Embargo for PC version is the 15th february
Remember why it will have issues....Man, I'm really hoping this game has no major issues on PC. Not super confident considering the embargo is after the game releases.. Guess we'll know soon enough anyway.
I never expected this game would do very well, but to be fair, a lot of people are still at work...This is doing some abysmall numbers on steam, jesus. Barelly cracked 4000 players after almost 2 hours. It will end up the worst performing game commercially besides sackboy it seems. I wasnt expecting anything in particular, but surelly not 4000. All sony games on pc so far performed extremely modest, but we're now at the fourth game thats doing "bombed so hard that if it was an independent studio they'd have closed the doors". Besides all of them being so late after the initial release which has the biggest impact, im not seeing a particular pattern
I never expected this game would do very well, but to be fair, a lot of people are still at work...
On Steam Deck its performance is insufficient. With all settings on low, the framerate drops below 30fps during combat. I would not recommend playing it on this platform.
Because PC gamers accept this shit and have done so for far too long.I still dont get why so many games suffer from stuttering on PC.
I dont understand this shader compilation process at all. In consoles this is clearly not an issue. Something about it works. And they are weaker than high end PCs and architecturally similar so you would expect it to be a more straightforward port.Because PC gamers accept this shit and have done so for far too long.
I'm not saying it's the easiest platform in the world to develop for and there's technical challenges for sure... but I'm really sick and damn tired of release and then fix later (maybe)...
This is why I laugh at people who think I overreact about this stuff... It's not that I overreact for the hell of it... it's because the message doesn't seem to be received unless you literally sound like it's the end of the world.
We're paying full price for these games... we're being marketed products that "work"... and these constant stutters in games is not an acceptable product, and it's time we demand better, and I don't give a damn how long some QA testers need to repeatedly play the game over and over again generating all the shader/PSO data they need. Enough is enough.
The reality is that we get games designed for console UMAs, and nothing is done to tailor the game and how it works to take advantage of the PC platform. We have shit loads of RAM, VRAM, we have the fastest SSDs and bus speeds possible, we have the latest GPUs and CPUs with more cores and faster clocks than anything ever before... and yet the code isn't designed around it. Oh Unreal Engine... want to load that? Stutter. Want to unload that? Stutter.
I mean, ok, we're seeing more games do shader compilation processes at the start which is great, but now it's just another BS thing in the way..
What is Microsoft doing? Fix DX12 for crying out loud. Work on the damn thing and ATTEMPT to solve/improve some of this stuff for developers.
Engine developers... why streaming in data cause these hitches? Why isn't this being improved. CPU utilization... we're sitting on a bunch of useless cores which are ironically only good for compiling shaders ahead of time..
What are developers doing releasing games with very obvious stutter that is 100% verifiable by spending 1 minute playing them? Fix your damn QA process and don't release things till they are PROPER!
Optimization is just going down the drain. Developers utilizing DLSS and FSR/XeSS as crutches for shitty GPU optimization.. and to top that off now we have Frame Generation tech which will allow developers to market sky high framerates while CPU optimization is even further down the drain than it already is....
Fake visuals. Fake framerates. Next we'll be able to just fake play the game by allowing our personal AIs to "solve" their way through the game for us while we stream on Twitch begging for donations to buy the next PC hardware that will be even more bottlenecked..
*sigh*
All shaders on console are pre-generated and included with the game, there's no compiling shaders on console as it's just part of the complete package. This is possible because it's one set of hardware. Shaders are specific to the driver/hardware of the host device, and so on PC they have to be compiled either on 1st game start, or unfortunately more commonly, in real-time as you're playing and first encounter them in the game.I dont understand this shader compilation process at all. In consoles this is clearly not an issue. Something about it works. And they are weaker than high end PCs and architecturally similar.
I m trying to understand how this process is such a common issue and handled differently on PCs. This wasnt such a problem the previous gen, was it? What changed?
Because it makes zero sense.
Was this always the issue though?All shaders on console are pre-generated and included with the game, there's no compiling shaders on console as it's just part of the complete package. This is possible because it's one set of hardware. Shaders are specific to the driver/hardware of the host device, and so on PC they have to be compiled either on 1st game start, or unfortunately more commonly, in real-time as you're playing and first encounter them in the game.
That's my layman's overview of the issue.