GPU Benchmark (Auto Quality) Regression

Reproduce:

  • Open console
  • Type scalability auto multiple times in a row

Expected:

  • GPU benchmark value should be in consistent range (for my GTX 760 about 85-87)

Current:

  • GPU benchmark value is 9/10 times much too low (8.7 instead of 87)

Note:

  • scalability auto calls Scalability::BenchmarkQualityLevels() with default WorkScale value of 10 however changing this in code to a lower value like 1 returns completely consistent results (however probably not as accurate)
  • This was working perfectly in UE 4.8.3 (however I was using WorkScale 5 there but this fails on 4.13 still about 50% of the time)
  • This breaks auto detecting quality settings for UE4 Editor as well as auto detecting quality levels in games which rely on SynthBenchmark like Paragon

Hi dgrieshofer,

I’m unable to reproduce this locally. Can you send me your dxdiag?

Also, can you open up the output log and try this again? There’s more info provided there and I’d like to see what it says. You can paste this in a txt file and attach it.

Hi, . Sure here it is. Unfortunately I could not get scalability auto to trigger the correct GPU benchmark value (~85) even once out of the about 50 times that I tried and always got the completely incorrect values (7-9)

Hi dgrieshofer,

Can you create a blank template project and perform the scalability auto console command again? I’d like to see if it changes when you’re not working in your custom project.

Hi , unfortunately this does not seem to have any effect as can be seen in the attachment.

Hey dgrieshofer,

I just wanted to update you on our testing for this. Our Compatibility Lab is in the process of moving and is not completely set up yet. I will try to update you when we can actually test this on a 760.

We are seeing the same problem with a couple of cards (980M) on certain machines. I was actually able to fix the variability by going to the NVidia Control Center and setting “Power management mode” to “Prefer Maximum Performance”, which might indicate it’s swapping between the integrated graphics card?

Regardless, it’s not a solution since we can’t expect all of our players to make that change.

Also of note is that the issue doesn’t appear to happen in the editor. We’ve only seen it in our cooked builds.

Cheers,

Actually some more info here: It looks like the third GPU SynthBenchmark test gets skipped whenever this happens.

Hey ,

Actually, you sort of need to expect your players to do that. Otherwise they’ll be playing on integrated graphics. And when you’re on integrated graphics, you’ll get degraded benchmark results. Without further testing, I THINK your issue is separate from the OP.

I don’t use a gaming laptop anymore, but I used to. This was an issue as a gamer that I had sometimes. It’s just part of gaming on a laptop, dealing with GPU switching.

Also, dgrieshofer: Again, sorry for the delay, but our team is moving to the new building that holds the compatibility lab and we’ll get to testing this.

Hi All,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Hi W.,

please don’t ninja close this on us as this is still happening in 4.14!

This is standard process when we get no response. It was mistakenly closed while going through issues with no responses lately.

I’m still unable to reproduce this issue in a standalone game with 4.14.1 and a first person template project using Win10 with 16GB RAM and a GTX 760. Can you confirm this still occurs in 4.14.1?