Unusual resource consumption observed in AC Unity project.
Unusual resource consumption observed in AC Unity project.
It's widely understood now that AC Unity behaves poorly on PC, yet its performance remains puzzling. Lowering detail options doesn't consistently improve frame rates or reduce stutter, and adjusting resolution often doesn't help either. While I enabled MSI Afterburner during playback to monitor usage, the data revealed strange patterns. (All settings at full, AA turned off, 2560x1440 resolution.) The GPU utilization fluctuates wildly, and VRAM consumption is excessive. (Don't worry about VRAM on GPU2—sometimes Afterburner fails and displays misleading numbers. It was intriguing, though.) I'm curious about the cause! Are they employing cutting-edge technology, or are they struggling with DX11?
Your clocks tend to be quite consistent, usually stable over time.
It's really bad since it creates too much load for dx11 to manage
Start simplifying variables to analyze data effectively. Lower graphical quality and reduce settings for easier testing. Run comparisons at minimal resolution and low performance levels. Observe frame consistency, monitor CPU usage, and evaluate differences between high and low detail runs. For accurate overlays, maintain a steady benchmark process.
I understand you're trying to set up MSI Afterburner and Uplay Overlay together. Since Ubisoft titles don’t support Uplay Overlay with MSI Afterburner overlays, you might need to adjust your approach or use alternative methods.