Draugoth
Gold Member
We’re aware that some users are experiencing stuttering issues on the PC. We’ve got a patch that will be available in a few hours to improve performance, with a number of additional updates on the way.
We’re aware that some users are experiencing stuttering issues on the PC. We’ve got a patch that will be available in a few hours to improve performance, with a number of additional updates on the way.
Lmao, they definitely shit a brick when they saw the Steam page this morning. The number of reviews are pilling up fast too.Of course. Any sane person knew this would be patched. Good on them for such a quick fix. Those reviews must have spurred them into action quickly lol.
Wait. They will fix the input lag, 60fps limit, bad IQ, lack of supreme m+kb gunplay, etc, etc on PS5 too.Cancelling my PS5 order right now.
Forgot the PS5 advertising, but not bad.PC gaming is dead.
Am I doing this right?
likely everything is rushed, management is a mess and everyone involved in the project just wants to get it over it, go to sleep and postpone their problems.It's good to see them addressing the issue quickly but how can this happen time and time again with new released games?
Don't they have people testing shit before day 1, and if so, aren't they seeing these issues for some reasons?
Or are they really just going "Errh, it's bad but hopefully it's not gonna affect everyone and we'll get a pass..."
Incredible...
My mistake.Forgot the PS5 advertising, but not bad.
There used to be a time when games were thoroughly tested before release. This was a time before remote patch deployment. But since then, its become sell first, fix later. This is true of every platform and is so successful that the method has become commonplace in the DLC space.It's good to see them addressing the issue quickly but how can this happen time and time again with new released games?
Don't they have people testing shit before day 1, and if so, aren't they seeing these issues for some reasons?
Or are they really just going "Errh, it's bad but hopefully it's not gonna affect everyone and we'll get a pass..."
Incredible...
Jimbo provides.This game runs like dog doo doo on everything but PlayStation. Coincidence?
Sometimes devs simply have to hit a release date, whether by force from the publsiher, or simple a financial need.It's good to see them addressing the issue quickly but how can this happen time and time again with new released games?
Don't they have people testing shit before day 1, and if so, aren't they seeing these issues for some reasons?
Or are they really just going "Errh, it's bad but hopefully it's not gonna affect everyone and we'll get a pass..."
Incredible...
Can't you download precompiled shader packages for some emulators? I think RPCS3 allows this? Couldn't they just offer some of those as a patch or something?To this day I still do not understand why Nvidia, AMD, Microsoft and/or Epic has not found a fix to shader compilation stutter. Like.. any GPU company who fixed it would instantly have my money. Yes I know Dev's need to build their shit right, but its happen sooooooooooo often that someone screwed up with making DX12/UE4 and made it way to easy for devs to make a mistake.
Someone clearly hasn't played enough 90s and 00s jank. I remember games where you could literally be locked out of progressing weren't uncommon.There used to be a time when games were thoroughly tested before release.
To have precompiled shaders you have to know the users hardware, and the PC space is full of different hardware mixes. Steam Deck can do pre-compiled user shared packages thanks to being a single hardware sku. I don't use emulators so I have no idea what the emulation scene does.Can't you download precompiled shader packages for some emulators? I think RPCS3 allows this? Couldn't they just offer some of those as a patch or something?
Correct me someone with more knowledge if I'm wrong, but afaik the issue is that, as there are many GPU architectures on PC and shaders work at low level for performance, devs cannot deliver the game with compiled shaders and target a single GPU configuration as they do on consoles (shaders have to be compiled there too, they just deliver pre-compiled), so they have to compile them on runtime once they detect which GPU the game is gonna run on... The thing is that you can do it at the beginning with an initial one-time longer loading time or you can avoid any loading time but do it in realtime (which is what's happening in these new games).To this day I still do not understand why Nvidia, AMD, Microsoft and/or Epic has not found a fix to shader compilation stutter. Like.. any GPU company who fixed it would instantly have my money. Yes I know Dev's need to build their shit right, but its happen sooooooooooo often that someone screwed up with making DX12/UE4 and made it way to easy for devs to make a mistake.
You can pre-compile shaders on the machine itself (many emulators do this), which would just be an extension of installation or loading screen. The only real disadvantage of this method is that it needs to be done again after driver updates.Can't you download precompiled shader packages for some emulators? I think RPCS3 allows this? Couldn't they just offer some of those as a patch or something?
Forza Horizon, Spiderman, and a couple of Sony first party games do a pre-compilaton of shaders before you can get into the game. This issue will affect every single PC. It has nothing to do with there being hundreds of PC GPUs out there. They literally just dont care.People always think devs shaft PC users, but its more to do with consoles being set machines, while on PC there are litetrally thousands of combinations of hardware, which is partly the reason why you will get some PC users with issues, and others with no issues.
As long as stuff gets patched, its all good.
Hopefully when everything moves to UE5, we can leave behind UE4 and its stutter issues. Pretty sure Epic said it shouldnt be a problem with UE5.
Dev's have lots of options to compile the shaders at install, at first launch (lots of UE games do this), and several other ways to compile shaders NOT IN REALTIME. But for some reason, devs keep choosing to have the shaders compile during gameplay. Epic or Microsoft or the GPU makers should have found a solution to pre-compile/driver level compiling/or something to bypass the shobby work being done by devs regarding this issue.Correct me someone with more knowledge if I'm wrong, but afaik the issue is that, as there are many GPU architectures on PC and shaders work at low level for performance, devs cannot deliver the game with compiled shaders and target a single GPU configuration as they do on consoles (shaders have to be compiled there too, they just deliver pre-compiled), so they have to compile them on runtime once they detect which GPU the game is gonna run on... The thing is that you can do it at the beginning with an initial one-time longer loading time or you can avoid any loading time but do it in realtime (which is what's happening in these new games).
BTW, I've tried games made on UE4 like Jedi: Fallen Order that are a stutter fest and some like Mortal Shell that runs like butter, I don't think this is purely engine thing...
Well i think they do care, but they had to hit the release date for whatever reason. I mean they have a patch coming in a few hours, obviously they knew of this problem. I think they should of had the patch ready as a day one patch though, it would of saved the Steam review bombing.Forza Horizon, Spiderman, and a couple of Sony first party games do a pre-compilaton of shaders before you can get into the game. This issue will affect every single PC. It has nothing to do with there being hundreds of PC GPUs out there. They literally just dont care.
Sackboy did not and its a first party PS4 game. It really just depends on the dev and whether or not they give a shit.
Of course. Any sane person knew this would be patched. Good on them for such a quick fix. Those reviews must have spurred them into action quickly lol.
Of course. Any sane person knew this would be patched. Good on them for such a quick fix. Those reviews must have spurred them into action quickly lol.
Were those developed by the same company as Callisto?Ah yes just like they did with Shadow Warrior 3 and Tokyo Ghostwire…. oh wait.
No one expects shit with UE4. Too hard for devs to let shaders compile 1 fuckin time before you start a game and avoid ruining their game for all of the pc audience.
We're those developed by the same company as Callisto?
They did fix SW3. Compiles shaders during the pre-rendered cutscenes.Ah yes just like they did with Shadow Warrior 3 and Tokyo Ghostwire…. oh wait.
No one expects shit with UE4. Too hard for devs to let shaders compile 1 fuckin time before you start a game and avoid ruining their game for all of the pc audience.
The devs that want to sell their own games don't do this, what makes you think that Epic, Nvidia, AMD, or MS should do something instead? It's the devs that are hurting themselves.Epic or Microsoft or the GPU makers should have found a solution to pre-compile/driver level compiling/or something to bypass the shobby work being done by devs regarding this issue.
Nope....I dont know why people are surprised anymore by this. literally almost every single pc game launches like this now. I cant imagine how hard it is to make a PC game with the infinite different pc configs there is