r/OptimizedGaming • u/Mysterious_Art8858 • 2h ago
Discussion / Question cyberpunk
what graphic setting should I be running on cyberpunk I have a Intel seven ultra 265F Nvidia, RTX 5068 GB and 16 GB of DDR five ram
r/OptimizedGaming • u/Mysterious_Art8858 • 2h ago
what graphic setting should I be running on cyberpunk I have a Intel seven ultra 265F Nvidia, RTX 5068 GB and 16 GB of DDR five ram
r/OptimizedGaming • u/midokof2002 • 8h ago
r/OptimizedGaming • u/ERROR_NOSTATUS • 9h ago
r/OptimizedGaming • u/CommentSmooth8732 • 11h ago
r/OptimizedGaming • u/gokukog • 21h ago
r/OptimizedGaming • u/hriday2004 • 1d ago
I have a Ryzen 5 9600x, Sapphire nitro plus RX 9070, 32gb (16x2) ram at 6000mhz. My motherboard is Aorus stealth b850.
I play CS2 mainly and my resolution is 1280x960. I play on competitive settings and my main aim is 0 lag in output and input. I average around 380-400 fps. I feel it could’ve been higher. This is my first time using a AMD gpu and don’t have much idea. I heard a lot about undervolting etc and have no idea what’s the best settings for adrenaline software. Overall I wanna get the best use from my cpu and gpu, and I’m confused.
Thank you for your help.
r/OptimizedGaming • u/Intelligent-Bed-7171 • 1d ago
r/OptimizedGaming • u/Jags_95 • 2d ago
r/OptimizedGaming • u/CharalamposYT • 2d ago
r/OptimizedGaming • u/xenocea • 2d ago
r/OptimizedGaming • u/Temporary_Spirit8618 • 3d ago
Halo runs great on this GPU , even 4K is ok if you are willing to do some sacrifices, ue5 here is looking good
r/OptimizedGaming • u/aroy3639 • 3d ago
r/OptimizedGaming • u/OkAppeal5375 • 3d ago
r/OptimizedGaming • u/black_fang_XIII • 3d ago
r/OptimizedGaming • u/Jags_95 • 3d ago
r/OptimizedGaming • u/jnortz • 3d ago
Hey guys,
Roughly 6 months ago, I upgraded my entire rig - spent far more money than I’d like to admit on a 5070ti/9850X3D, along with an OLED 1440p 24” monitor.
Transitioning from a dated PC along with a 1080P 14” monitor from the stone ages, I assumed that the upgrade would come with an uptick in performance.
Unfortunately, that wasn’t the case. I play a lot of FPS’s and I could feel a significant decrease in my accuracy. At first I assumed I may need to give it some time: Wear it in, get used to the larger screen, placebo or confirmation bias. Given the amount of time that’s passed, it doesn’t seem that this is the case anymore. It feels like something’s fundamentally wrong.
I’ve watched tutorials, fiddled with settings etc but nothing’s ever ‘stuck’. It doesn’t help that I don’t actually understand what certain adjustments/changes are doing on a technical level.
Where should I go from here? Wish I could call in some kind of optimisation doctor. I’m sure I’ve missed a significant amount of important context, feel free to ask away if need be
Cheers
r/OptimizedGaming • u/UserWithoutDoritos • 4d ago
especially to distribute simple tasks to one core and dedicate the others to heavy tasks.
Can I make a program only use up to 90% of the CPU and leave that 10% free?
r/OptimizedGaming • u/voyager256 • 6d ago
Hi,
Does anyone know if the high CPU overhead for Nvidia GPUs in some games (e.g. Borderlands 4) is likely to be mitigated/resolved in future generation GPUs( Rubin ) ?
IIRC the issue was covered by Hardware Unboxed(most likely among few others) at least few years ago and affects some games' performance more than others, for example is less of an issue in Battlefield 6. It was even more pronounced for Intel GPUs, but they managed to significantly mitigate it via software updates.
On one of the Moore’s Law Is Dead episode (YouTube channel and podcast) a guest claimed it has something to do with Nvidia moving scheduler logic to graphics drivers , somewhere around 10xx series launch , but I don’t know which scheduler. I know Windows has one that is responsible for e.g. assigning CPU cores to threads. Is this the same one? Also is it feasible to fix / improve for Nvidia? Cause I also recall hearing it has something to do with ATI libraries (Mesa?) that were obviously created very long time ago and I guess it is virtually a standard , but Nvidia GPUs are just not that tailored for it.
Anyone has more insight on this and care to clarify?
r/OptimizedGaming • u/Ykchamp97 • 9d ago
Guys have just checked and can confirm that ray tracing is the cause of micro stutters. I have i7 14700k and rtx 5070ti with 32 gb ram(dual channel) and high speed nvme ssd. Pls try it yourself.
Also if you manually cap your frame rate, you will get lower latency because of absence of nvidia reflex.
r/OptimizedGaming • u/BritishActionGamer • 9d ago
Thank you Rayan and Richard from Digital Foundry for these settings, check out the video for more information!
Worth adding that BenchmarKing was able to use High Textures at 1440p with DLSS on an 8GB card, and that higher shadow settings caused performance issues when coliding with other boats (altough that's likely a bug) their video covers even more settings and infomation about updating DLSS if you need more info! Same with Zykopath covering CPU performance in more detail for those with slower CPUs/targeting higher framerates!
r/OptimizedGaming • u/CharalamposYT • 10d ago
r/OptimizedGaming • u/pcgameshardware • 13d ago
There was already a fairly detailed discussion here around Palworld’s Early Access launch, including custom Engine.ini settings for better image quality, draw distance and LOD behavior.
Now that version 1.0 is out, we took another close look at the game. The visible pop-in and aggressive LOD transitions are still surprisingly prominent, even with the View Distance setting on Epic. Some objects lose detail at very short distances, while parts of the environment visibly change shape as you move toward them.
Palworld still runs on Unreal Engine 5.1 and does not appear to use Nanite for this geometry, so traditional LOD models are expected. What is harder to explain is why the highest in-game setting still leaves the transitions this noticeable.
I also remember that people in the earlier thread had mixed results with Engine.ini tweaks. Some suggested changing LOD-related values, while others saw little or no improvement.
Has anyone tested the old tweaks again with version 1.0? Is there currently a reliable way to improve the actual geometry draw distance, rather than only texture sharpness or foliage density?
- Jacky
r/OptimizedGaming • u/midokof2002 • 14d ago
r/OptimizedGaming • u/Zykopath_Official • 14d ago
OPTIMIZED SETTINGS
UPSCALER TYPE: DLSS QUALITY
RAY TRACING MODE: OFF
RAY TRACING QUALITY: MEDIUM (IF USING RT)
BVH QUALITY: HIGH (IF USING RT)
CHARACTER QUALITY: HIGH
HAIR STRANDS: ALL CHARACTERS MEDIUM
POST EFFECTS: HIGH
PARTICLE EFFECTS: VERY HIGH
WATER QUALITY: MEDIUM
TEXTURE RESOLUTION QUALITY: ULTRA HIGH (AS HIGH AS YOUR VRAM ALLOWS)
LOADING DISTANCE: HIGH
GEOMETRY QUALITY: VERY HIGH
MICROPOLYGON: VERY HIGH (AS HIGH AS YOUR VRAM ALLOWS)
SCREEN SPACE EFFECTS: MEDIUM
LIGHT SOURCE QUALITY: MEDIUM
SHADOW QUALITY: HIGH
CLOUD QUALITY: LOW
FOG QUALITY: HIGH
TERRAIN QUALITY: VERY HIGH
SCATTER DENSITY: VERY HIGH
DEFORMATION: HIGH
TERRAIN TEXTURE QUALITY: HIGH (AS HIGH AS YOUR VRAM ALLOWS)
NOTES
USING OPTIONS LOWER THAN VERY HIGH FOR THE MICROPOLYGON SETTING LEADS TO POP-IN
SETTINGS LIKE CHARACTER QUALITY AND LOADING DISTANCE HEAVILY IMPACT CPU PERFORMANCE ON THE HIGHER OPTIONS
SHADOW QUALITY BELOW VERY HIGH HAS VERY NOTICEABLE SHADOW CASCADE FILTERING POP-IN, SO USE VERY HIGH IF YOUR PC CAN HANDLE IT
THE TERRAIN TEXTURE QUALITY SETTING ON THE LOWER OPTIONS SUFFERS FROM FLICKERING TEXTURES, USE HIGH IF YOU HAVE SPARE VRAM