This summary of the video was created by an AI. It might contain some inaccuracies.
00:00:00 – 00:16:38
The video critically assesses the Patch 7 update for "Star Wars Jedi Survivor," focusing on whether it improves performance on the PC platform, specifically addressing the persistent CPU bottlenecks. The update promises enhancements such as DLSS support and frame generation, but these features primarily benefit GPU performance and do not resolve the central issue of CPU limitations. Despite these added functionalities, significant performance issues remain, especially in CPU-intensive scenarios, leading to spiky frame times and sub-60 fps rates. The speaker notes that disabling ray tracing and using performance modes helps, yet the fundamental problem persists. Overall, while the patch introduces beneficial features for NVIDIA RTX GPU users, the game continues to struggle with optimal performance, particularly in densely populated areas, indicating that the game remains more CPU-bound than GPU-bound.
00:00:00
In this part of the video, the focus is on assessing whether the Patch 7 update for Star Wars Jedi Survivor has resolved performance issues on PC. The discussion highlights that previous updates frequently promised more patches, which is no longer the case with Patch 7, implying it could be the final state of the game. Key updates include performance enhancements, optimization improvements, and the addition of DLSS support. However, it remains uncertain if DLSS could have been included earlier due to AMD sponsorship deals. The segment explains that console performance improvements largely come from disabling ray tracing to achieve smoother 60fps gameplay. On the PC side, issues have been predominantly CPU-related, rather than GPU-related. The presenter tests the game on a mid-range PC setup with Ryzen 5 5600X and RTX 4060, using Intel’s Present Mon overlay to differentiate between GPU and CPU performance impacts. Results reveal persistent performance issues in CPU-intensive areas, with spiky frame times and frame rates below 60fps, indicating that the CPU bottleneck remains a significant problem despite the update.
00:03:00
In this part of the video, the speaker discusses performance issues related to the CPU rather than the GPU in a game, particularly when using features like DLSS upscaling and frame generation. Standing still in-game can relieve some CPU load. The game update introduced DLSS upscaling and frame generation, which are explained to perform differently. DLSS3 upscaling is an updated version similar to DLSS2, while frame generation can be separately enabled. Upscaling, in general, reduces GPU strain but not CPU issues. Despite switching to performance mode, which lowers internal resolution to 540p and upscales to 1080p, the frame rate remains below 60 FPS, indicating persistent CPU limitations. The DLSS upscaler provides better visual quality compared to FSR2, especially when upscaling aggressively, with less pixelation and ghosting.
00:06:00
In this part of the video, the speaker discusses the implementation of DLSS (Deep Learning Super Sampling) in the game. While DLSS improves image quality by reducing ghosting and better reconstructing foliage, it does not address the underlying performance issues, particularly in CPU-limited situations. The game still struggles to maintain 60 FPS, often falling into the 40s. For users with NVIDIA RTX 20, 30, and 40 series GPUs, DLSS offers a better upscaling option without needing mods. Additionally, frame generation is now available for NVIDIA 40 series GPU users, which interpolates between frames to enhance smoothness. The speaker notes some visual artifacts during rapid scene transitions, indicating it’s not a flawless solution, but it does help marginally improve gameplay visuals. However, the frame generation doesn’t completely resolve performance problems, and the game still experiences low frame rates and inconsistent frame times.
00:09:00
In this part of the video, the speaker discusses the impact of frame generation on frame rate and game responsiveness, particularly when CPU limitations are a factor. While frame generation can enhance motion fluidity on high refresh rate monitors, it does not improve game responsiveness as it doesn’t interact with the game’s engine. Additionally, only the 40 series graphics cards support frame generation.
The speaker then explores ways to enhance performance for users without frame generation. Disabling Ray tracing, which imposes a hefty load on both the GPU and CPU, helps achieve higher overall frame rates and alleviates the CPU burden. However, significant frame stuttering persists, indicating uneven frame smoothness.
Shifting to conventional upscaling techniques like DLSS and FSR2 upscaling, the speaker demonstrates how these can be beneficial once the CPU load is reduced. By rendering the game at a lower internal resolution and using performance mode, they illustrate that GPU utilization decreases, showcasing an improved balance between GPU workload and frame time consistency.
00:12:00
In this part of the video, the presenter examines the limitations of the CPU and GPU performance in a graphically intensive town area of a game. The frame time graph reveals spiky performance, with 99th percentile frames (1% lows) significantly under 60 FPS, despite an average frame rate near 60 FPS. They disable ray tracing and enable frame generation on a 40-series GPU, which smoothens the experience but does not resolve the CPU bottlenecks completely, as shown by persistent spikes in the frame time graph. V-sync is discussed as a potential solution but is incompatible with frame generation. The presenter concludes that the game is more CPU-limited than GPU-limited, especially in densely populated areas, while less populated areas demonstrate better performance.
00:15:00
In this part of the video, the speaker discusses the performance of a specific game when testing GPUs, focusing on frame rates and CPU limitations. They note that in less CPU-limited areas, the frame rates can exceed 100 FPS, but even with powerful hardware, CPU bottlenecks occur, particularly in populated areas. The speaker expresses some disappointment with these limitations, despite new features like upscaling options and frame generation, which have been added to improve performance. They conclude by suggesting that while some improvements have been made, the game still doesn’t run optimally in certain conditions.