Bad unstable performance on 5080

Game on 5080 works much worse than in Cyberpunk [with all maxed with path tracing] and have high-unstable performance issuess with stuttering, droping fps, switching voltages.

When i reach very smooth and clear gameplay in Cyberpunk 2077 (or any other game i tested 5080) in No rest for the wicked - i got serious stability issuess. Game works around 80fps (barely the same like on my previous 3080) but stutter a lot.

player.log

and second player.log from another session after using - “diag-job-temp-memory-leak-validation”

Stuttering occuring in UE5 when shaders and not pre-compiled. I don’t remember if wicked have pre-compiling shaders but it’s necessary for smooth gameplay without stuttering. So maybe it’s same issue on your engine- like in UE5? as Shaders use different language that is converted to other code to be understood by GPU - so Please update engine-game to compile shaders on first run to resolve issuess with performance and micro-freezes

i have played cyberpunk, kingdom come 2, some indie games, monster hunter wilds beta, elden ring, path of exile 2 and no rest for the wicked offers the worst performance and stability

My setup:
Monitor: 2K - 21:9
GPU: RTX 5080 Msi Gaming X Trio
RAM: 24GB 3777Mhz 16-16-16-32
CPU: Ryzen 7 5800x3D

Can you please share your logfiles as mentioned here: How to Properly Report Bugs!

i am sure this would help the team investigate the issue.

Damn… :confused: I am looking to buy a new PC specifically to play this game, but it seems no matter what GPU you have, the game runs poorly :frowning:
Right not I have a RTX 2060 (laptop) and game is unplayable, between 20-45fps.
I looked up several 4000’s cards like 4060, 4070 and 4080, and they all have problems with the game, despite running 150fps+ in other games.
Don’t matter if you have low or high end GPU, the game runs poorly.
Devs should really better this issues before putting more content into the game IMO

Any of you who have a good experience performance wise, and if so, what GPU are you on?

I run my good old and trusty 1080 and besides some occasional stutters when entering new areas i have no issues. no crashes, nothing.

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I have no issues now, devs fixed a lot of the performance last year, nameless pass was sttuter city for me on April, now i get nothing, loads fast too, my PC is less than stellar, Ryzen 5 3600, 16 gb ram, GPU is a RX 6600 8gb, the AMD adrenalin software says i peaked at 200 fps somewhere in the game, but im running performance, since i care more for stability than pretty graphics, thats too much though, i might get those up a bit hehehe.

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What resolution are you using? I’m running the game on RTX 4060Ti 16GB VRAM at 1920x1200 and have no stuttering. I have DLSS enabled on Quality settings. Please be sure you are not using the exclusive full screen mode. It’s more of a headache. There were reports of very bad FPS with it. Borderless window works much better.
If it doesn’t help, could you please post your PresentMon stats? Please follow my guide here

Heard good things about the 1080, but it’s not for sale anymore. I can either get a 4070 (nearly sold out) or wait for 5070, but game reportedly performs poorly on either.

Heard the RX 6600 is decent, also the RX 7800XT should be decent, but I run a lot of AI locally so need Nvidia/CUDA on my GPU :confused:

i would not recommend buying an 8 year old card lol.

i’d rather recommend sharing your logfiles with the development team, so they can have a look. (see the link i shared above) that might help investigate the underlying issues, before you storm the next best onlineshop :wink:

my point was rather that it does not seem to be an issue with specific hardware setups. each PC is unique. Issues can be anywhere. sure there are ways to optimize a hardware setup, but if that is really the cause for performance issues is speculation.

1 Like

I have updated my post by player.log from previous and today session.

I think game is just trashy optimized for good hardware like 5080 is. No matter it’s 3080 or 5080 it will result with the same performance when not worse - beside i have higher power consumption than in Cyberpunk at ultra while having worse FPS.

The PresentMon screenshot (I was refering to HERE) would show us clearly the GPU utilization. If it’s low, the problem is the CPU, explaining why you have the same FPS on 3080 and 5080. If the GPU utilization is high, enabling DLSS or FSR will help a lot. What resolution are you using?

You are not helping but spaming a little bit… as i said… i have much better performance and stability even in MH: Wilds and Cyberpunk on maxed settings. Please don’t add unnecessary comments if you are not a dev or much a technical person - that don’t know much about game-engines, performance. It’s not even compared to Full-plane Cyberpunk 2077 or Wilds which has much more stuff to render and calculate on GPU/CPU and massive shaders.

Game is just poorly optimized for high-end tiers and there’s nothing about utilization GPU. just by looking at log we see leak.
It’s nothing anyone who is not a dev - can help with. Issue need something more than just changing settings and is highly connected to game engine and it’s optimization - from my guess - with shaders.

@Steve_Jewer here is another report about performance issues, including logs. maybe you could have a look?

I’m not just a game dev. I’m the guy responsible for all rendering stuff here at Moon. So it would be really helpful if you can answer my questions. I can’t download the player.log. The link is no longer working for me.
I see you mentioned something about a leak reported in the log. Probably looking like this at the very end of the log:
image
I was investigating it and reporting to Unity about a year ago.
Sadly, it’s created during the game exit and can’t explain any perf. issues you are experiencing in the game play.
Regarding the shader pre warming, it’s true we need it and I’m literarily working on it right now. That will solve occasional stutter when a shader is used for the first time, but can’t explain any long term low FPS. To explain that, I really need to know the resolution you are using (you mentioned 2K 21:9 monitor, so probably 2560 × 1080?), your other in-game video and graphics settings and ideally the GPU utilization I was asking before.

Can you provide us with fresh logs, the ones linked in your original post don’t work for us.

Sorry then, but - 21:9 2K… is not… 2560… it’s 3440xx1440 - 2560x1080 = 1080p. 1440p=2k I don’t want to be rude but it’s very basic knowledge. Even for a basic IT guy and you are working on shaders…

-i have expanded my rivaTuner to see usage and seems like CPU is not used even at 50% but im not sure if it’s a case. It don’t seem to generate more FPS even with a more usage and mostly it use as it needs - it works well in Crucible at stable 144FPS but outside - specialy on this point it’s stuck around 80 FPS.

-im Using DLAA Quality and it seems used DLSS preset 20% at 100% have only 20fps difference.
-i see like only 30% of my cpu is used in this scene.

-ah and GPU usage is high - around 80-100% average staying in this place - sometimes drop less+more 5-10% and fps around 65-84 here, which for 5080 is really bad compared to other games - even unoptimized mh wilds

  • and it’s unity engine? do i understand correctly? if yes - it seems game works the same like Last epoch which is also builded on unity engine.

are you planning to add frame gen + nvidia reflex? it cut’s depedency on CPU side - which resulting in very good performance on high-end GPU’s that are limited by Graphic Engines (like RE engine used in mh wilds)

player.log

[Physics::Module] Initialized MultithreadedJobDispatcher with 15 workers.
Initialize engine version: 2022.3.31f1m1 (0)
[Subsystems] Discovering subsystems at path X:/SteamLibrary/steamapps/common/NoRestForTheWicked/NoRestForTheWicked_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1; jobified=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce RTX 5080 (ID=0x2c02)
Vendor: NVIDIA
VRAM: 15889 MB
Driver: 32.0.15.7216
Initializing input.
Input initialized.
Initialized touch support.
UnloadTime: 4.038200 ms
MoonDebug Initialized… Debug Allowed: False. Hidden on Boot: True
WwiseUnity: Wwise(R) SDK Version 2022.1.3 Build 8179.
WwiseUnity: Setting Plugin DLL path to: X:/SteamLibrary/steamapps/common/NoRestForTheWicked/NoRestForTheWicked_Data\Plugins\x86_64
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Couldn’t create a Convex Mesh from source mesh “farmingCropPumpkinState03HarvestA” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
The referenced script on this Behaviour (Game Object ‘debug’) is missing!
First video frame not zero: 2 (0.037989s). Result may be out of sync. Please make sure tracks all start at 0 in X:/SteamLibrary/steamapps/common/NoRestForTheWicked/NoRestForTheWicked_Data/resources.resource
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Couldn’t create a Convex Mesh from source mesh “oreVeinCopperChunksStageA_Model” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Couldn’t create a Convex Mesh from source mesh “oreVeinCopperChunksStageF_Model” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Color primaries 0 is unknown or unsupported by WindowsMediaFoundation. Falling back to default may result in color shift. X:/SteamLibrary/steamapps/common/NoRestForTheWicked/NoRestForTheWicked_Data/resources.resource
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Experimental build: False
Latest save directory: C:/Users/usdev/AppData/LocalLow/Moon Studios/NoRestForTheWicked\DataStore\15647. Build ID: 15647
C:/Users/usdev/AppData/LocalLow/Moon Studios/NoRestForTheWicked\DataStore\15647 init complete
Project Revision: 103437
Core Revision: 101895
Build Id: 15647
Build Configuration:
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Development Build: False
Scene Settings:
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Moon Profiling Tools: False
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Couldn’t create a Convex Mesh from source mesh “fortress_TowerStepB_00_Model” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Couldn’t create a Convex Mesh from source mesh “rock_Generic_wall_03_Model” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Couldn’t create a Convex Mesh from source mesh “rock_Generic_wall_01_Model” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
The referenced script on this Behaviour (Game Object ‘uppercastleArea’) is missing!
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “assets/arenaSurroundings/localLighting/streetLampB (1)/chainPivot/lanternPivot”
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “assets/mountainPassBridge/bridgeToMountainPass/streetLampB (2)/chainPivot/lanternPivot”
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “assets/mountainPassBridge/bridgeToMountainPass/streetLampB (3)/chainPivot/lanternPivot”
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “assets/uppercastle_blockout/castle_probuilder_stuff/GameObject (5)/GameObject (1)/Wall_wood_el2 (29)”
Couldn’t create a Convex Mesh from source mesh “prop_Food_Apple_01_Model” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Couldn’t create a Convex Mesh from source mesh “MeshCollider_Stone” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Couldn’t create a Convex Mesh from source mesh “house_stone_wall_04_Mesh” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
The referenced script on this Behaviour (Game Object ‘marketArea’) is missing!
Couldn’t create a Convex Mesh from source mesh “dashaGodstatueMaker_Model” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Couldn’t create a Convex Mesh from source mesh “dashaGodstatueMother_Model” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
The referenced script on this Behaviour (Game Object ‘entranceArea’) is missing!
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “filmoreTier3Smithy/blacksmith2_WoodStuffs/Roof_Small_TileB_10_Models (8)s/house_wood_Structure_01_Model (3)/GameObject”
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Exception thrown while inserting action view name: retalk_Line1 with parent: retalk into the action view map. (object: roanView(Clone), asset: [0A5CA9379F3A2A73]) OTHER WAS: name: retalk_Line1, parent: retalk Exception: An item with the same key has already been added. Key: [0A5CA9379F3A2A73]
Path: [DontDestroyOnLoad]/[QuantumViews]/roanView(Clone)/roanRookery/postBreachDialog/retalk/retalk_Line1:Transform
Exception thrown while inserting action view name: retalk_Line2 with parent: retalk into the action view map. (object: roanView(Clone), asset: [0A5CA9379F3A2A73]) OTHER WAS: name: retalk_Line1, parent: retalk Exception: An item with the same key has already been added. Key: [0A5CA9379F3A2A73]
Path: [DontDestroyOnLoad]/[QuantumViews]/roanView(Clone)/roanRookery/postBreachDialog/retalk/retalk_Line1:Transform
ActionView ladderEavesdrop doesn’t have a valid quantum asset reference. (gordonNPC(Clone)/[QuantumViews])
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Total: 674.953400 ms (FindLiveObjects: 186.010700 ms CreateObjectMapping: 117.124400 ms MarkObjects: 358.890400 ms DeleteObjects: 12.927400 ms)

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Couldn’t create a Convex Mesh from source mesh “MeshCollider_Stone” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
GibSystem : No Skeleton root on [QuantumViews]/wormView(Clone)/deathView/GibSystem
Path: [DontDestroyOnLoad]/[QuantumViews]/wormView(Clone)/deathView/GibSystem:GibSystem
Attempted to play a UI Event Definition without an Entity. Event was uiDeath
Path: [DontDestroyOnLoad]/[QuantumViews]/plaguedWolfView(Clone)
Attempted to play a UI Event Definition without an Entity. Event was uiDeath
Path: [DontDestroyOnLoad]/[QuantumViews]/plaguedRangerView(Clone)
Attempted to play a UI Event Definition without an Entity. Event was uiDeath
Path: [DontDestroyOnLoad]/[QuantumViews]/wormView(Clone)
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Total: 586.069700 ms (FindLiveObjects: 123.585300 ms CreateObjectMapping: 99.145300 ms MarkObjects: 347.988500 ms DeleteObjects: 15.349800 ms)

Couldn’t create a Convex Mesh from source mesh “statueWallSinkCrabA_Model” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Unloading 1 Unused Serialized files (Serialized files now loaded: 2264)
Unloading 817 unused Assets to reduce memory usage. Loaded Objects now: 1973366.
Total: 602.166700 ms (FindLiveObjects: 132.071400 ms CreateObjectMapping: 111.612600 ms MarkObjects: 346.345700 ms DeleteObjects: 12.136700 ms)

The referenced script on this Behaviour (Game Object ‘!ftraceLightmaps’) is missing!
Couldn’t create a Convex Mesh from source mesh “prop_Food_Apple_01_Model” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Couldn’t create a Convex Mesh from source mesh “rock_Generic_wall_03_Model” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Couldn’t create a Convex Mesh from source mesh “rock_Generic_wall_01_Model” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Couldn’t create a Convex Mesh from source mesh “house_stone_wall_04_Mesh” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Couldn’t create a Convex Mesh from source mesh “fortress_TowerStepB_00_Model” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
The referenced script on this Behaviour (Game Object ‘entranceArea’) is missing!
The referenced script on this Behaviour (Game Object ‘marketArea’) is missing!
Couldn’t create a Convex Mesh from source mesh “dashaGodstatueMaker_Model” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Couldn’t create a Convex Mesh from source mesh “dashaGodstatueMother_Model” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
The referenced script on this Behaviour (Game Object ‘uppercastleArea’) is missing!
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “assets/arenaSurroundings/localLighting/streetLampB (1)/chainPivot/lanternPivot”
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “assets/mountainPassBridge/bridgeToMountainPass/streetLampB (2)/chainPivot/lanternPivot”
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “assets/mountainPassBridge/bridgeToMountainPass/streetLampB (3)/chainPivot/lanternPivot”
The referenced script on this Behaviour (Game Object ‘sound’) is missing!
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “filmoreTier3Smithy/blacksmith2_WoodStuffs/Roof_Small_TileB_10_Models (8)s/house_wood_Structure_01_Model (3)/GameObject”
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “assets/uppercastle_blockout/castle_probuilder_stuff/GameObject (5)/GameObject (1)/Wall_wood_el2 (29)”
NullReferenceException: Object reference not set to an instance of an object.
at WwiseDefinitionSpatialRoom.DestroyRoom () [0x00000] in <00000000000000000000000000000000>:0

NullReferenceException: Object reference not set to an instance of an object.
at WwiseDefinitionSpatialRoom.DestroyRoom () [0x00000] in <00000000000000000000000000000000>:0

NullReferenceException: Object reference not set to an instance of an object.
at WwiseDefinitionSpatialRoom.DestroyRoom () [0x00000] in <00000000000000000000000000000000>:0

NullReferenceException: Object reference not set to an instance of an object.
at WwiseDefinitionSpatialRoom.DestroyRoom () [0x00000] in <00000000000000000000000000000000>:0

NullReferenceException: Object reference not set to an instance of an object.
at WwiseDefinitionSpatialRoom.DestroyRoom () [0x00000] in <00000000000000000000000000000000>:0

NullReferenceException: Object reference not set to an instance of an object.
at WwiseDefinitionSpatialRoom.DestroyRoom () [0x00000] in <00000000000000000000000000000000>:0

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Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 59.1 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 14]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 6]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 0.5 KB
Overflow Count 0
[ALLOC_TEMP_Job.Worker 4]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 68.3 KB
Overflow Count 1
[ALLOC_TEMP_Job.Worker 14]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Job.Worker 3]
Initial Block Size 256.0 KB
Current Block Size 408.0 KB
Peak Allocated Bytes 377.1 KB
Overflow Count 5
[ALLOC_TEMP_Job.Worker 13]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 12]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 15]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 1]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 0.6 KB
Overflow Count 4
[ALLOC_TEMP_Background Job.Worker 2]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 0.5 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 7]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_UnityGfxDeviceWorker]
Initial Block Size 256.0 KB
Current Block Size 484.0 KB
Peak Allocated Bytes 482.0 KB
Overflow Count 12
[ALLOC_TEMP_AssetGarbageCollectorHelper] x 15
Initial Block Size 64.0 KB
Current Block Size 64.0 KB
Peak Allocated Bytes 138 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 5]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 510 B
Overflow Count 0
[ALLOC_TEMP_Job.Worker 9]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 0 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 13]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Job.Worker 8]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 16 B
Overflow Count 0
[ALLOC_TEMP_Job.Worker 7]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 61.6 KB
Overflow Count 0
[ALLOC_TEMP_Job.Worker 1]
Initial Block Size 256.0 KB
Current Block Size 308.0 KB
Peak Allocated Bytes 281.7 KB
Overflow Count 24
[ALLOC_TEMP_Job.Worker 2]
Initial Block Size 256.0 KB
Current Block Size 408.0 KB
Peak Allocated Bytes 377.1 KB
Overflow Count 14
[ALLOC_TEMP_Background Job.Worker 3]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 1.6 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 11]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Job.Worker 10]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 0]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Job.Worker 11]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 192 B
Overflow Count 0
[ALLOC_TEMP_Job.Worker 12]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 4]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 0.6 KB
Overflow Count 0
[ALLOC_TEMP_BatchDeleteObjects]
Initial Block Size 64.0 KB
Current Block Size 64.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_DEFAULT] Dual Thread Allocator
Peak main deferred allocation count 1149203
[ALLOC_BUCKET]
Large Block size 4.0 MB
Used Block count 1
Peak Allocated bytes 4.0 MB
Failed Allocations. Bucket layout:
16B: 5 Subsections = 5120 buckets. Failed count: 9510269
32B: 30 Subsections = 15360 buckets. Failed count: 7383769
48B: 24 Subsections = 8192 buckets. Failed count: 9440327
64B: 30 Subsections = 7680 buckets. Failed count: 1762247
80B: 57 Subsections = 11673 buckets. Failed count: 438190
96B: 88 Subsections = 15018 buckets. Failed count: 544439
112B: 15 Subsections = 2194 buckets. Failed count: 1094211
128B: 7 Subsections = 896 buckets. Failed count: 1652100
[ALLOC_DEFAULT_MAIN]
Peak usage frame count: [128.0 MB-256.0 MB]: 1859 frames, [256.0 MB-0.50 GB]: 412 frames, [0.50 GB-1.00 GB]: 58666 frames, [1.00 GB-2.00 GB]: 5 frames
Requested Block Size 16.0 MB
Peak Block count 57
Peak Allocated memory 1.09 GB
Peak Large allocation bytes 311.1 MB
[ALLOC_DEFAULT_THREAD]
Peak usage frame count: [32.0 MB-64.0 MB]: 63 frames, [64.0 MB-128.0 MB]: 196 frames, [128.0 MB-256.0 MB]: 378 frames, [256.0 MB-0.50 GB]: 2950 frames, [0.50 GB-1.00 GB]: 57346 frames, [1.00 GB-2.00 GB]: 9 frames
Requested Block Size 16.0 MB
Peak Block count 46
Peak Allocated memory 1.10 GB
Peak Large allocation bytes 0.69 GB
[ALLOC_TEMP_JOB_1_FRAME]
Initial Block Size 2.0 MB
Used Block Count 0
Overflow Count (too large) 0
Overflow Count (full) 0
[ALLOC_TEMP_JOB_2_FRAMES]
Initial Block Size 2.0 MB
Used Block Count 0
Overflow Count (too large) 0
Overflow Count (full) 0
[ALLOC_TEMP_JOB_4_FRAMES (JobTemp)]
Initial Block Size 2.0 MB
Used Block Count 1
Overflow Count (too large) 22
Overflow Count (full) 0
[ALLOC_TEMP_JOB_ASYNC (Background)]
Initial Block Size 1.0 MB
Used Block Count 1
Overflow Count (too large) 35
Overflow Count (full) 0
[ALLOC_GFX] Dual Thread Allocator
Peak main deferred allocation count 1299
[ALLOC_BUCKET]
Large Block size 4.0 MB
Used Block count 1
Peak Allocated bytes 4.0 MB
Failed Allocations. Bucket layout:
16B: 5 Subsections = 5120 buckets. Failed count: 9510269
32B: 30 Subsections = 15360 buckets. Failed count: 7383769
48B: 24 Subsections = 8192 buckets. Failed count: 9440327
64B: 30 Subsections = 7680 buckets. Failed count: 1762247
80B: 57 Subsections = 11673 buckets. Failed count: 438190
96B: 88 Subsections = 15018 buckets. Failed count: 544439
112B: 15 Subsections = 2194 buckets. Failed count: 1094211
128B: 7 Subsections = 896 buckets. Failed count: 1652100
[ALLOC_GFX_MAIN]
Peak usage frame count: [64.0 KB-128.0 KB]: 1 frames, [4.0 MB-8.0 MB]: 1257 frames, [8.0 MB-16.0 MB]: 2670 frames, [16.0 MB-32.0 MB]: 314 frames, [32.0 MB-64.0 MB]: 56700 frames
Requested Block Size 16.0 MB
Peak Block count 4
Peak Allocated memory 51.4 MB
Peak Large allocation bytes 0 B
[ALLOC_GFX_THREAD]
Peak usage frame count: [4.0 KB-8.0 KB]: 1 frames, [0.5 MB-1.0 MB]: 145 frames, [2.0 MB-4.0 MB]: 23 frames, [4.0 MB-8.0 MB]: 18 frames, [8.0 MB-16.0 MB]: 61 frames, [16.0 MB-32.0 MB]: 113 frames, [32.0 MB-64.0 MB]: 147 frames, [64.0 MB-128.0 MB]: 216 frames, [128.0 MB-256.0 MB]: 404 frames, [256.0 MB-0.50 GB]: 59814 frames
Requested Block Size 16.0 MB
Peak Block count 27
Peak Allocated memory 429.7 MB
Peak Large allocation bytes 0 B
[ALLOC_CACHEOBJECTS] Dual Thread Allocator
Peak main deferred allocation count 39605
[ALLOC_BUCKET]
Large Block size 4.0 MB
Used Block count 1
Peak Allocated bytes 4.0 MB
Failed Allocations. Bucket layout:
16B: 5 Subsections = 5120 buckets. Failed count: 9510269
32B: 30 Subsections = 15360 buckets. Failed count: 7383769
48B: 24 Subsections = 8192 buckets. Failed count: 9440327
64B: 30 Subsections = 7680 buckets. Failed count: 1762247
80B: 57 Subsections = 11673 buckets. Failed count: 438190
96B: 88 Subsections = 15018 buckets. Failed count: 544439
112B: 15 Subsections = 2194 buckets. Failed count: 1094211
128B: 7 Subsections = 896 buckets. Failed count: 1652100
[ALLOC_CACHEOBJECTS_MAIN]
Peak usage frame count: [4.0 MB-8.0 MB]: 1 frames, [64.0 MB-128.0 MB]: 33464 frames, [128.0 MB-256.0 MB]: 27456 frames, [256.0 MB-0.50 GB]: 12 frames, [0.50 GB-1.00 GB]: 9 frames
Requested Block Size 4.0 MB
Peak Block count 142
Peak Allocated memory 0.61 GB
Peak Large allocation bytes 75.9 MB
[ALLOC_CACHEOBJECTS_THREAD]
Peak usage frame count: [256.0 MB-0.50 GB]: 373 frames, [0.50 GB-1.00 GB]: 640 frames, [1.00 GB-2.00 GB]: 59929 frames
Requested Block Size 4.0 MB
Peak Block count 423
Peak Allocated memory 1.93 GB
Peak Large allocation bytes 511.3 MB
[ALLOC_TYPETREE] Dual Thread Allocator
Peak main deferred allocation count 1
[ALLOC_BUCKET]
Large Block size 4.0 MB
Used Block count 1
Peak Allocated bytes 4.0 MB
Failed Allocations. Bucket layout:
16B: 5 Subsections = 5120 buckets. Failed count: 9510269
32B: 30 Subsections = 15360 buckets. Failed count: 7383769
48B: 24 Subsections = 8192 buckets. Failed count: 9440327
64B: 30 Subsections = 7680 buckets. Failed count: 1762247
80B: 57 Subsections = 11673 buckets. Failed count: 438190
96B: 88 Subsections = 15018 buckets. Failed count: 544439
112B: 15 Subsections = 2194 buckets. Failed count: 1094211
128B: 7 Subsections = 896 buckets. Failed count: 1652100
[ALLOC_TYPETREE_MAIN]
Peak usage frame count: [8.0 KB-16.0 KB]: 1 frames, [16.0 KB-32.0 KB]: 2446 frames, [32.0 KB-64.0 KB]: 58495 frames
Requested Block Size 2.0 MB
Peak Block count 1
Peak Allocated memory 48.8 KB
Peak Large allocation bytes 0 B
[ALLOC_TYPETREE_THREAD]
Peak usage frame count: [8.0 MB-16.0 MB]: 656 frames, [16.0 MB-32.0 MB]: 1627 frames, [32.0 MB-64.0 MB]: 52 frames, [64.0 MB-128.0 MB]: 84 frames, [128.0 MB-256.0 MB]: 58523 frames
Requested Block Size 2.0 MB
Peak Block count 79
Peak Allocated memory 148.9 MB
Peak Large allocation bytes 0 B
Internal: There are remaining Allocations on the JobTempAlloc. This is a leak, and will impact performance
To Debug, run app with -diag-job-temp-memory-leak-validation cmd line argument. This will output the callstacks of the leaked allocations.

Do this area have setuped lod-models? seems like game render even very far object in a high-poly/high quality mode even if it’s not visible at all.
it’s place visible at the first screen

CPU utilization is not something we can improve easily. Unity is not very good in utilizing many threads. Most of the work is done on main and render thread. Anyway, if the GPU utilization is close to 100%, you are GPU bound. DLAA will just improve visual quality. It can’t speed up anything. If you care about very high FPS, you need to use at least DLSS Quality, scaling down rendering resolution to 67% of your native 1440p and upscaling back for native res. UI.
Sadly, for multiple reasons we can’t use D3D12, required for DLSS or FSR frame gen. But the frame gen wouldn’t improve game play much. It can improve FPS, sure, but input is still sampled at the same frequency and frame pacing is not good either.
What about the exclusive full screen? Are you using that? Could you try borderless window if it changes performance in any way?