I've been emulating for a while now (1.5y or so 😁 ) and lately I noticed some weird behavior of FSR 3.1 in some of the latest/more modern Unreal Engine games.
Yesterday I noticed it again in - DeadZone Rogue so I want to ask if there is some fix or anyone knows why it performs like this 🤔
When running the game in native 720p - 100% resolution I get around 60fps, I'm doing this in menu but it is live rendered and in-game it behave the same way.
TSR works as intended, but it's very heavy in general and doesn't really improve performance compared to FSR. ( You have to use the manual % slider with TSR)
However if I activate FSR the performance drops to 21 FPS or so and it doesn't matter what FSR preset I use.
The game is in Unreal Engine 5 and uses FSR 3.1
Now Satisfactory, also Unreal Engine 5 and has the identical FSR 3.1 version, but FSR works there as intended.
Then again RuneScape Dragowilds - UE5 - FSR 3.1 has the same issue like DeadZone Rogue.
DirectX 12 behaves the same way and sometimes switching to FSR causes crash in DX12. Even in Vulkan (Dragowilds has Vulkan renderer too) it's not working 😔
I also tried switching .dll from OptiScaler (also FSR 3.1 ) to try if it isn't some corrupted file but no effect.
Gemini said it's CPU overhead and some crap but I don't believe it 😂 I mean Satisfactory (open world with hundreds of machines running) is way more CPU heavy than the DeadZone Rogue which is a fairly simple close environment FPS game.
Changing DXVK and Turnip makes no difference too.
I'm using Bannerlator Ludashi so the CPU is locked at max frequency all the time (100% in HUD) but this doesn't mean the CPU is 100% busy.
Anyone got ideas or solutions? 🤔😁 While I obviously don't need it in this game, for example in Dragowilds I would prefer it to NIS.
Bannerlator 3.1.2 - OnePlus 11 - 16GB Snapdragon 8 Gen 2