Warhammer: Vermintide 2 and tried to find some SLI bits which would give me a minimum FPS of ~60. Using 0x080020F1 seems to work quite well in GPU-bottlenecked scenes. It's also pretty heavy on PCIe usage as far as I can see, so scaling might not be this good on x8/x8 configurations (I haven't tested it though).

The screenshots are taken with TAA and a few other effects which I dislike (chromatic aberration, motion blur) disabled. TAA is very ugly in this game, but it does not seem to have much of an an impact on SLI. It can probably be used. This is also a GPU-bottlenecked scene, a lot of the game seems to be CPU-bottlenecked for me (4.7GHz 4790K) but still manages >60FPS. Perhaps this could be improved with a different profile, but I'm happy with this performance so far.

SLI: 94 FPS
https://abload.de/thumb/vermintide2_sli2sqqp.jpg (http://abload.de/image.php?img=vermintide2_sli2sqqp.jpg)

Single: 48FPS
https://abload.de/thumb/vermintide2_singleahqw9.jpg (http://abload.de/image.php?img=vermintide2_singleahqw9.jpg)

Scaling (when GPU-bottlenecked): ~96%

----------

I've also played a bit of the Battlezone 2 remake, Battlezone: Combat Commander and much to my surprise a single GTX 1080 at 4K was not enough to maintain 60FPS, despite the original game coming out in 1999! I haven't made any screenshots for this one, but bits 0x080000F5 appear to work just fine.

Nuada
2018-03-03, 22:22:55
das Taa hätte ich gerne zum testen von mir aus auch ein aggresiveres xD

Mit dem Taa Profile habe ich auch keine Probleme da läuft alles 1a.. es fehlt nur performance...


und diese Blackscreens, (bei dem ohne TAA) da ist nicht das ganze bild schwarz sondern die UI usw ist zwa alles weg und das bild schwarz, aber ich sehe dann die Zaubereffekte währenddessen, und am Anfang wo man Ifrit sieht, da ist es genauso.

Faris
2018-03-03, 23:47:49
That's correct but temporal AA looks to blurry and washed out details. I have maybe an better variant for better SLI-scaling soon.



I doubt it, some of compute-related functions (which cause this glitch) are required for good scaling.



Speziell für T-AA hab ich vieleicht noch ein aggresiveres Profile, welche bessere GPU-Auslastung und höhere Performance erlaubt. Das Problem ist halt, daß man aufpassen muss zum einen das keine neue grafischen Macken enstehen, gleichermaßen auch daß die Frametimes sich im normalen Rahmen bewegen und da kann man nicht einfach mal gleich mehrere Flags aktivieren usw.
Ich schick dir später noch eine private Nachricht zu den Blackscreens von welchen zu berichtet hast, mir war bislang nichts dergleichen aufgefallen.

Update: Hier noch ein neues leicht geändertes SLI-Profile für die Final Fantasy XV-Demo Version welches speziell mit T-AA (aber auch ohne AA bzw. post FXAA) besser skaliert und die Leistung verbessert. Sollte es doch irgendwo Probleme damit geben, bitte berichten.

Your updated-new profile (including TAA) works indoors but outdoors fps goes down to 40s sadly. Otherwise it fixes shadow issues. (Titan X Pascal SLI OC+WC)

Fps back to 60 after I turned off TAA, when I tried to turn it on again it didn't work in game, jaggies didn't get fixed.

Nuada
2018-03-04, 03:14:41
@Blaire ich antworte dir dann wenn ich zurück bin, ohne rig kann ich dir keine brauchbaren antworten auf deine fragen geben.

Blaire
2018-03-04, 03:21:23
Ok, ein aktualisiertes Profile findest du hier, https://www.forum-3dcenter.org/vbulletin/showpost.php?p=11643128&postcount=2745