10%… if only, my fps is cut in half with DX11.
Show some proof of that maybe?
Like here’s mine debunking your claim:
DX11: https://imgur.com/T3y5YmE
DX12: https://imgur.com/9IT1jGV
3.7% difference in frame rates.
Pretty heavily loaded scene that stresses both the CPU and GPU pretty well and has a ton of draw calls. Slider 10 settings, even the distance sliders, RT off since DX11 doesn’t support it.
The only time DX12 really pulls ahead is under very heavy loads of particles and draw calls, but I seriously doubt this elusive 50% number you’re claiming. Maybe if you’re on DX11 Legacy mode that doesn’t support multithreading draw calls with the CPU?
https ://i.ibb.co/k9YG1nq/1.png DX12.
https ://i.ibb.co/ykk9W2t/2.png DX11 (not Legacy).
Man you never give up.
Post a DXDIAG then, that is abnormal. The flat lines indicate that it’s being frame rate limited/locked. Even if you use WoW’s fps limiter, it won’t ever be perfectly flat like that, unless you’ve hit the Vsync cap. The only way you can get a flat line like that is usually by limiting with RTSS(pretty sure the Nvidia control panel limiter will still have a little jitter in the graph, but I’d have to double check).
So the DX12 one definitely looks vsync capped and the DX11 one is syncing to roughly half of that. Are you sure you don’t have the Nvidia control panel or RTSS set to 1/2 sync rate? Sometimes, they won’t work on one API, but will with another, like DX11 vs 12 and it’s possible you’ve messed with settings in the past, but they didn’t appear to do anything, so you never undid them. Like for a while, it was a real pain to get stuff like Gsync to work with DX11 games in borderless fullscreen windowed mode, without having to set it on for both fullscreen and windowed.
I’ve tested five other machine setups now and all of them are like my example where they are within 5% of each other. Also, do you have MPO enabled or disabled in Windows?
Vsync is set to fast in Nvidia panel, freesync on monitor, gsync off (causes brightness flickering). It’s been like this for years, and I have set framerate limit in RTSS to 120 (heard it’s better than doing it in Nvidia panel). MPO I haven’t touched at all, isn’t that an AMD thing?
Also the performance difference between DX11 and DX12 is similar in builds tested at work.
This has been on the back burner for awhile in my head, but have any of you tried disabling MPO?
I know these thing reared its ugly head years ago, though it never really was fixed, but this was just a bandaid. I would try myself, but having no game time, and i’m not just gonna sub to try it out
Have you ever messed with programs like nvidia profile inspector or used any kind of game optimization software other than GFE? It’s possible that some flags are broken in it. There are hundreds of hidden flags. It’s possible that you’ll need to do a full DDU reinstall of your drivers to fully reset things again.
Right now, it definitely sounds like a problem external to WoW. It could be some kind of syncing issue from MPO. Prime example: If you hit the volume buttons while gaming, to where they show the little UI slider on the screen, it will turn on triple buffering while it’s up and will mess with your frame caps in some cases. Most overlays of any sort can trigger the same thing. So it’s possible that maybe the issue is only becoming a problem with DX11 and not 12.
Try https://nvidia.custhelp.com/app/answers/detail/a_id/5157/~/after-updating-to-nvidia-game-ready-driver-461.09-or-newer%2C-some-desktop-apps
run the disable one, reboot and test DX12 vs 11 in WoW again. You can always run the enable one to turn it back on again if you’d like.
Yeah I’ve brought it up a few times now, to be honest, it should be disabled on both Nvidia and AMD setups. There are just far too many issues with it right now and not much either company can do about it except tiptoe around Microsoft’s changes to it and the DWM.
Who do you think you are? The forum cop? Pawg the investigator? What delusional fantasy do you engage in day after day?
People dont have to prove anything to you b/c you are nothing here. You are not employed here. Your not respected here. Nobody cares what you think.
If you could just stop with your petty arguments and pretending to be something you are not then maybe, just maybe people would respect you more. You are so delusional about your standing here in this forum…
One of the first things I tried. I disabled it using the reg file from nvidia.
No change on my end.
I would have thought they updated MPO by now is disabling still advised a year and half later lol?
Ahh was worth a try. Just rules that out then. More than enough reason to say, it’s just the game engine.
It’s still an issue with certain set ups, with the latest AMD driver, it reared its ugly head again with video/game stuttering if playing a video while playing a game.
I don’t use GFE it’s just a bloat. Never touched inspector and did a DDU a few weeks back, to see if it could help on the WoW stuttering. It’s literally the same whether it’s my PC, some friends or the prebuilds at work. Only WoW is scuffed like this, don’t have issues with any other games.
It shouldn’t be and I’m finding that highly odd based on my own testing with quite a few machines that have a variety of hardware configurations. In terms of the highly abnormal difference in frame rates between dx11 and 12, I’d recommend you try disabling MPO and see if corrects anything on that end. As for the stutters, well, I’ve demoed quite a few times now that if it were solely a WoW issue, it would happen across all configurations and should definitely hit weaker PCs hard that have things like a i3-10100 and WoW running off a SATA3 SSD.
They have, they just keep breaking the drivers every time they do. Technically, MPO has been in development since like Windows 8 and it’s still a horribly unreliable mess. Notice how people are having the black asset flickering again in WoW on DX12 with MSAA enabled? That’s an MPO issue again.
It’s this horrible vicious circle between Microsoft, Nvidia/AMD and game engines where MS changes something that breaks the GPU drivers, which breaks games, then it’s the race of fixing the issue. Well let’s say the game devs beat the GPU drivers to the punch with some bandaid fix, then the GPU drivers finally fix the core issue, which then breaks the bandaid fixes in the games again, oh but wait, that’s not all, if you call within the next 30 minutes MS will make another change that breaks everything again, so the cycle starts anew.
Wouldn’t disabling MPO reduce overall performance? I don’t have any flickering in WoW except a few areas in Bastion.
It’s flickering in Videos, not the actual game, you get choppy game play as well until you cycle between the monitors.
As far as performance, i haven’t seen a hit in my system.
Not really. Devs have to program their game engine to take advantage of it and have to code how they manage the planes. I’d have to look into it, but I know it’s a bunch of swapchain and synchronizing chaos. WoW might have it coded in for some things, but on vs off is usually a trivial difference in FPS. Talking like 1fps, which is probably just background noise from differences in room temperature. I’d imagine they might use a plane for the UI though, in case the user uses a lower or higher than native render scale, but that can all be done on a single plane anyways. I think some post process effects like the refraction distortion effects might use it as well if you have the target FPS scaling stuff on that never really works to maintain a frame rate anyways.
But what it can do is screw with frame syncing inside the DWM, due to Windows itself, especially if you run multimonitor setups. It becomes even more nightmarish when you’re running multiple monitors with mixed refresh rates or resolutions. And it becomes an absolute hellscape when you’re running different apps and games that use different graphics APIs at the same time(like when you work in the game industry and have a bunch of different apps open between screens).
I’m not affected by this MPO issue at all then, but I’ve seen AMD threads about it tho. Wanna bet the PTR memory leak makes it into Live next reset, and no performance improvements?
Well there’s only one way to actually rule it out and that’s to actually test it.
I’ve spent hours on PTR this week and haven’t seen any memory leaks. I almost always have my Afterburner readings overlay up while I’m testing. If there is one, then it would likely be one that takes more than two hour sessions at a time. I’ll keep an eye out next time I get on.
I did disable MPO, made no difference and I don’t have issues outside of WoW, then enabled it again. That’s why I said I’m not affected by this.
If you try to browse collection tab or anything related to transmogs, it adds ram usage. I saw there was a patch today, but I haven’t tested PTR since yesterday.
Memory Leak - In Development / Dragonflight 10.0.5 PTR - World of Warcraft Forums (blizzard.com)