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We had this discussion many times. I´m tired. This game, as I just confimed on GOG, has shader compilation stutter. Let´s hope for patch or join me in my prayers for the devs to fix that.
Not experiencing any such issue on my GOG version...

5800X3D / 6900 XT / 32Gb RAM
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zavenous: Not experiencing any such issue on my GOG version...

5800X3D / 6900 XT / 32Gb RAM
MASSIVE stuttering including freezes up to several seconds on an older i5-4570, 16GB RAM / GTX1060. Deactivating assets streaming helps, but not enough to provide a smooth gameplay experience even mit min. details.

Playing on a i7-8750H / 32GM RAM ... all smooth even at max. details with a Quadro P1000, which isnt even a dedicated gaming GPU.

This game needs A LOT of optimising its shader compilation and asset streaming.
3600x / 5700xt / 64Gb RAM - playing on 4k with everything on max - no issues at all
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kominikx: 3600x / 5700xt / 64Gb RAM - playing on 4k with everything on max - no issues at all
Great! I had no trouble at 4k with the Demo, either, but it's good to hear your experience--I am downloading and installing now. Had no trouble with the demo, so I expect no trouble with the game, to mirror your experience...;)

Should that change...I'll be back...;)

3900X/6900XT/32GBs ram, 4 X 8GB DIMMs @ 3733MHz Win11 build 22631.1825. Adrenalins 23.5.2.
Post edited June 01, 2023 by waltc
Im not having any issues either on my 5800X3D, I suspect it might happen on older, slower CPUs tho.
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
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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
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.
Post edited June 04, 2023 by Flaser
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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
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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.
Yes, I had the stutter too, I refunded the game on Steam. The problem seems to be poor configuration of the UE4 engine - specifically, not caching the audio-video assets in time. Other games provide a proper config file to tweak the engine, not this game. I recommend trying it first, and refund in case you run into problems.