InnerConflict: this is not a discussion. this is a fact that can be tested with frametimegraphs and shader cache resets. the issue is developers are ignorant to it because players are ignorant to it. shader compilation stutter will occur without a precompilation step. when people say its fine for them, its not, they just got used to stutters such as those due to years of negligent framepacing by ue4 devs
Flaser: I can confirm stuttering on my (albeit arcane) config:
CPU: Q9550, RAM: 8GB DDR2, GPU: RTX 3060
Fun fact: This config ran the demo just fine with effects set pretty high!
Others are also running into this issue on Steam:
https://steamcommunity.com/app/482400/discussions/0/3836550120028594903 However on Steam, user Yukich suspects the issue is caused by a sound channel bug.
The fact that I get stutters even during FMV custscene playback & already loaded location points at audio stuttering related to a different bug.
when you pick up the pipe , your first weapon, or hit the robot for the first time, you get a frametime spike, but not on the second try. there´s other stutters as of now, as those you mentioned. but one has to differentiate between different stuttertypes. some can be from peripheral input, others from audioprocessing, some from shaders being compiled on the fly and not being ready in the cache for the display driver at time, those are the ones i mean. framepacing in general is hard to figure out as a dev, but shader compilation is a widespread form of stutters each developer has to look out for in QA from day 1 unlike bugs which only creep up after a release as different configs provide many different testing environments which the dev couldn´t have replicated. the game would already be a lot more immersive if the stutters get fixed ASAP from all reports and shader compilation. here´s to the devs hoping to fix those issues.