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Just cause 3 for pc freezing full#
*Changed to Windowed and Full screen Windowed from Full screen *Enabled Compatibility Mode for Win 7 & 8 *Changed resolution in the game to refresh the settings
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*Disabled one to two cores in task manager
Just cause 3 for pc freezing 1080p#
*Reduced graphics to LOW and went to 1080P *Moved the game to two separate SSD's from a 7200RPM HDD These aren't really in order but it is comprehensive. I would like to now illuminate what I did so you know I exhausted every other possibility with no resolution until I got to this point. My specs are AMD 8350 (OC to 4.5GHZ), NVIDIA GTX 980 in SLI with Surround enabled (5760x1080 resolution), 16GB of Kingston RAM, On board Realtek HD Audio with 5.1 Surround, Asus Crosshair V Formula MB and Win 10 圆4. I don't know how relevant this thread is anymore but I have finally found a FINAL FIX for myself and I hope it can prove helpful to someone else. It also helps that the load (mainly in fast travel) times are far shorter on PC (at least running from SSD) than console. If the texture load has been really heavy then you can see it scaling back and walking into a new area sometimes forces in a late load but everything seems incredibly smooth and playable. But I've really enjoyed how the Division actually handles that stuff. Pascal and Polaris are coming up soon and will hopefully be worth the wait. * Yes, I do need a new GPU for performance and lack of VRAM.
![just cause 3 for pc freezing just cause 3 for pc freezing](http://mas.txt-nifty.com/3d/images/2009/09/13/2009091305.jpg)
We've seen a lot of games recently have stutter issues that randomly emerged (although not quite as badly as this) with things like Just Cause 3. Like best of luck with getting a fix for this but please don't assume that one of the really smart decisions they made to keep this game generally ticking along really well (even with my old and wheezing card when attempting to do 1080p and hit 60fps with a game that looks this good) is the cause of this issue. Choosing lower detailed textures for performance issues used to make a lot more sense when GPUs had a lot more time spent doing memory reads for texture data but with so much shader compute being the limiting factor with current engines, I'd be surprised if more games don't move to managing their own memory (Hell, DX12 or Vulkan means you've got to be very explicit about memory management on the card so why not write that system to be really smart and stream in as much detailed work as you can fit into what you know is the total VRAM pool you've got to work with). None of this "I need to pick Medium because I've not got 3GB to spare but really that means 90% of the levels in this game will use less than 1.5GB of space because the resizing was all picked based on the worst case scenario and these normal maps are so blurry I might as well not even have lighting detail switched on" that some releases have been dealing with. Get as much detailed textures as it can as quickly as it can as I'm going about my business in the world. As someone with a GTX760 2GB* (and no random stall issues) - I'm incredibly happy with their decision to check how much VRAM I have and then just use it all.