Game:Unusually low FPS on RTX 3050 #441
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MagicBeanDev/Longshot#441
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Longshot version
v3.0.0-rc.3 (source cb01b5a3)
Channel
Release candidate
What kind of problem
Low fps or stutter
What happened
Unusually low FPS, between 9 and 20 on Nvidia RTX 3050 laptop version GPU. Something that called my atention is that when the game was being built by the launcher the first time, it said "Mesh Shaders not available".
Where in the game
KokiriForest_Child (child)
How often
Every time
Graphics card and driver version
NVIDIA GeForce RTX 3050 Laptop GPU, NVIDIA 610.88
CPU, RAM and operating system
11th Gen Intel(R) Core(TM) i5-11400H @ 2.70GHz (12 threads), 16 GB, Windows 11 (build 26200)
Changes from the defaults
Quality preset: Balanced (8GB) (default: Custom)
Aspect ratio: 16:9 (monitor's) (default: 4:3)
Output resolution: 1280x720 (default: 2048x1152 (game's))
Render resolution: 100% (1280x720) (default: Auto (dynamic))
Sharpness: 30% (default: 0%)
Frame generation: Auto (default: Off)
Frame pacing: On (default: Off)
Fullscreen: On (default: Off)
V-Sync: Off (default: Auto)
Window scaling filter: Catmull-Rom (default: Off)
Anisotropic filtering: Game's (default: 16x)
GPU device: 0: NVIDIA GeForce RTX 3050 Laptop GPU (default: Auto)
VRAM budget: 4.8 GB (default: Auto)
FPS counter: Graph (default: Off)
Controller in background: On (default: Off)
Layout preset: Xbox / PC (default: Nintendo (Def))
Button prompts: Xbox (default: Auto)
Switches set (their values are in the attached report.txt): LONGSHOT_NO_UPDATE_CHECK.
longshot_log.txt
longshot_log
longshot_log.1
Screenshots or video
No response
Before you send it
Game:to Game:Unusually low FPS on RTX 3050What the attached log shows: the card is out of video memory, and the settings ask for more than it has.
From
longshot_log(rc.3, RTX 3050 Laptop, 3962 MB):mesh shaders: Automatic, from the default: native), so the launcher's "Mesh Shaders not available" line is not what happens in the game.VRAM: 4244 MB used of 3353 MB allowed ...; textures 2031 MB (budget 681 MB), 976 textures. The textures later reach 2.7 GB.VRAM full: a 6112x1736 image (format 141) in system memory, and tenimage over budget, retrying without WITHIN_BUDGETlines.GPU time 82.4 ms a frameat 2,200 draws, 9.8 fps. At the title screen the same run is at 50-60 fps.The report lists Quality preset Balanced (8GB) and VRAM budget 4.8 GB on a card with 3.9 GB. The log's own suggestion for this PC is
Auto (this PC) would be: 3962 MB of video memory: tier 1. I would try Quality preset Auto (this PC) with VRAM budget Auto first, and attach the new log if it is still slow.A second thing in the same log, which is not the settings. A 100 MB buffer pool gets no VRAM mirror and is never asked for again:
state 3is a mirror whose allocation failed within the driver's budget; on main it stays refused for good, and while any part of a submission reads guest memory in place every readback waits for the whole submission. I see the same on an RX 5600 XT 6 GB (RDNA1, no mesh shaders, Windows 11) on maincf605c85: 0.5 to 2.0 million such bindings a run and readbacks of 7-8 ms, with 9 or 10 of 12 places under 30 fps. With the mirror retry that Hookshot merged (https://github.com/NotRexed/Hookshot/pull/2482, restored in #288 asea6dc5f5) applied alone on that commit, the bindings fall to 22-156 thousand a run, a readback waits 0.5 ms, and 1 to 4 of the 12 places stay under 30 fps (six runs, standing and walking). So on this 4 GB card the retry should help once the textures fit, but it cannot make room that is not there.I can post the per-place table from the 5600 XT on #288 if it is useful there.