I have been checking it out myself on a high end system and it genuinely does feel very smooth to play
I am running 60 cap, 4k DLAA at max and whilst I do notice very rare blips, they are very minimal (I have seen far worse). I actually mistook for loading hiccups
In addition to that, I'm actually writing a piece about the port and I find that vsyncing helps to highlight blips etc as opposed to a variable framerate.
My daughter does have a high refresh monitor with her modest pc so I also test on there.
The 4K 32" 240hz QD-OLED monitors are the way to go if you got the budget for it. Also I think I solved my texture pop-in problem by switching from a SATA SSD to an NVMe. First game where my trusty old SATA drive didn't get the job done correctly.
I do think it's a lot less bad than many other UE4 games, especially Jedi Survivor. In the open world I find it to be pretty fluid, cities can struggle though. The ugly pop in is way more of an issue for me than the stutters personally.
I'm on an NVME drive (Samsung 990 Pro) and I still have the pop in. I'm not talking about texture pop in but draw distance on grass and stuff. Even on ultra the pop in of details is really noticeable.
as long as its a stable 30fps thats fine. FF16 was perfectly playable on ps5. But all these games having stutter issues makes the experience worse on pc.
Depends on the game I guess. Some are okay in 30 fps, others (especially first person shooter) are painfull. Stutters are an issue in any game though. But I blame the devs, not the platform for this.
yeah first person shooters in 30 fps is not a great experience (except destiny on ps4. that for some reason was fantastic) But 30fps in a character action game or RPG is perfectly fine. I would prefer that then 60fps and blurry as fuck like in ff7 rebirth on ps5
Okay, I can see that, but have you tried the "Ultimate Mega Super Duper Engine Fix" from MexusNods that fixes the entire game because it includes .ini changes where 95% of them don't even apply to this specific version of the engine? Totally works on my PC, it's buttery smooth now!
Hey Alex. You're probably working on the DLSS Super Resolution video now....
I've seen many reporting that the Transformers model at 4K Performance Mode looks significantly better with Ray Reconstruction enabled than RR disabled.
That seems weird... could you cover that in the video?
Cyberpunk. I saw a video where the Anti-Aliasing with Transformers looking better with RR on than with RR off, that seemed weird to me so I'm not sure if it is a bug or not.
I haven't been able to test it myself yet, though.
Feel it's NPC or asset-pipeline related. In Nibeilheim my fps craters no matter what when near the church in the intro flashback, but when I am facing away from that area my fps shoots up
But dipping below 60 on a 4080 Super + 7800X3D rig with DLSS Quality 4K def indicates something's off
And it's a hard-limit of sort as even going down to DLAA, Quality, Performance all are 50-58FPS in that area, and Ultra Performance only marginally helps it peak around 62FPS
Heck, even removing my engine.ini tweak to increase the CSM Resolution doesn't do much.
Actually ran okay on my 3080, but ran into some power issues (psu issue so getting a new one). Granted, I turned on DLSS so zero idea how much that it covering up.
I will say I did notice some jerkiness at load up. I’m probably not seeing at 60fps or it’s there and my mind glosses over it.
I hope you guys dive into whats up with the resolution or blurriness. While the ps5 perf had TAA artifacts, most of the blur looked more like it was running at a lower resolution than you'd expect.
Plus the ps5 sharp mode where they used nearest neighbor for scaling looked really .. amateur?
Imo most plausible theory is that Remake’s tools/engine (which they used again for Rebirth) aren’t optimized for big open worlds at all, hence the issues. There’s an interview out there where they talked about some tech challenges, perhaps those are related
Rebirth's open world actually runs better, with significantly less traversal stutters, than any other attempted in Unreal Engine. This game is plagued more with microstutters and poor frame pacing.
It's that bad? I had stuttering when I first opened the game (despite the precomp) and occasionally while playing but it's not that frequent. My biggest gripe is the lack of FSR (Running a 6700xt), some terrible textures and the audio mix which is Nolan (or worse) levels of terrible sometimes.
Here I am showing that the game compiles shaders in a way that misses many. So this is taking a save that has been already made, having an empty shader cache, letting the game do its compile on start up, and then loading the already made save and running around. It shows that it misses many.
It is so frustrating that SE decided to lock the majority of CVARS up and even go so far as to use custom ones. I've dumped what they've got in the game and did a compare with OEM UE4 variables to extract unique values... and I'm just sitting here shaking my head as to why they did this.
Even going through the custom ones... most of them are locked down. The ones that do work so far are posted up on the performance thread on Resetera. But even the ones that are editable will break things in the game. That's why SE locked everything down. Not sure why they customized so many vars.
I've ran this on 3 different systems to include one with a 4090 and 14900KF... It's not good. And you got people out there selling snake oil. What's crazy is that they also used custom variables in UE4 and most of those are even set so read only. Making it harder to even try to fix any issues.
I swear, I'm tired of studios optimizing their games like garbage just for some 2015 AAA title to look as good. I point that we could get very good graphics for practically 90% of the computers on Earth nowadays and people screech at me with their $1,000 PCs. Sunken cost fallacy anyone?
Game can have microstutter and dips to 25 FPSs and people will still claim online that on their machine it was "silky smooth all the time, no lag at all".
Earlier Unreal Engines used to be so well-optimized and ran well on every toaster.
The current one is a mess, and everything has become worse since devs just rely on upscaling and frame generation.
Guess I'll play 20-30 year old games for the time being.
Well the fact is some people are just more sensitive than others. For example I thought the base ps5 version looked fine, and not that blurry that was in the comparison videos.
iirc game has a shader pre-compilation step when i 1st booted it up, how does it still have shader re-compilation stutter? or is it asset load stutter or something?
Just because a Game has a precomp step does Not mean it will Not have Stutter from shader compilation while playing. If it does, it means the developers are Missing a whole Ton of shaders in that precomp step
Their PC have an experimental tech - the stutters in the game are synchronised with memory blackouts, so for them it looks smooth because they literally only see normal frame flow.
Do you know what's happening with the pop in for background assets? It's noticable really often. Sometimes it's only a few small things, other times it's huge chunks of the background.
Thank god you guys are here to re-establish some truth. I swear I am never posting on steam forums ever again. People are delulu talking about ‘locked’ framerate.
Also, looks to me like this game has a super aggressive asset streaming system, and that the keu setting is ‘background model detail’
People always get very mad at me when I say they have no place in tech discussion if they can't see obvious stutter and frametime issues like this while saying "it runs fine".
This is especially annoying with console games where we all have the same hardware.
This was especially mind numbing when Scarlet and Violet released. I was actually banned from that sub because I refused to acknowledge that it does indeed not "run fine" and that this isn't up to personal opinion.
Its been really heavy on my system, I'm running on an i5 13600k and 4070s at 3440x1440 max and the framerate in the grasslands area is super inconsistent.
I locked the game to 60fps with dlss min res scaling set to 66% and its much better. Although I'm not sure if I'm experiencing a placebo lol.
Ughh, tell me about it! XVI ran great right up till I finished it a couple of weeks back. But this has been worse than Remake for me thus far. Framerate tanks for the most innocuous of reasons. Menus randomly skip option when using a controller. Other times, it runs beautifully for hours 🤷🏾🤯
this game has serious issues with cpu usage and pop-in even on the highest settings. the directstorage implementation seems to be pounding the cpu still because on camera movements cpu usage on my 5900x jumps from ~20-30% to 50% or more in some instances.
Shader comp stutters are an issue, no argument there. But it's probably bugged, just like it was for the XVI demo.
I've seen many people complain about the stutter in the open areas, and that's almost 100% caused by the VRAM oversaturation. The game defaults to the medium textures for a reason.
This was recorded on the 3080 12gb, 12600k, 32gb DDR5, 4K DLSS Quality, medium preset, frame rate cap via RTSS, otherwise everything stock except for the DirectStorage dlls.
Yes, shader stutter sucks, but the game doesn't seem to use so many shaders, so it stops being an issue after Ch1 really. It's obviously not great and a bad first impression, I'm not defending it, but it's not really representative of the majority of the experience.
But the lack of the traversal stutter is a way, WAY bigger deal IMO, especially for the open world game. It's not a perfect port by far, but compared to the most UE games (heck, even Ninja Gaiden that came out the same day) it feels like a miracle of engineering.
Seriously. As unfortunate as it is and as much as I would like to play on the PC. I'd rather play the version with a constant 30 FPS on the PS5 than on the PC. It's funny that #Stutterstruggle should be listed by Square alongside all the exclusive PC features.
I find this game's asset streaming system to be very aggressive & it's very harsh on a SATA SSD. I can spin the camera around & objects just in front of me swap LOD or just completely pop in within a second. My PC doesn't have an NVMe to use right now, but I don't even see this behavior on my Deck.
Ich bin zum Glück auch nicht so empfindlich was micro stuttering angeht. Aber wer behauptet sie träten bei ihnen gar nicht auf ist komplett delusional.
Almost everybody says they have some initial stutters when they start the game for the first time and then it largely clears. You are demonstrating that by clearing the shader cache on purpose. Not sure why take the ragebait angle to people generally being accepting of some initial stutters
Precisely - shader compilation stutter while in game and playing is 100% unnecessary in 2025. There are a lot of documentation, best practices, and more that have come into existence to make it a thing of the past. Yet here we are...seeing it again.
Yeah because having every single cut-scene stutter is great and invisible.
Are there even any settings I can lower that can increase performance outside of upscaling? Becuase I sure can't find them.
Comments
I have been checking it out myself on a high end system and it genuinely does feel very smooth to play
I am running 60 cap, 4k DLAA at max and whilst I do notice very rare blips, they are very minimal (I have seen far worse). I actually mistook for loading hiccups
I do notice occasional hiccups but the bigger issue for me is insane pop-in when you turn around at times.
Madness I know, but the thing is my pc build was not planned...I was really lucky enough to win a 4090 last year so I built a pc
My home office will be finished in the next few weeks at which time a new monitor is bought!
My daughter does have a high refresh monitor with her modest pc so I also test on there.
I can't wait to get a new monitor myself tbh!
Yeh, I have my eye on this one
https://www.dell.com/en-uk/shop/alienware-32-4k-qd-oled-gaming-monitor-aw3225qf/apd/210-bllv/monitors-monitor-accessories?tfcid=43590050&gacd=9685798-5551-5761040-270826046-0&dgc=ST&SA360CID=71700000111081763&&gad_source=1&gclid=CjwKCAiA-ty8BhA_EiwAkyoa31fF8bsmAMjdOWuV8RF4MG7NA8zYivIz7YLbk_HZ5zByq36zS9-iJxoCCnMQAvD_BwE&gclsrc=aw.ds
It's a shame there's no DX11 fallback like you could do with remake.
I've seen many reporting that the Transformers model at 4K Performance Mode looks significantly better with Ray Reconstruction enabled than RR disabled.
That seems weird... could you cover that in the video?
I haven't been able to test it myself yet, though.
It had a relatively small cost as well, Av FPS on benchmark with the old model is 77.9fps and the same settings with new model av 74.8fps
The upscaler is doing one thing and the RR part of the model is doing another.
Again though, @dachsjaeger.bsky.social will have a better grasp on what's going on
But dipping below 60 on a 4080 Super + 7800X3D rig with DLSS Quality 4K def indicates something's off
Heck, even removing my engine.ini tweak to increase the CSM Resolution doesn't do much.
I will say I did notice some jerkiness at load up. I’m probably not seeing at 60fps or it’s there and my mind glosses over it.
Plus the ps5 sharp mode where they used nearest neighbor for scaling looked really .. amateur?
Unreal engine problem?
How does it run on steam os and steam os “clones”?
another unoptimized game
The current one is a mess, and everything has become worse since devs just rely on upscaling and frame generation.
Guess I'll play 20-30 year old games for the time being.
r.MassiveEnvironment.ViewLODScale=1.25 r.MassiveEnvironment.CoverageLODScale=1.25
If you go higher it can cause issues with shadow flickering, this seems to be stable.
I've read people with high end systems are experiencing it, too.
Also, looks to me like this game has a super aggressive asset streaming system, and that the keu setting is ‘background model detail’
it's cpu ain't much better
This is especially annoying with console games where we all have the same hardware.
"Have you tried disabling virtualization?"
"Have you tried disabling these 3 specific cores on your CPU?"
It's always comments like these from people who have no idea of what they're talking about lol
I locked the game to 60fps with dlss min res scaling set to 66% and its much better. Although I'm not sure if I'm experiencing a placebo lol.
I've seen many people complain about the stutter in the open areas, and that's almost 100% caused by the VRAM oversaturation. The game defaults to the medium textures for a reason.
This is BY FAR the smoothest UE game I've seen since Days Gone
https://www.youtube.com/watch?v=bynWYJJEnxE
/rant
Are there even any settings I can lower that can increase performance outside of upscaling? Becuase I sure can't find them.