- BATMAN ARKHAM KNIGHT UPDATE FILE CRACK CODE
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- BATMAN ARKHAM KNIGHT UPDATE FILE CRACK CRACK
The game hovered around 11,000 live textures at any one time, but the number of CreateTexture2D() calls kept climbing - an indication that the streaming system is almost certainly never recycling texture objects, which is a big no-no.
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BATMAN ARKHAM KNIGHT UPDATE FILE CRACK CODE
I added code to wrap the 2D texture objects and track their lifetime, in addition to tracking the number of texture creation calls, and the results were interesting: Another smoking gun potentially pointing to the streaming system, but I still wanted to check one more data point.
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Tracy gathers aggregate statistics, and inspecting them revealed that CreateTexture2D calls taking a long times are quite frequent. When a 60 FPS framerate allocates an ~= 16 milliseconds budget for the entire frame this is quite a problem. There were a few CreateTexture2D() calls taking over a millisecond each:
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That worked beautifully, and while I wasn’t able to hook the DXGI Swapchain’s Present() call and get accurate per-frame timings, I was able to see the D3D11 calls and I immediately saw a giant red warning flag: I grabbed the source code for ReShade, which implements a layer that intercepts Direct3D 11 API calls, and integrated the Tracy Profiler into it, so I can get an idea of what API calls the game’s making and how much time it spends in each of them. I still wanted to know how the CPU is spending its time, so I decided to get a bit creative. This turned out to be more difficult than usual - I have the DRM-laden Steam version, and it seemed to resist any frame capture tools I throw at it like Renderdoc et al. The fact that the GPU isn’t fully utilized pointed a finger towards the CPU-side code, and the stutters being associated with traversing the world via gliding or the Batmobile made the game’s streaming system the primary culprit, so I decided to investigate further. FWIW, all my work has been with the GameWorks effects turned off. So I decided I’d take a stab at this one. I liked the game a lot yet suffered from its performance even on top-tier hardware - and technical puzzles, especially ones related to game performance, captivate me.
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Richard Leadbetter even calls Arkham Knight’s performance “a puzzle been trying to crack for years now”.
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Digital Foundry revisited Arkham Knight again in a 2018 video, with the video title calling it “One of PC’s Worst ports” and the intro voice-over referring to it as “The dreaded PC version” - and then again in a 2019 video covering the re-release on the Epic Games Store which comes sans DRM. The game later returned to retail with an update which Digital Foundry covered in a 2015 video and found to be neither good-enough nor efficient: hitches and stuttering were still around, and the GPU was far from being fully utilized. The initial release had absolutely horrid performance that was best covered by a Total Biscuit video in which he described seeing “hitching and frame-rate drops, especially when driving or flying fast around the city”, and that wasn’t an isolated experience - the situation got so bad that the PC version was removed from sale.
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“There’s that sort of sense that many technical people will see or feel when you see something and you know what it could be, and you know it could be important, and you see companies just doing it wrong - there’s that powerful desire to fix it and do it right and show them sort of how it’s supposed to be done”Įver since its release in 2015, Batman: Arkham Knight has had a terrible performance profile.