I legit saw some in AMDs Preview footage which was om Screen for about 30 SecondsI just hope the developers of The Callisto Protocol look at DF's video about Sackboy... and maybe think... ok let's fix this issue before launch so we don't get a video like that made about our game.
*sigh*
Yep, me too.. I saw that.I legit saw some in AMDs Preview footage which was om Screen for about 30 Seconds
I legit saw some in AMDs Preview footage which was om Screen for about 30 Seconds
So regarding @Dictator 's video on A Plague Tale Requiem - the game certainly does have a lot of stutters here on a VRR TV running at about 80 fps on my 3080 (I've settled on 4K/DLSS-P/Ultra after couple of hours of testing various options).
These guys are literally doing gods work. Why does it seem like the Valve/RADV people are the only ones tackling this issue head on and doing everything they can to mitigate the issue.Some improvements on the way (at least for Vulkan/Linux)
Why is it that when using the games built in vsync or the driver level vsync option the games stutter like a bitch but when using Rivatuner statistics server to set an FPS cap it removes 95% of all stutter is gone?
I've seen a perfectly flat RT graph and obvious stutters in games.
...it doesn't? I mean it can help at times sure as most games built-in caps are shit, but it can also report false positives - there are limitations with using tools like this to measure frametime consistency vs an external tool like DF uses. I've seen a perfectly flat RT graph and obvious stutters in games.
Rivatuner does absolutely nothing for shader compile stuttering. It is not possible for a framerate cap to have any effect on rendering pauses that can be 200+ ms.
And with RT set with a 60fps the game is perfectly smooth aside from a hitch once in a blue moon.
Perhaps this is true for Chernobylite, but it certainly isn't true for the majority of UE4 games that have reported shader stutter. Do you seriously think Alex of DF for example, hasn't tried to cap the frame rate when encountering shader stuttering in UE4 titles? If it's removing "95% of stutter" in one game, then it has a poor frame cap - but it certainly isn't a solution for all, or the majority of them that have the problem which this thread has catalogued.
While UE4 games have compilation issues more than most other engines, it's not universal - Days Gone is one such game that has never really had a problem with shader compilation to begin with (you can see your CPU peg when you load up a save after a new driver install as it's compiling them in the background), and even I've said before that Stray's shader stuttering was relatively minimal too - regardless RT caps will not prevent those times when it appears, it's just less than the more egregious examples with or without a fr cap.
Setting a framecap with RT did absolutely nothing for games that had stuttering before they introduced proper compilation steps, such as Sackboy, Callisto Protocol, High on Life - and does nothing for compilation stutters for games that have still not included one, like Ghostrunner. Like I said, the very length of them preclude a frame rate cap from doing anything, they're far in excess of 16ms (assuming you're even satisfied with 60fps to begin with). There are also stutters with asset loading/traversal that a frame cap will do nothing for - Dead Space remake is a recent example.
If you want to argue PC games in general have relatively poor attention paid to frametime consistency (hello Death Stranding) that often require external utilities to give solid frame pacing regardless of shader compilation problems, then yes I would agree, as someone who games on fixed refresh rate displays I know this far too well - my Rivatuner profiles list is about 40+ games now. But that's a discussion for a different thread, as RT or any frame cap does virtually nothing for the problem of synchronous shader compilation stutter. We're not having developers and tech reviewers talk about this problem for years and the considerable engineering efforts being devoted to solve it based purely on their own personal perception of frametime consistency, there's an ample amount of hard data here.
PC Gamer said:Why is Unreal Engine 4 so notorious, then? The engine has a feature in place to cache shaders and prevent those stutter-causing in-the-moment shader calls, but it doesn't cover everything.
"Hi-Fi Rush uses Unreal Engine 4’s PSO Caching functionality to avoid large hitches," Tanaka wrote. "UE4 misses some cases such as certain lighting shader combinations, computer shaders, Niagara VFX, and these may still cause hitches. In Hi-Fi Rush, some hitches remain, but they are mostly during certain cutscene transitions that don’t affect gameplay. In another one of our UE4 titles, Ghostwire: Tokyo, we currently preload problematic assets in the title screen background to minimize hitching and try to provide a better gamer experience."
The amount of permutations there is staggering (GPU x OS x driver x game version) and an error in providing a proper shader for a proper system may prevent the game from even launching.Surely they could precompile for each GPU and then a user downloads them?
I'm sure Nvidia/AMD/Intel would happily compile it for them or send them a GPU to compile with if it meant their GPU's run super smooth vs the competition.