The thing is.. 90% of all of this stuff is avoidable. It literally all comes down to Quality Assurance. Nobody expects perfection. We don't need a game to be perfect. No console game is perfect either... We need it to be much better than it is.Like seriously the pc gaming situation is in such a bad state. Even if I buy today the best gpu what’s the point? Yeah sad … just sad.
NFS was "sponsored" by Nvidia but shipped with FSR 2.2 and DLSS 3.0, I'm sure they don't disallow use of other tech tbh. FSR2 also benefits older Nvidia GPUs so in a way it's a positive for Nvidia as well (as long as DLSS remains the best option for RTX GPUs). Same with Spider-Man, shipped with both DLSS 3.0 and FSR2 (and XeSS!).Same reason games sponsored by Nvidia will not have FSR. I think all these companies need to get over themselves and allow uniformity of technology across all PC hardware.
Withholding others tech is not some kind of marketing gimmick that shows yours is better. These days it just makes you look worse
Exactly!When Alex says he can't even remember an unreal engine title that came out without problems. Tiny Tina Man, that game is so smoooooth. It compiles its shit at startup and then its so buttery smooth. I was reveling in its smoothness when i played it. It felt so good. And its so annoying that it was a thing to be happy about, instead of being normal
Good to at least own up to it. Certainly better than Capcom's usual radio silence for months when a patch is needed.
Neowin said:"Thanks for your patience. A PC patch is now available to improve gameplay stuttering issues due to shader compilation," Striking Distance said in a tweet. "After updating, you may see temporary stuttering in the game menu the first time you launch the app."
As for why this fix wasn't included at launch, The Callisto Protocol director Glen Schofield, and creator of Dead Space, has alluded to this being the fault of a wrong file being accidentally included with the release product due to "someone rushing."
The quick update seems to have at least resolved a majority of shader compilation-induced stutters going by user reports. As for performance, the studio added that further optimization-focused updates will be rolling out in the near future. The Callisto Protocol's Steam user reviews are slowly improving already too, with it now touting a "Mixed" rating, up from the launch day's "Mostly Negative" reception.
I can remember another one though. Tales of Arise was another UE4 game which performed silky smooth for me. The only stutters that would happen in that game were a little half frame loading stutter when approaching the edge of the current map to go to another area. Probably just a checkpoint save. There was no compilation stuttering at all in that game, and it was glorious.
That is how it should be, and I'll wait as long as I have to before I get into the game, to have that.
Should be mandated for all games imo. Just would be better for everyoneNFS was "sponsored" by Nvidia but shipped with FSR 2.2 and DLSS 3.0, I'm sure they don't disallow use of other tech tbh. FSR2 also benefits older Nvidia GPUs so in a way it's a positive for Nvidia as well (as long as DLSS remains the best option for RTX GPUs). Same with Spider-Man, shipped with both DLSS 3.0 and FSR2 (and XeSS!).
100%Days Gone is another one I think, there were stuttering issues in that game early on but they weren't necessarily related to shader compilation. One part of it was due to their shitty vsync implementation, forcing vsync through Nvidia's CP irons it out 99% for me. You can see it compiling shaders at the loading screen with Rivatuner and watching the CPU usage when you update drivers.
More often than not when I've seen an UE4 game actually implement pre-compiling in a later patch, we're talking about adding ~1-2 mins to the load time, or just high CPU for a bit at the start screen. Sackboy, Psychonauts 2, The Ascent behave like this. I understand every engine is different and shader requirements, especially with UE4, can vary drastically. I just haven't seen a UE4 game that has implemented this step where it's an arduous 20-30 minute process due to Unreal Engine's unprecedented level of shaders, so often it's like "Oh my startup screen is choppy for a bit after I updated my drivers", and gameplay is smoothed out 99% as a result.
Maybe Forza is the worst example when it does it even if you just change graphics settings, but the longest compile stages I've seen are games that actually aren't on UE4. The most egregious example I can think of is Detroit:Become Human, which has a ~10 minute unskippable compile stage, but it's not UE4.
I understand that the way UE4 does it means that it's almost impossible to capture every shader permutation, but there is a hell of a difference between 0 and 95%. Like if Callisto compiled 95% of its shaders in a pre-compile stage, the difference would be you might have a few forum Steam forum threads with "Hey anyone get these occasional odd stutters?", instead of the tsunami of "Unplayable" reviews. As you said, no one expects perfection, hell it's extremely rare to get perfect framerate consistency over an entire play session from any platform.
Detroit's lengthy shader compilation is due to how they authored the shaders in the first place for console..obviously without the thought of a port in mind at the time. The game uses a forward renderer and the shaders contained all the lighting code... and on top of that they basically have 10s of thousands of materials which all have unique shader variants and they didn't have time to reauthor them to share as many materials to keep the count as low as possible.
And yep that's exactly what I'm saying. Not getting absolutely everything is understandable.. the odd stutter here and there that happens once is nothing.. and the thing is, that the developers can find out which shaders still cause the hitching, and make a little environment to load up in the beginning as it's compiling all the other shaders, and draw them too.. That's the "hack" that many developers talk about on twitter for getting those pesky shaders that UE can't pre-compile until draw.
That does nothing. There are some solid UE4 games out there that deserve consumer support. Instead, one should avoid the games which don't get the support to fix what's wrong (regardless of the engine).
That motion capture execution is superb! Amazing detail in the virtual performances. Confused by the scope of differences between PS5 and XBS though. Like, put in UE4, press build, it runs. What are the optimisations a dev can do that means a game running on Zen2 & RDNA2+ can perform so differently? It's not like there's a hardware advantage on PS5 that is being lent on here like faster storage. Save faster CPU clocks.
Most DLSS games have received FSR1 and/or FSR2 with no problems, it's mostly the AMD sponsored titles that forbid the use of DLSS (games like Godfall, RE Village, Far Cry 6, AC Valhalla, RE2, RE3, Sniper Elite 5 ..etc).NFS was "sponsored" by Nvidia but shipped with FSR 2.2 and DLSS 3.0, I'm sure they don't disallow use of other tech tbh. FSR2 also benefits older Nvidia GPUs so in a way it's a positive for Nvidia as well (as long as DLSS remains the best option for RTX GPUs). Same with Spider-Man, shipped with both DLSS 3.0 and FSR2 (and XeSS!).
Sadly this can't be done, by the numbers most titles year by year are UE4 titles. The better option would be to avoid DX12 in UE4 and stick to DX11, unless you are doing ray tracing, as the compilation problem is way way way worse in DX12 compared to DX11.
I say, give me a third option as well, don't compile shit, just ship the game with a generic version of the shaders (one for NV and one for AMD), and run the game without compiling anything at all, with the reduced performance and everything .. if the user is not satisfied with the level of performance he is getting, he should activate the shader warmup process (pre-compiling), by then the game should take as long as needed to thoroughly compile all of the shader permuations. And the user will not feel bad as he is doing it by choice, for the sake of the ultimate fps.That's the ideal way to handle it, but at this point precompiling just at the start of the game for the entire world would be a huge improvement already.
Most DLSS games have received FSR1 and/or FSR2 with no problems, it's mostly the AMD sponsored titles that forbid the use of DLSS (games like Godfall, RE Village, Far Cry 6, AC Valhalla, RE2, RE3, Sniper Elite 5 ..etc).
Yup, they may be exclusivity timed (which is still bad as most dev teams move on to other projects) but whatever agreement AMD has with these studios seems to indicate they're far more restrictive with adding DLSS as opposed to Nvidia sponsored titles adding FSR.
Albeit RE:Village just using FSR2 over their current FSR1 would be a huge improvement, but you know - Capcom.
Nah, DX11 is bad. I literally tried the Callisto Protocol with it, and the stutters are still there... performance can even be way worse due to bottlenecks with that API.Sadly this can't be done, by the numbers most titles year by year are UE4 titles. The better option would be to avoid DX12 in UE4 and stick to DX11, unless you are doing ray tracing, as the compilation problem is way way way worse in DX12 compared to DX11.