Yeah I think that's a better compromise. The effect causing the stutternis likely just one small part of the screen and thus it not loading, or loading slower it likely to be preferable to the whole.image stuttering and potentially impacting gameplay.
Yep. I'd rather have an object in the scene pop in some milliseconds late rather than have the entire thing stutter for that amount of time.
Another interesting thing I noticed when looking at the roadmap was that with UE5.2 they have improved Garbage Collection performance and memory use.
Developer Tools
DANIEL TUTINO-GALLETTI
Posted on March 2
General updates and quality-of-life improvements for developer iteration in UE 5.2 include:
- Visual Studio 2022 is now default
- All enabled warnings for the Clang Static Analyzer have been addressed
- C UnrealHeaderTool is deprecated and replaced with C# UnrealHeaderTool
- Optimizations to Garbage Collection performance and memory use
- UI and usability improvements to Unreal Insights components
I know that garbage collection/memory management is an often cited reason for hitching in PC games alongside compilation stuttering.. so I wonder about this point. Would be nice if it helps reduce traversal stuttering while loading in new areas/assets.
Anyone have any good links that can help me understand more about this? I understand that the memory setup between PC and console is very different.. but I find it odd that many PC games have these traversal stutters where consoles don't, considering we have faster CPUs and far more memory. I suppose the game is just coded in a more general way which favors the console design.. but I've always wondered why PC games can't just load things in with a more fine grained approach and get more of that data into RAM further ahead of time?
I actually wonder if it has more to do with the decompression happening on the CPU than anything else. DirectStorage would also help alleviate this particular issue.