Hey Legends!
With the launch of Revelry, our team working on the DX12 beta has some updates to share with the community. We’ve done some bug fixes, but also identified some issues as we learn from our beta. Keeping in mind that DX12 is still heavily being tested (internally and through the community!), here are some updates from our dev team on DX12 support on PC.
Bug Fixes
- Fixed missing error popup on launch for unsupported hardware
- Fixed “Processing and Compiling Shaders” stats reporting on the title screen. In DX12, compiling shaders is quite different from DX11 and the information should now encapsulate the actual work being done under the hood. For those curious what all the stats are, if it says “Processing and Compiling Shaders 5854 / 10007. (8:37.1), that means:
- You have compiled 5854 shaders
- We estimate there are 10007 total shaders to compile
- You are using 8 threads on your CPU to do this compilation work
- The sum of the time spent on each thread doing this work is 37.1 seconds
Dynamic Streaming Budget
Currently the DX12 version of the game uses more VRAM than the DX11 version of the game. We’re working really hard to optimize things down to similar levels, but we’re also using this as an opportunity to develop a new system to help keep performance stable in situations with high VRAM usage. When you run out of VRAM, the game has to substitute system RAM and it will likely run very slowly.
Currently, Texture and Model Streaming are two of our two biggest VRAM users, and their budgets are fixed according to the “Texture Streaming Budget” and “Model Detail” settings respectively.
With Season 16, we’ve added a new setting “Dynamic Streaming Budget.” If this is enabled, the game will target the settings you’ve entered for Texture and Model Streaming, but if VRAM is close to full, it will temporarily lower them to free up some memory until that is no longer the case.
Please try it out and give us your feedback! In particular, if prior to Season 16 you had performance problems, we want to hear if this helps address those issues.
For future updates, follow the Respawn Twitter account for the latest info or check out the Apex Tracker Trello for bugs or concerns we’re continuing to investigate.
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