Alrighty, I'm back in this thread to contribute some recent findings.
The worst performing area right now, by far, is the Tangled Shore. With a 1080p target at either highest or lowest settings, Tangled Shore is hitting 40fps.
Repro steps are pretty simple: Load into Thieves Landing and look to the right to get the worst of it. You can also coast around the Shore on your sparrow (I did a loop while checking some things out for another team), and observe that the transition areas tend to perform significantly better, similarly to lost sectors attached to applicable areas.
Gambit map Deep Six is also a particularly bad offender, as is most of the Dreaming City. Eventide Ruins is also a great example. Lost sectors which are attached to applicable regions don't have any major performance issues observed. It's a huge bummer to see that performance issues persist even on hardware with this much grunt, but as I confirmed elsewhere deep in this thread, forcing the multi-threaded rendering on in CVARS helped, at the cost of shadows beginning to flicker. However, as of this most recent update, I'm now seeing flickering without the setting enabled, for example in the Drifter's ship prior to transmat into a Gambit match. All files verified, other areas are not an issue, etc.
I wonder if migrating the engine on PC to a DX12 or Vulkan-based solution (or at least allowing the loading of signed and signature checked DXVK DLLs) would aid performance. It seems likely to me based on experience with other DX11 titles.
Hopefully this is able to give you something to go on. Feel free to get in touch.
Hardware in use:
AMD Ryzen 5 3600
AMD Radeon RX 6900 XT (AMD Reference Model)
32GB RAM
Bungie developers may request my full DXDiag privately as it contains confidential driver information. I also have performance logs from relevant sections and GPU tracing available at my disposal.
English
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Additional notes: Here is an example of the flickering in shadows/lighting seen on the current version of the game, taken in Bunker E15: https://streamable.com/jv4qb2 Here's an additional sample, taken on board the drifter's ship (begins towards the end of the clip): https://streamable.com/2lwzck It *looks* like this particular issue is being caused by whatever shader is adding luminance to the edges of certain objects through glass, since that's flickering rather than the entire shadow map. While it's not performance related strictly, it is definitely an issue introduced by more recent patches.