![]() ![]() GPU memory oversubscription (requesting more GPU memory than available): DirectX 11 drivers have an advantage at handling GPU memory oversubscription. Nvidia: Nvidia GeForce GTX 960, Nvidia GeForce GTX 1060, Nvidia GeForce GTX 1080, Nvidia GeForce GTX 1080 Ti, Nvidia GeForce RTX 2080.AMD: AMD Radeon R9 280X, AMD Radeon RX 480, AMD Radeon RX 5700 XT, AMD Radeon VII.Hardware SupportĪs per the PC system requirements, Vulkan API will be supported by the same GPUs required for Tom Clancy’s Ghost Recon Breakpoint: On newer GPU architectures where this feature is supported, the Vulkan renderer will automatically run more graphic work in parallel, reducing the GPU frame times and increasing framerate. Thanks to powerful memory control provided by the API, dynamic data used to update graphical state is heavily optimized for multi-threaded usage and has a small memory footprint – boosting your CPU frame times while reducing memory fragmentation. Using dedicated data transfer hardware in your GPU, Vulkan allows us to stream textures much faster than previously possible while improving the smoothness of your gameplay, especially when using high-quality texture settings. It’s worth noting that consoles already use these features, and with Vulkan, we will be able to bring these features to our PC players. This will be achieved via various features: Improved Texture Streaming, Dynamic Buffer Cache, and Asynchronous Compute. We touched briefly on how the Vulkan API will improve the performance on different levels. Vulkan offers benefits that will reduce both CPU and GPU cost while enabling us to utilize more modern GPU features that will bring exciting new things in the future. Additionally, some features supported by modern GPUs are not compatible with the older APIs, including DirectX 11. This additional flexibility is allowed at the expense of additional coding complexity needed by the programmer.ĭespite DirectX 11 API being more than 10 years old, it still delivers excellent performance but at the cost of high CPU processing. APIs such as Vulkan offer more flexibility and the ability to work more closely with the hardware's capabilities, therefore requiring less CPU usage. Having said that, controlling the frame-rate by changing the graphics settings to enhance the GPU workload is limited, and performance is usually decided by the CPU and/or GPU hardware parts.Īs the middleman, the API can enhance the workloads that translate to a better performance. The player’s maximum frame-rate – in the case of playing games – is determined by the slower of the two (CPU and GPU). When playing games on a PC, or while performing any graphic-intensive tasks, the CPU and GPU will work in parallel to produce the image frames on the monitor. Nothing I've done seems to resolve this issue.Alongside Title Update 2.0.0, releasing on March 24, we’re happy to announce that the TU will also bring Vulkan API to Tom Clancy’s Ghost Recon Breakpoint on PC! The transition will be you will be able to choose between DirectX 11 or Vulkan from your launcher upon launching the game.Ī graphics API, such as Vulkan and DirectX 11/12, behave as the middleman between the game (Tom Clancy’s Ghost Recon Breakpoint) and the PC’s graphics processing unit, aka GPU. Adjusting graphics settings from "low" to "custom" Running the game both in borderless and full screen. Setting the CPU priority of GRW.exe to "Low" RAM: 16GB Corsair Vengeance LPX (4x4GB) DDR4 2400 I notice that, while the game is running, both my CPU and GPU max out at 100% and this is regardless of settings.ĬPU: Intel Core i5-7600K Kaby Lake 3.8GHz The audio continues to play but the screen freezes.Ģ. ![]() When the game is running, I have moments in time where the game freezes up for 3 - 10 seconds. There's only a couple of annoyances that I have with it this time around, however.ġ. ![]() I've recently updated this game (in the last 48 hours) to give it another play through. I originally posted this topic on the Ubisoft forums and, so far, haven't gotten a response. ![]()
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