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Quantum Break: More like Quantum Broken.

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quantum is the first full Dx12,it displays one frame by calculating 3 frames,it renders at 720,even on pc,and runs everything on the GPU it's hard coded to run at 30FPS,even on PC and even when turning of the 30FPS lock it tops out at about ~50FPS.
A lot of this we already saw with older Dx11 ports,still a lot of people where asking for Dx12 so that ports would become easier,you got your wish.


Sadly I can see this becoming the standard for the foreseeable future,games that will run great on tablets and not even 1.5Ghz CPU cores but will greatly underutilize a PC.

So nothing has changed except the fact that weak CPUs can now handle high end gaming too...

So it's still an improvement.

Thanks.

What a shame that gaming is GPU intensive......
 
pcgameshardware updated new bench.Check out

http://www.pcgameshardware.de/Quantum-Break-Spiel-15745/Specials/Technik-Test-1191358/

at 1920x1080 :
Sapphire R9 Fury Nitro is 23% faster than Palit GTX 980 Ti Super Jetstream ( min Fps)
Sapphire R9 Fury Nitro is 15% faster than Palit GTX 980 Ti Super Jetstream ( max Fps)

Are there any statistics out there on how many people have monitors with 140hz and higher refresh?
Cause on 60Hz it's unplayable, no matter what card you have.
 
Are there any statistics out there on how many people have monitors with 140hz and higher refresh?
Cause on 60Hz it's unplayable, no matter what card you have.


You'd have to get access to an etailer like the egg on zon but ugh good luck. I suppose we can run a poll here and that would be more applicable for us.

I run triple 1080 144hz myself.
 
I'm not sure why anyone expected anything different from a company that brought us and defended GFWL for so many years, but never actually bothered to fix the glaring issues, and then just dropped support and left it to everyone else to fix the mess. No, I will not be participating in their UWP experiment. I have plenty of other things to do that don't involve spending money on that waste of code obvious grab at control. If they were actually HONEST about it, and said, here's our vision and plan, but it doesn't work the greatest, so use it at your own risk knowing the limitations and bugs, it might be one thing, but they are openly trying to force people to the platform.

DX12 was never anything but a carrot. Maybe in 5 years they MIGHT get everything ironed out, but MS is not savior for gamers. They care more about Xbox than Windows these days, and that isn't saying much.
 
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DX12 was never anything but a carrot. Maybe in 5 years they MIGHT get everything ironed out, but MS is not savior for gamers. They care more about Xbox than Windows these days, and that isn't saying much.


DX12 is real, check out the work in AOTS. YOu have to separate the manure that Microsoft is pushing from everything else. I think everyone agrees the crap MS is pulling is bad for everybody.
 
I've not gotten my free pc key yet for Quantum Break so I can't try this, nor have I installed Windows 10. Has anyone compared Quantum Break (PC) to streaming Quantum Break from the Xbox One to the Windows 10 Xbox App?

It'd certainly be interesting as to which offers the best stability and performance.
 
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http://www.eurogamer.net/articles/digitalfoundry-2016-what-went-wrong-with-quantum-break-pc

GCN console effect? AMD is ravaging Nvidia. Doubt I'll be picking this up. Not sitting around for 6hrs waiting it for download and install with all those issues.

I read Article and found one :

Crashing: On two of our Nvidia-equipped systems, Quantum Break crashed. A lot. It's important to stress that it's not the game code itself that died, but rather the Nvidia driver. It's not often that we see the display driver itself crash and recover outside of extreme overclocking tests, but that's exactly what we experienced here. We attempted to rectify the issue by eliminating all traces of the driver from our machines and re-installing, while also using both the latest and older drivers - the results were the same. Quantum Break is unstable on Nvidia hardware, and this may well also explain the inexplicably poor performance we put up with on GTX 970 - remarkably, the AMD R9 390 equivalent is 50 per cent faster.

Crash because of Heavy Async compute ?
 
Game looks average, pretty obvious devs only optimized it for consoles and since the hardware is similar to desktop pcs it runs better there.

Turns out letting devs do the work isn't such a great idea after all, also bye bye to multi gpu setup on most games.
 
http://www.eurogamer.net/articles/digitalfoundry-2016-what-went-wrong-with-quantum-break-pc

GCN console effect? AMD is ravaging Nvidia. Doubt I'll be picking this up. Not sitting around for 6hrs waiting it for download and install with all those issues.

The game is one unoptimized turd and on top of that is crippled by Microsoft's Windows 10 UWP platform:

When asked if the texture pop-in could be addressed in a patch, Remedy's PR rep Thomas Puha said no. "That just unfortunately is a quirk of our graphics engine," he said in a Tweet. Texture pop-ins occur when ugly low-res textures serve as placeholders and eventually snap into the high-res textures you're supposed to see. The graphical ghosting issue can't be fixed, either: "Ghosting is just a result of the temporal reconstruction. Just the way we render things," Puha said.

http://www.tweaktown.com/news/51538/remedy-admits-completely-fix-quantum-break/index.html

This is pretty bad too.

"Image quality: Then we have image quality. On Xbox One, Quantum Break uses a clever reconstruction technique designed to free up resources while producing a relatively clean image. It works quite well. On PC, with more capable hardware, we would prefer to see an option to render at the native resolution of our display without this feature - but this is not provided. What this means for users is that '1080p' effectively produces a reconstructed 720p image rather than a native full HD output. Rainbow Six Siege offers a similar technique but on PC, it's optional. This is a technique that looks nice on a television from a normal viewing distance, but when you're pressed up against a high resolution PC monitor, the results are blurry and lacking detail."


NV users can basically forget this game until a game patch/driver update.

GTX 970 vs R9 390 in Quantum Break

MS's start with UWP is horrible. They should have either delayed all of these games or released them on Steam.
 
The game is one unoptimized turd and on top of that is crippled by Microsoft's Windows 10 UWP platform:

When asked if the texture pop-in could be addressed in a patch, Remedy's PR rep Thomas Puha said no. "That just unfortunately is a quirk of our graphics engine," he said in a Tweet. Texture pop-ins occur when ugly low-res textures serve as placeholders and eventually snap into the high-res textures you're supposed to see. The graphical ghosting issue can't be fixed, either: "Ghosting is just a result of the temporal reconstruction. Just the way we render things," Puha said.

http://www.tweaktown.com/news/51538/remedy-admits-completely-fix-quantum-break/index.html

This is pretty bad too.

"Image quality: Then we have image quality. On Xbox One, Quantum Break uses a clever reconstruction technique designed to free up resources while producing a relatively clean image. It works quite well. On PC, with more capable hardware, we would prefer to see an option to render at the native resolution of our display without this feature - but this is not provided. What this means for users is that '1080p' effectively produces a reconstructed 720p image rather than a native full HD output. Rainbow Six Siege offers a similar technique but on PC, it's optional. This is a technique that looks nice on a television from a normal viewing distance, but when you're pressed up against a high resolution PC monitor, the results are blurry and lacking detail."


NV users can basically forget this game until a game patch/driver update.

GTX 970 vs R9 390 in Quantum Break

MS's start with UWP is horrible. They should have either delayed all of these games or released them on Steam.

UWP has nothing to do with anything you are quoting. Why are you trying to blame UWP for shitty Port?

Did people blame Win32 API and DX11 for sucking because of Arkham Knight?
 
UWP has nothing to do with anything you are quoting. Why are you trying to blame UWP for shitty Port?

Did people blame Win32 API and DX11 for sucking because of Arkham Knight?

First line I wrote:

"The game is one unoptimized turd and on top of that is crippled by Microsoft's Windows 10 UWP platform:"

If you could toggle VSync and have CF/SLI support via UWP, it might have been better. Let's not defend MS's UWP either. It has a ton of issues on its own, widely documented; some of which are expected to be fixed around May but we'll see.
 
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