But, and I hate that there’s a but, but there is. Dead Space’s performance on PC could be better. On my 3080 the game was more than capable of hitting high frame rates on its ultra preset, but no amount of fiddling in the settings could prevent stuttering when entering new areas or seemingly random doors. Even when installed on an SSD, Dead Space features infrequent but noticeable micro-stutters. It’s a blight on what is largely a very solid release, an occurrence frequent enough to dull its brilliance.
If you’ve already familiarised yourself with Dead Space system requirements, you’ll know that recommended PC specs are somewhat hefty. Sadly, exceeding GPU requirements will still potentially result in frame spikes during cutscenes and some specific areas, and it’s hard to pinpoint exactly why. Making sure to enable Nvidia DLSS can offset performance dips, but it feels more like an issue under the hood than a specific hardware problem.
Luckily, upon launching the game for the first time, you will be greeted by a message saying 'loading shaders'. That alone immediately signaled that Motive Studios did not make the same mistake as Striking Distance Studios. However, shader stutter is not the only form of stuttering. I would really love to say that Dead Space was completely free of stutters, but that's just not true.
On my configuration (Intel i7 12700KF, RTX 4090, 16GB DDR4), stutters happen on a fairly regular basis, even with DLSS 2/Super Resolution enabled. I've manually benchmarked (and captured with Shadowplay) a 14-minute-long gameplay session from the first Chapter with NVIDIA's FrameView software; as you can see from the table below, the average frame rate was very high at just over 144 FPS, but the game's minimum frame rate went as low as 15 frames per second.
Even if Dead Space compiles shaders before the game starts, these do not seem to be all that are needed. Because the remake also has to struggle with the dreaded shader compile jerking, although it is still tolerable because the jerking occurs only rarely.
The game always seems to precompile a fair amount of shaders at certain points in the level. If this happens, Dead Space Remake hooks neatly. However, this has the consequence that until the next "level limit" there is no stuttering due to compiling - no matter what you do. While this isn't the best solution, it's a lot better than compiling the shaders only when they're needed -- for example, because the player is performing an action.
Stutters, yeah
Dead Space Remake review: an excellent remake of a horror classic
Boasting a unique combat system and lush visuals, Dead Space is an excellent remake of a horror classic.www.rockpapershotgun.com
Dead Space Remake review: a gloriously gory glow-up
Our Dead Space Remake review proves you can respectfully teach an old horror game new tricks, and it feels great to be back in Isaac Clarke's boots.www.pcgamesn.com
Dead Space PC Remake Port Is Middling in both Visuals and Performance
We've checked out the PC version of the Dead Space remake. It doesn't have the big issues of The Callisto Protocol, but it's not great eitherwccftech.com
Dead Space Remake im Technik-Test: Benchmarks (FHD, WQHD & UHD), Frametimes und VRAM
Dead Space Remake im Test: Benchmarks (FHD, WQHD & UHD), Frametimes und VRAM / Das Testsystem und die Benchmark-Szenewww.computerbase.de
Is VRS quality the new thing to fight console wars over
I am hoping they'll patch it out even if it means 10% lower resolution (which won't be noticeable). But VRS artifacts (meaning 4x lower res textures)? That will be very noticeable. It could be a deal breaker for me. VRS on PS5!! Ugh. VRS on textures were already very noticeable on Metro Exodus.Is VRS quality the new thing to fight console wars over
I hope it's not too noticable as someone who will eventually be buying the PS5 version
Also curious about how series s copes
I am hoping they'll patch it out even if it means 10% lower resolution (which won't be noticeable). But VRS artifacts (meaning 4x lower res textures)? That will be very noticeable. It could be a deal breaker for me. VRS on PS5!! Ugh. VRS on textures were already very noticeable on Metro Exodus.
Indeed. Apparently it's even noticeable on XSX (albeit less thanks to a different implementation). But using VRS on consoles (where it can't be turned off) for the sake of using VRS even with its big IQ problems is really a shame.If they have dynamic res I would also take that slightly lower res floor over VRS. VRS is supposed to be inherently things the user won't notice, but it's still noticable in many cases