Don't have FF7 Remake yet but something to look into regarding the stutters -
https://www.nexusmods.com/finalfantasy7remake/mods/66?tab=description
Some other random thoughts on some of the comments regarding this -
I think Square's own Luminous engine was considered hard to work with (and therefore more labor intensive) especially for the design side. They'd already shifted to UE4 for other projects, such as Kingdom Hearts 3.
My understanding is the PC version is based on the PS5 version. The PS5 version supposedly was updated with specifics to take advantage of the higher memory of the PS5 and the SSD/storage framework. This has some issues. Memory, and specifically VRAM, as well as data movement (due to the non unified nature) on the PC side can be quite lacking versus the PS5 (or XSX) at this point still even if the other performance metrics are higher. The analogous storage framework is also not yet available.
Compounding the above is the issue of differing system configurations, likely scalability limitations of any solution, and relative lack of sales (revenue generation) might result in. Perhaps the solution that works best to fit GPUs with "low" VRAM, "low" system memory, PCIe 3.0, no NVMe storage, lower thread count/perf CPUs, etc. will also have to result in a compromise that doesn't fully leverage a top of the line system either (eg. 12900k, RTX 3090, 32GB+ System ram, PCIe 4.0, NVMe storage, etc.).
The above has also always been an interesting issue in terms of optics on the PC side as well. As poster mentioned above people expect more out of their "$3000" systems, however that money (extra) all goes to the hardware vendors. The software vendor makes the same as the person with the <$1000 system. From an aggregate sales stand point the software vendor actually makes more as proportionally less people have those $3000 systems.
Circling back to the "solution" I posted earlier judging by some of the comments posted it seems like the work around has a heavy VRAM requirement (even exceeding the 10GB of a RTX 3080). Are some of the decisions being taken, especially now as we move towards heavier asset "next gen" (or current gen), games a compromise due to the limitations of the PC market base?
My other understanding with the lower level API's being used, especially with respect to DX12, is that memory management is almost entirely on the onus of the software developer now away from the hardware vendor (driver side). Are the developers being essentially conservative with this to avoid more catastrophic hard faults? What I'm actually interested in is at some point it might be worth visiting, or revisiting, the issue of the applicability of lower level APIs for the PC space.