And how much of that increased complexity is due to developers shoving RPG elements into every game so they can attempt to nickel and dime gamers with a metric fuckton of DLC? Not to mention the whole open world issue. No large majority of gamers are demanding or even want this nor are there sales trends suggesting this is the only way to make a profitable game.
Still plenty of big-ass stutters though. And as mentioned that's not usually the area where you see the biggest CPU bottlenecks regardless.
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He's taken these kind of potshots at DF before. Pretty juvenile.
He is though.
Like Alex said, every CPU will get these stutters, and yes, that means the latest X3d chips. Some systems will be less prominent than others, but they do occur - and especially when you actually benchmark an area outside of the first 30 minutes.
Additionally: Here's Bang4buckPCGamer on a 7900XTX and 7900X3D cpu. The 'golden combo' ticket according to HBU, and yes the GPU utilization is often at 99% - however the stutters are clearly visible, there are several large stutters just from 30 seconds of traversal in that area. HBU is simply not testing (or not reporting) the problem areas.
I strongly disagree that tools have not increased with the scope of games. In fact, this is demonstrably false.Tools have not increased with the scope and complexity of games at all, by an order of magnitude. The entire AAA industry wiped itself out for the most part in the 7th gen pushing thousand man teams on the worst case when on PS1 the highest team size was barely 100.
And as more money was introduced into the industry publishers and shareholders became far more interested in drawing blood from a stone than what would be best for workers.
In the ps1 era crunch was 20 or 30 people working nights overtime and that was the worst teams in Japan
Today it is normalized everywhere to not be home for weeks and sleeping in the office just cause your not allowed to see your family until the game ships and we are talking about hundreds of people at a time. It's not sustainable and hasn't been sustainable. It's without a doubt partly to blame for what is happening right now
Those one-off spikes on afterburner frametimes look way better than on my 12700K with 3600Mhz DDR4 where it's 2-3s combined stutter. Nevermind the average is close to 50% higher.
The game is on PCIE4 nvme, so those prolonged stutters can't be blamed on storage either.
I've seen some posts to indicate that the game may be quite severely memory bandwidth bound, memory latency bound, or both.
That's a common culprit when both CPU *and* GPU utilization seem low - CPU can't feed the GPU fast enough, and memory can't feed the CPU fast enough, so both end up idling a lot.
I'm really hoping someone does a GPU PCIe bus and system memory bandwidth/latency scaling analysis soon.
Destiny 1 and Killzone Fall Shadow Fall look like a generational leap compared to this
Dead on launch. An incredible amount of nothing to do with poor combat design. There’s no mood, there’s no feel, art is hurting.Destiny 1 and Killzone Fall Shadow Fall look like a generational leap compared to this
With those kind of visuals, it would have been a travesty to perform badlyI've yet to actually play the game but Redfall seems to perform fantastically well on my 9900k + 2080 Ti. I was expecting a travesty judging by how people talk about it but this is the best PC release in a long while.
With those kind of visuals, it would have been a travesty to perform badly
Watched one the reviews and guy was playing on 2080ti and in later sections of game performance dropped to single digits.I've yet to actually play the game but Redfall seems to perform fantastically well on my 9900k + 2080 Ti. I was expecting a travesty judging by how people talk about it but this is the best PC release in a long while.