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Forza Horizon 3 PC Performance Patch out

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i wouldn't personally, because i like physical copies... but yea, good point. people would certainly abuse the hell out of that.
 
So is this game worth buying then? I haven't played a car racing game in forever, and I'm thinking about picking this one up.
 
I'm thinking probably the physics. Horizon is supposed to have the same "simulation" as the mainline Forza games. Only now it has to model trees, water, etc.

If the physics is consuming that much CPU, then it must be the worst physics engine of all time.
 
Multithreaded rendering uses up all available cores no matter if it needs to (gpu is able to show all fps rendered) or not.

Nah, it can't be the multithreaded rendering. Multithreaded rendering in DX12 has very low overhead as the workload is spread more or less evenly across all the CPUs. But looking at the screenshots that gradoman posted, his CPU usage doesn't seem very heavy at all.

Nowhere near to being maxed out, unlike DSOgaming's setup.
 
Comparison pre and post patch:

Nice find, huge improvement. Went from CPU bound (70ish% GPU) to completely GPU bound (99%) 70-80 fps -> 110-120 fps.

Sad it took this long for the patch, hopefully people that like racing pick it up 🙂
 
Nah, it can't be the multithreaded rendering. Multithreaded rendering in DX12 has very low overhead as the workload is spread more or less evenly across all the CPUs. But looking at the screenshots that gradoman posted, his CPU usage doesn't seem very heavy at all.

Nowhere near to being maxed out, unlike DSOgaming's setup.
There are two possibilities,
You have a fixed workload like going for 30FPS or 60 or vsync,then a fixed amount of workload get's split up into smallish threads and you have the so called "low overhead" (basically you just don't need a super fast core to do it in one thread)
Second possibility you go for no vsync and variable fps in this case you have an infinite workload,no matter how much you split it up each splinter remains infinite,all cores fill up and you scrape at 100% utilization.

Gradoman uses vsync/frame cap at 60 fps at least his screenshots show only 60fps.
 
Comparison pre and post patch:


He was just driving around in the open area where CPU issues weren't that bad before. In the city area the difference is titanic, especially in certain areas. I haven't bothered to check my CPU usage and I don't even have a program to show me all the cores during gameplay. This is a fun racing game though. If you're in the mood for a new car game, this is the best one around IMO. The hot wheels expansion is pretty sick really.
 
What kind of OSD works with UWP games? From what I know none works so far?

Oh MSI Afterburner works now. Awesome. The previous RTSS version was not showing anything for me! :S
 
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Well I went ahead and pulled the trigger. No regrets. Game runs flawlessly on my sig rig with Ultra settings @ 1440p

For those with NVidia cards, GeForce Experience overlay also works.
 
Out of curiosity, does this performance patch also apply to the demo? Would be nice to retry the demo as patched just for the hell of it.
 
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