this post was submitted on 10 Sep 2023
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So a user on Reddit (ed: u/Yoraxx ) posted on the Starfield subreddit that there was a problem in Starfield when running the game on an AMD Radeon GPU. The issue is very simple, the game just won't render a star in any solar system when you are at the dayside of a moon or even any planetary object. The issue only occurs on AMD Radeon GPUs and users with the Radeon RX 7000 & RX 6000 GPUs are reporting the same thing.

The issue is that the dayside of any planetary body or moon needs a source of light that gets it all lit up. That source is the star and on any non-AMD GPU, you will see the star/sun in the sky box which will be illuminating light on the surface. But with AMD cards, the star/sun just isn't there while the planet/moon remains illuminated without any light source.

Original Reddit post by u/Yoraxx

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[–] geosoco@kbin.social 18 points 1 year ago (1 children)

I don't think we know.

Makes me wonder of the dev team is on a much-needed vacation or if they only run nvidia gpus. lol

[–] Hildegarde@lemmy.world 12 points 1 year ago (2 children)

The game runs better on AMD, and Bethesda partnered with AMD in some way for this PC release.

[–] violetraven@lemmy.blahaj.zone 14 points 1 year ago (3 children)

Does it run better by not rendering light emitting objects?

[–] Hildegarde@lemmy.world 9 points 1 year ago

That's one way to improve performance

[–] Frog-Brawler@kbin.social 3 points 1 year ago

Perhaps. Who needs stars anyway?

[–] booly@sh.itjust.works 2 points 1 year ago

All GPUs perform equally well the same at ray tracing when there are no rays to trace

[–] geosoco@kbin.social 10 points 1 year ago (2 children)

That really just means AMD gave them a lot of money, and they just made sure FSR2 worked. lol

[–] AnUnusualRelic@lemmy.world 3 points 1 year ago

#include "fsr2.h"

Ok, can we have the monies please?

[–] Naz@sh.itjust.works 3 points 1 year ago* (last edited 1 year ago) (3 children)

I've got a 7900XTX Ultra, and FSR2 does literally nothing, which is hilarious.

100% resolution scale, 128 FPS.

75% resolution scale .. 128 FPS.

50% resolution scale, looking like underwater potatoes ... 128 FPS.

I don't know how it's possible to make an engine this way, it seems CPU-bound and I'm lucky that I upgraded my CPU not too long ago, I'm outperforming my friend who has an RTX 4090 in literally all scenes, indoor, ship, and outdoor/planet.

He struggles to break 70 FPS on 1080p Ultra, meanwhile I'm doing 4K Ultra.

[–] redcalcium@lemmy.institute 4 points 1 year ago

Creation Engine has always been cpu-bound since gamebryo era.

[–] Xperr7@kbin.social 2 points 1 year ago

I have noticed it's better anti-aliasing than the forced TAA (once I forced it off)

[–] geosoco@kbin.social 1 points 1 year ago* (last edited 1 year ago)

Some of the benchmarks definitely pointed out that it was CPU bound in many areas (eg. the cities).

I think the HUB one mentioned that some of the forested planets were much more GPU bound and better for testing.

I'm on a tv so capped at 60fps, but I do see a power usage difference with FSR - 75% vs FSR- 100% that's pretty substantial on my 7900xt.