Quantum Break: More like Quantum Broken.

Page 16 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

airfathaaaaa

Senior member
Feb 12, 2016
692
12
81
I think you have to be careful in saying that some GPUs can't handle Async compute. Ive done a fair amount of research on this subject, and from what I gather Async compute is simply running shaders in the compute queue that is independent of the main queue. Think this is why the term "asynchronous" was coined for this. (Although it also seems like you could synchronize it with the main queue but will result in heavy performance loss).

Now all modern day GPUs can handle this. However performance on the other hand is a different story as TheELF has pointed out. This is the part where its heavily debated on. Its quite hard to exactly understand how nVIDIA deals with graphics+compute tasks (parallel) because there is hardly any information on what happens inside their GPUs.

However at the end of the day, this is all to increase GPU utilization which naturally results in better performance (side effects could be perhaps higher power consumption also since more units are active). So Im beginning to think that there is no one approach to the debate. Plus shared resources also plays a big factor and this is but one tiny parameter in the design that affects overall performance (What normally gets discussed here is very high level).
people at ocn and beyond3d have done so many extensive tests almost a year now that they have covered pretty much all the possible ways to explain it
even the small arm chip that they found on the cards(that wasnt on any paper) is to be blamed too
 

Azix

Golden Member
Apr 18, 2014
1,438
67
91
https://www.youtube.com/watch?v=ZMVW9weEUh0

DF analysis of 1.7 patch.

Unplayable on NV due to Driver crashes .

Very buggy on AMD.

Seems Microsoft made a mistake trying to launch on both platforms at the same time,PC port definitely needs more time in the oven.

its not "very" buggy. Only saw that one glitch with the cellphone or earpiece. The real problem is that its still very demanding, though runs well without the up-scaling disabled.
 
Feb 19, 2009
10,457
10
76
its not "very" buggy. Only saw that one glitch with the cellphone or earpiece. The real problem is that its still very demanding, though runs well without the up-scaling disabled.

Visually, medium/high vs ultra isn't much different, it's still great looking with very atmospheric lighting. It's one of those games where Ultra just sets your rig up to fail. haha
 
Feb 19, 2009
10,457
10
76
I'd say the game seeming to be rendered at a different speed than the player is a pretty big bug.


https://youtu.be/ZMVW9weEUh0?t=5m27s

I call that nitpicking because when you play it at normal game speed (other gamer's videos too), it looks fine.

I'm playing Fallout 4 atm, the texture on the toes are horrendous. A solid block. When you crouch, your thighs go into your knees and the shin disappears into your thighs.. enemies like to clip through walls. Clothes don't clip right. AI behaving so stupid and irresponsive... so many other oddities. Game of the Year. lol
 

AdamK47

Lifer
Oct 9, 1999
15,727
3,574
136
Finished this game last night. 9 years after it was released. The slightly newer Steam DX11 version of the game.

The game still looks great and of course plays absolutely smooth at maxed out settings. It has an always on 4X MSAA and uses around 300W to 350W on my 5090 with 4K 144Hz locked at 60 fps. Runs much better than when I first tried the DX12 version with SLI Titan X cards near the games release. I remember the game running awful back then so I decided to wait to play it. 9 years later the wait was over.

A lot of the plot is filled in through reading computer screens and notes scattered throughout the game as collectibles. There is a live action "show" in between acts that I wasn't expecting. These shows are streamed within the game from outside servers. The servers are still up and running and I was able to view all of it. Shame that they don't allow that content to be installed with the game. The ending leaves wide open the idea that they wanted to do a Quantum Break 2.
 
  • Like
Reactions: GodisanAtheist

GodisanAtheist

Diamond Member
Nov 16, 2006
8,204
9,539
136
Finished this game last night. 9 years after it was released. The slightly newer Steam DX11 version of the game.

The game still looks great and of course plays absolutely smooth at maxed out settings. It has an always on 4X MSAA and uses around 300W to 350W on my 5090 with 4K 144Hz locked at 60 fps. Runs much better than when I first tried the DX12 version with SLI Titan X cards near the games release. I remember the game running awful back then so I decided to wait to play it. 9 years later the wait was over.

A lot of the plot is filled in through reading computer screens and notes scattered throughout the game as collectibles. There is a live action "show" in between acts that I wasn't expecting. These shows are streamed within the game from outside servers. The servers are still up and running and I was able to view all of it. Shame that they don't allow that content to be installed with the game. The ending leaves wide open the idea that they wanted to do a Quantum Break 2.

- Picked this up recently to have more "Remedy" style games to play. I've heard that all the cutscenes in the game are not local but streamed at a very low quality with all kinds of buffering issues etc.

Did you experience those issues while playing or has that element been fixed/is no longer an issue?
 

AdamK47

Lifer
Oct 9, 1999
15,727
3,574
136
The videos came through high quality, and I didn't have any buffering issues.

Did notice VRR flicker during video playback since they play at what looks like 24 fps. They play inside the game which has GSync enabled.

No VRR flicker at all during actual gameplay at 60 fps locked at 144Hz.
 
  • Like
Reactions: GodisanAtheist
Jul 27, 2020
27,119
18,639
146
Finished this game last night. 9 years after it was released. The slightly newer Steam DX11 version of the game.
How did you get over the weird walking physics of the main character? That was what put me off when I tried to play it on Xbox One. Then I downloaded 100+ GB of extra cutscenes. And never found the motivation to go back in. To give an example, it felt like how the character movement in the first two Hitman games felt or also how the character walks in the GTA 3 or Vice City games. I want the movement to feel "solid" like Splinter Cell or Devil May Cry 3.
 

Gideon

Platinum Member
Nov 27, 2007
2,028
5,032
136
I also played through it after finishing Alan Wake 2 on a RTX 4090. Ran well, and while there were some bugs (like a huge performance slowdown in the bridge level in some areas) it overall was very enjoyable

HIghly recommend playing, particularily when Remedy is doing their connected universe thing:

Unfortunately they don't own the Quantum Break IP (Microsoft still does), thus some characters and events aren't 1-1the same, but connections are very evident.

All in all. I'd say from the latest Remedy games (Control, Alan Wake 2 and Quantum Break) I'd rank the latter as the most engaging one to me.
 

AdamK47

Lifer
Oct 9, 1999
15,727
3,574
136
How did you get over the weird walking physics of the main character? That was what put me off when I tried to play it on Xbox One. Then I downloaded 100+ GB of extra cutscenes. And never found the motivation to go back in. To give an example, it felt like how the character movement in the first two Hitman games felt or also how the character walks in the GTA 3 or Vice City games. I want the movement to feel "solid" like Splinter Cell or Devil May Cry 3.
Didn't see any weird walking physics. Nothing felt off to me.

Only encountered 1 bug that happened about three times during playthrough. Reloading a checkpoint would sometimes not load specific assets. Tables, computers, chairs, and whatever would just not be there anymore. Seemed like a bug everyone would have.
 
Jul 27, 2020
27,119
18,639
146
Didn't see any weird walking physics. Nothing felt off to me.
I don't know if they fixed it in a later patch or if it feels different on PC but what I experienced was the character almost floating instead of experiencing friction from walking on the ground. It just didn't feel right.