This specific problem is caused by a failure to shut down properly. The machine may take up to a minute (or more if you have hard drives in your system), which it will then reboot again and be ready for use. If it asks to restart, type Y and hit enter, save your work, then restart the machine. Open an administrator command line, (CTRL+SHIFT+CLICK on command console icon, used to be called 'MS-DOS prompt'), and type in the following CHKDSK /F C: then press enter. I just choose to wait until it's on GoG or similar sites without it, as it can cause the exact issue you describe. I've personally avoided Denuvo like the plague but don't use pirated software either. So look to see if your game has Denuvo, it might be the root cause of it. Some forms of Denuvo DRM can also cause a stutter, as has been noted in Just Cause 3, and looping these DRM phone-home calls back to 127.0.0.1 via Windows hosts file can be helpful. That's what happens on my 3700x in *some* applications if I leave some (but not all) monitoring software open, especially if it's older software that predates the processor. There's likely monitoring software doing it if the stutter is regular in intervals. I make 3D game worlds and know a decent bit about PC hardware. Nope, you need to learn this to help know why you're getting stuttering and how to fix it. These are how things are rendered in open-world 3D games for ages now, these get progressively simpler as the camera/player is further away, requiring less triangle fill from the GPU to render, and much less draw calls via the CPU to render. They will all draw in at once, take for example, two or more identical doors on an apartment building. This has no performance hit and is only a bonus to performance if anything. So it pays in DX11 and below to keep draw calls down more than say in DX12 where multiple threads are working to drive the GPU to fill in the scene.īatching = multiple identically textured surfaces on a model will batch, this is implemented at game-engine rendering engine level. Lots of little draw calls really slow down filling in the scene, especially if the engine has a lot of state changes in between. It does not make much difference to the gpu if it's got to render 1 surface, or 10,000 surfaces with one draw call, the gpu can render all this in roughly equal time. If a model has forty different surfaces, each with a different texture, it will require 40 draw calls. ![]() If a model has four different textures on it, and all the faces using each like-texture are sewn together while modeling, then it will require four draw calls (or more, if there's LOD versions of that same model in the distance, different LOD's won't batch). Thousands of time per frame, 50~100 frames a minute (or more / less).ĭraw calls are simply the CPU processing the scene and telling the video card to render one identically-textured connected set of (UV) textured surfaces on a model, one at a time. ![]() The biggest one is that DX12 allows multi-threaded draw calls - that means in scenes with a LOT of detailed objects, the gpu won't be waiting for a single-thread of the CPU to file all the draw calls to the GPU one at a time. I did see online that folks "resolved" this by disabling the "Control Flow Guard" for the specific application - just as a test then I toggled this OFF globally and then even tried fully disabling all exploit protection globally (as well as all firewall/Defender security blocks just as a test), but - this did not resolve the issue at all for me in my tests.Īre the games or the API just "bad" or what? I expect others have seen this issue in practice as well.Īnyway, thank you for your help and time, I really appreciate it.ĭX11 and DX12 differ in a few ways. Notably, this stuttering disappears when I switch over to DX11 (for BFV for example). The games are also up to date on its latest patch.įor every DX12 game I have tested (Battlefield V/Control/Borderlands 3), I get frequent awful hitching/stuttering whenever I enable the DX12 API regardless of other settings. My Nvidia driver and windows itself are fully up to date. For this, I'm using a 3900X and 2080S at stock clocks along with 32 GBs of DDR4 3200 Mhz RAM on an NVMe SSD for context if it's relevant (playing at 1440p).
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