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yeeeees thanks Alex i have been waiting for your video on this game i hope you maybe can help the devs fix this game or atleast make them aware of the problems so down the line it can be fixed
the ps5 loading time is Already Faster than 6 seconds....what is the loading times of the ps6 you think????why nobody talking about it???? it will probably be 2.5 seconds loading times
"like a lot of unreal engine games..." and the video freezes and gets stuck buffering. this was a moment of art, thank you to everyone involved in making it happen
@@BLAKSOLDIER Because it's literally just loading assets. It's always going to happen to some degree. Idk what the fix could be when the engine is trying a bit too hard to stay low on memory and there's too many 8Gb GPUs still being sold and the console architecture is what it is as well.
You're seriously telling me that now we have to worry about animation stutters ON TOP of traversal stutter even on PS5 at 30 fps? WTF man, what is even the point of buying more powerful hardware if this is what it's going to be like for games? SMH
@@AJ-xv7oh I don’t know man. The layers of fear remake and the medium also had these problems. You’d think that with so many games made by these devs using unreal this would have been solved. Instead it’s only getting worse.
@@AJ-xv7oh It's probably this. Tech debts and constant layoffs gotta be catching up to them now. Looking at AAA studios, There seems to be a huge reliance on contractors too that won't stick around. A lot of veterans left the game development world in 2020-21. The issue could be more nuanced as we move on to consolidation of studios, engines, and Microsoft seemingly not giving a shit about DirectX's issues. It's frankly embarrassing that modders can find simple fixes to many of the issues in this game and they're not implemented in a official patch.
The animation section of this video is really something - Alex’s ability to even figure out what’s going on makes these videos so great, let alone that he managed to find a solution.
Yeah he is basically shutting off delta time altogether to bypass the issue which only works due to his framerate cap. Hopefully this can be fixed (along with the traversal stutter) because if it isn't fixed the only way to have a stutter free experience on PC will be with a 30fps cap + delta timing turned off which is far from ideal.
I have no knowledge of UE5s internal asset streaming manager, but I cannot fathom how a company of graphics programmers have allowed that problem to persist.
Excellent piece. The animation/delta time part is particularly interesting. It's great honestly, it feels like we're finally going somewhere with all these UE stutters! I'm curious to see the response to this, and hopefully a fix in a way or in another. Thanks Alex.
17:20 there is a difference between engine DeltaTime and frame time of the presented frame. Due to draw commands buffering, there is some slack, where the presented frame time would be smooth (33 ms), while engine DeltaTime would be let's say 55ms (due to a hitch) and then 11ms (to catch up with calculated predicted frame pacing), resulting in the same sum of 66ms for 2 frames. Therefore 1st frame would have 5x DeltaTime compared to the second, and that time will be passed to the animation code (and the entire UE game code) to advance them with Tick
They simply don't care. People will buy the game because it's silent Hill and statistically almost nobody will refund due to "minor" issues. Why spend several million dollars polishing to get it the last 3% of the way there when it doesn't matter to the bottom line?
@@Philosopheraptor It's an inherent issue with unreal engine and it takes skill and effort to program around. It's 100% possible to deal with because some games do come out without stutter but for some reason it isn't prioritized. I truly don't understand it because like Alex says in this video, it's one of the most immersion breaking issues a game can have and can ruin the experience more than most other potential visual and performance issues.
One thing I noticed about the reflections is that even at the highest settings they're really flawed in the fog. Puddles perfectly reflect surrounding geometry that should be hidden by fog in the game world.
It's 100% traversal stutter. You can actually see this happen very obviously if you use the No Fog mod from Nexus Mods. I was messing with that mod and the Sunny Hills mod just to see how everything looked and the stutters are happening when sections of terrain and map get loaded in, which the fog is used to hide these sections being deloaded in the distance.
@@drinkwwwaterrri think it’s just how aggressive things are loading in and out they just need to tone it down and it’s not like your moving at light speed in the game
@@NothingHereForYou I'm like 99% sure the PS2 wasn't doing asset streaming, would have been doing dedicated loadzones hidden behind transition animations or loading screens. Maybe I'm wrong though, it was before my time after all.
Unreal Engine still stutters like a MF 4 years into PS5 generation. And with more and more developers using it to streamline development, i look forward another 5 years of stuttering on any hardware
As a modder I found out this game uses 5.1, which doesn't have any of the stutter fixes we see in later versions... I have no idea why this remake didn't upgrade versions before launching, it's a week or two of work.
@@dwagin6315 because epic is pressing the whole industry to use it Because MONEEH.. remember times when Studios had thier own engine? You could see the art of developers.. now its all bland and the same i can tell when a game is running in unreal.. doesn't matter how it looks or which art direction.
@@phant0mdummy yep. They are currently completely overhauling the whole treading system for the rendering, game and rhi threads. That's a pretty fundamental change.
how has Alex been hammering this for like 5+ years and these developers _still_ haven't figured out that you shouldn't delay the render thread in order to load in 25 whiskey bottle assets behind a closed door while running around outside.
@@lgolem09l There are ways to do it without stutter and many games, even complex open world games, have solved the issue. Even if it means showing me a blank/low quality asset for a few frames that’s better than stutter. You should never stall rendering like this, it’s horrible.
@@BlindBison I think it's a problem with Ninite. Maybe UE5 games just don't have a traditional LOD system, so instead of loading assets at a lower quality, the game just stutters and delays rendering. I've heard from some developers that most modern engines still output the rendering pipeline through one core. And there is no proper way to avoid it. Some say that UE is a really old engine and hasn't been completely rewritten yet. but I'm not a developer, so I could be wrong
Actors live and die on the game thread. This is my understanding of what is going on. UE’s rendering is split into three stages. Game, draw and render. Draw (instructions to the GPU) was single threaded until 5.4. Render occurs on the GPU. Game is where the world state is updated for the frame including animations. Traversal stutter is being caused by game world being streamed in/out. The read of the binary data from storage happens asynchronously, but the instantiation of Actors (and their clean up) has to happen on the Game thread. The problem is Actors are heavy objects. There is quite a bit of house keeping that goes along with them. Now some guess work for your 30fps tests Draw and render are dependent on Game, but are de-coupled. Delta time is established at the start of the frame. Game then hitches trying to update the world state. Eventually it completes, but by this point delta time is visually stale. Draw and Render are stalled waiting for the new frame, but when it arrives they easily complete their work in time budget just with ‘old’ data. Fixed tic 30 gets around this by allowing Game to choak on the hitch within budget but keeping animation timing consistent. PS5 ‘might’ be different because it’s asset streaming is very different and bringing in faster/smaller chunks that are spread out over multiple frames?? From what I understand there is no easy fix for this. The Game thread is not an easy target for parallisation. CDRP did a talk on this recently and their approach seems to be to try and replace the vast majority of Actors in the game world with light weight render proxys that can be instantiated async. But this is a big workflow change and has implications up and down the dev pipeline. I’m somewhat removed from all this, so if someone has more accurate info, please correct me.
> CDRP did a talk on this recently and their approach seems to be to try and replace the vast majority of Actors in the game world with light weight render proxys that can be instantiated async. Shouldn't all engine devs already be trying CDPR process? OR its too much of a new implementation and we will see a transition by next generation?
I am so sick of every modern game running like garbage. Hardware has gotten exponentially better while software gets increasingly sloppy and poorly optimized. It has pushed me out of the hobby as now when a game looks nice, I just think about how poorly it will run.
1000% this. I refuse to buy a game if it's performance is hot dog water. And so many people tell me I'm missing out on great games. The problem is they're not great games if they are a performance shit show. I refuse to play Elden ring because performance is terrible.
@@markusjohansson6245or just have both that’s what I do, if the port is crap on pc I get it on PlayStation I would rather deal with less fps the stutter fest
@@TheAmazingSpiderGuy_99 for sure. I know little about it. But I can't even count how many awesome games I'm missing out on because stuttering just ruins the experience
Alex, thanks for diving into these layers of stutter problems. Please post updates as you learn more about what’s up here! DF doing the people’s work as usual.
limiting the fps to 40 and changing your monitors refresh rate to 120 has helped soooo much, stutters arent as obtrustive and feels alot better than being limited to 30 fps with the timedfixed step thing
It's not our job to fix this issue but for the people whose job it is to fix this issue they need to get their act together. They shouldn't be leaving it up to whether or not the customers can fix it themselves.
they cant fix these performance problems tho. they are using all resources to add more ray traced lights in an engine thats already not running well. so pretty soon we'll have games with millions of ray traced light sources that nobody can enjoy because the best systems have to run it on medium with rtx off.
@@kevnb3 its worth than the stutter though, there are atleast a dozen more issues brought up in this video and on things like the PCGamingWiki, basically check the improvements and fixes on the description of the mods shown during the Nexus section of the video the game is a mess and yet is reviewing insanely well along with the fact that it changed so much of the original I guess all it really takes to become "peak" nowadays is the style of a game like RE2 Remake and the hype of an existing IP backing u, imo people should just stick with Enhanced Edition does all u would expect from a modern version of the PS2 masterpiece and more but faithfully.
OLEDs shines with BFI, what are you doing using VRR on them in the first place? You're just wasting the pixel response on a ton of persistance blur. VRR flickering happens on everything anyway.
The place at the walk up to silent hill you actually are walking through a volume trigger that does trigger the initial city loading. If you enable hidden objects from the player it's a directly labeled volume for the preload.
Surprisingly didn't mention the shadow imprint the main character leaves on the fog while moving. I find this very distracting. Great analysis video though.
It's really easy to see the animation hitch if you look at the bottom of James jacket, even on the PS5 footage. It's like the cloth simulation has to catch up and the jacket makes a jump.
Wonder if it has anything to do with the cloth animations being at 30 FPS? But yeah I somehow didn't notice my first playthrough, but now can't unsee it.
There is also the issue with dualsense and controller vibration in general on PC! When you open the map or read an item for a few seconds (not instant) the vibration and adaptive triggers stop working until you move the mouse for it to return! That is ridiculous, given you are opening the map frequently as part of the gameplay loop. I really wish Blooper team fixes this issue as soon as possible as I don’t think it is a big task for the controller functions to work properly and it breaks the immersion when I am going back and forth to move my mouse 😅
I also noticed this issue. I hope it gets fixed soon cuz I like how the controller's features work in this game as well as to fix the traversal stutters
Also noticed this. I was understanding when it first happened as it was before the games “real” launch but I’m very shocked there hasn’t been a patch to fix it yet, or any patches for that matter. I hope it’s because the patch that is coming will be huge in terms of fixes.
Controller vibration definitely has issues. I'm using an Elite 2 controller and when i open the game it's a toss up if the vibration will be on full blast (even if it's set to low on the game options), or if it won't work. I ended up deactivating it completely.
@@makoto4341 yeah I switched to xbox series controller to check and I got vibrations, but next time I opened the game there was nothing, tried couple of times same issue that I switched back to the broken dualsense implementation. There is a bug in the comtroller features in general that needs to be fixed. I hope the next patch fixes it.
"The game runs great for me, you people are deluded." >9950x >Dual RTX 4090 >128GB 6000mhz >10Gb/s SSD >2000w PSU You see it for most games Black Myth, CP77, Starfield etc
Add my voice to the chorus. This generation has completely killed my enthusiasm for not only pc gaming, but console as well. It’s almost never worth buying anything at launch, and even if most games run “better” on my ps5 in performance mode, they typically look like absolute garbage.
Astrobot is the great saviour that runs perfect and always looks good. Seriously though i think we are taking this things too seriously. As kids we played with hardware and games that run horribly many times and because our focus was just having fun with the game we never cared. Now some games might have some issues but is nothing to go crazy about. They play good and look amazing.
I do not accept the "we used to be okay with poor performance as kids but now we are picky" argument. At large, we were not okay with poor performance even as kids. 'Framerate', 'frame time' and 'stutterimg' may not have been in our vocabularies yet, but we still perceived them. Few games, past present, and future, overcome unjustifiably poor performance.
This is why proprietary engines are "better" they're dedicated for EXACTLY what the game/devs need and the devs have engine techs around to work on the engine. UE5 is a good all rounder, but is filled with unnecessary things depending on the game and it's completely out of the devs hands on how to handle in depth engine issues.
Publishers have to spend money and time to gut UE5 default tools to make it fit their game's vision is all. At least this is according to CD Projekt Red for their later UE5 sequels and I'll take it. Engines are just a vehicle games must use. Seems like everything comes back to time and money. UE5 is cheaper for dev tools/licensing fees, but if publishers spent a bit more money and effort for their devs to properly code their tailored games to UE5... We would surely get a great experience on PC. I guess cost/time losses its benefit rather than inhouse engine tools to MOST publishers who adopt UE5.
Although i agree, some sort of platform/standardization for game engine is necessary to overcome the massive time and money required to make current games across the industry. Not to mention it allows for devs to swtch jobs easily and less time taken for new devs to understand proprietary tech. Unreal might be stutterfest now but once more devs join in and share their enhancements with the main branch it'll exponentially reward in the future. I wish godot also prospers.
The unfortunate reality is that the demands of the gaming market are getting higher and higher, & as a result games are becoming much more complex. The market rewards games that push for better graphics. Which makes custom proprietary engines only viable for huge AAA companies like Capcom. Companies like 343i and CDPR were not able to handle being both a game studio & a tech company. This makes development a mess & makes games take 2 times longer to develop. So, sometimes using something like UE5 is necessary to overcome the massive time and money required to make a modern AAA game.
Yeah. I'm playing Ragnarök on PC (didn't watch any gameplay etc so it's all new to me). And yeah, it's not as impressive as SH 2 remake visually, no RT etc. But hey, it still looks great and is silky smooth. Same for Horizon Forbidden West.
The intro is absolutely hilarious! Alex, I think the DF team should do a conversation with developers that don't have stutters in their games and ask them for a deep dive into how they prevented stutters! I think this might be good for the entire gaming community - devs included!
@@3monsterbeast It's not just one or the other, lol. For goodness' sake, you think I don't want great games? The whole point of making businesses answer for themselves is to get better products. With respect, what would your idea achieve? Do you really believe that games are shoddy because the developers just don't know _how_ to make better games? Unscrupulous businesses will attempt to get away with whatever they are _allowed_ to get away with. Now at the end of the day the problem is all of the people who continue to throw top dollar at games no matter what developers excrete, but if the media actually made companies publicly justify their business practices --- without letting them spin a bunch of P.R. nonsense --- they would be a lot less likely to try to get away with stuff in the first place. But beside that, I think it would be informative to consumers. There are a lot of people who don't understand the way the world works --- who either don't understand how much better things should be, or who understand things are bad, but put the blame where it doesn't belong.
All the amazing effects, awesome lighting and all around great graphics Unreal Engine 5 provides mean nothing as long as it continues to have awful stuttering.
And everyone is switching to UE5. Man, it will be a treat to run around in the next Witcher game, where every few seconds the screen stutters. Bright future upon us.
That's because you can then hire DEI candidates as UE5 is what everybody can pick up now and put on resume instead of actual programming and 3D skills experience that comes with hard work and commitment.
@@FantasticAdventuresOfDenzil The ability of you people to always make things about """""DEI""""" (we all know what you really want to say there) is so weird. Super delusional.
I can only assume that it's because it's easy to develop games on. Same with Unity, which also often runs like crap. Also games are way too expensive and time consuming to make nowadays, so I guess the time and money investment for companies to create and update their own proprietary engines just isn't viable anymore. Presumably you'll have seen how everyone complains about Bethesda and FromSoftware's engines. I've even seen people suggest that both companies should scrap their engines and move to UE5 for their next games lol.
@@yewtewbstew547But there other engines. Like Decima, for example. Kojima is using it too, along with Guerilla Games, who created it. It would be great, if some other devs could use it too. Games, based on Decima look as good as UE5 based ones, but run much much smoother.
@stangamer1151 sony developers usually update their engines as well every generation. A reason why their 1st party studios have been slow so far. Notice how even in house, their studios use different engines for their games...naughty dog for instance doesn't use decima. I think kojima using decima was just a sign of respect to him after his departure from Konami, it's really not a 3rd party engine that everyone is free to use.
@@stangamer1151 Yeah, but Unreal Engine is available for anyone to download and learn. I believe many game developers nowadays learned how to make games in something like Unreal or Unity, so it's easier for studios to just use these engines instead of teaching their employees how to use some proprietary engine like Decima.
Also for those experiencing stuttering on pc I highly recommend you download Sammi’s ultra plus mod and also I experienced significant performance gains from starting the game by turning my pc on or rebooting instead of switching it on from standby mode. For some reason if you leave your pc on standby it can affect the Unreal drivers which can cause bigger spikes with stuttering, especially in the hospital.
Thanks for the analysis, Alex! I'm glad I'm not the only one thinking they were going crazy over this. I couldn't pin down the issue on my end when playing with settings and assumed either something inefficient was going on or maybe I had a gap in my hardware I'd have to fill. Good stuff, hope something gets fixed or at least people will be aware of it in the future!
Great intro 🤣🤣🤣 3:00 The grass shadows aren't flickering because it's only using screen-space information, rather because the sampling/resolution is too low. If what you said was true then we'd see that problem in every game. 15:30 It's not only because the stutter spike in below 33.3ms, capping the frame rate to 30fps also freed up a ton of CPU resources since you were getting 200fps before. You should've compared it in areas that had over 33ms spikes to see you'd stll get those stutters since had more CPU resources for loading or whatever Unreal is doing that causes traversal stutters. Also the PS5 in performance mode to see if it spikes higher than quality mode. About the delta time problem, I'd assumes it's mostly a Unreal problem rather than Windows since Playstation also has that problem and we don't see that most if not all non-unreal engine games.
That intro actually gave me a good laugh. Thanks for that. Also, it was an amazing game, easily on par with the Dead Space and Resident Evil Remakes. I wasn't too upset about the performance since it looks absolutely amazing, but I still wish it ran better. Traversal stutter was especially apparent, even on an NVME SSD.
@@AnimeUniverseDE hope so because as bad as the janky animations are (I find them more distracting than the actual stutters) being forced to play at 30fps is just as bad, pick your poison
@@steviewonder0850 apparently the Ultra Plus mod you can find on Nexus already addresses this animation issue without needing to switch from delta to fixed time
We already have the following mods: frame generation, ray reconstruction, pre-shader compilation, TAA modifier, image clarity, and performance enhancement. All of this is accomplished without access to the source code. The game comes with outdated DLSS files. Ladies and gentlemen, this is starting to feel like the Monday of AAA game releases
Something needs to happen, I don't know if Epic, Windows, Nvidia, AMD , Intel need to come up with some sort of a solution but I think we can put a bit of a pause in trying to increase visual fidelity and make sure the game can run smooth at least with medium range PC's.
This is all on Bloober Team, if they had used a solution that wasn't frame dependent then we wouldn't see this issue, the engine gives you the tools to fix this, you just have to learn to use them correctly
@@nimbo112 The jedi survivor devs made the same mistake. I'm sure they aren't the only ones. When so many people keep fumbling it, that's a systemic problem that needs a systemic approach.
@@gavinderulo12 I don't care that most people don't care. I want my playing experience to be as smooth as possible. I'm playing Robocop right now, which is using UE5 and it is running perfectly. My conclusion is that most devs don't know how to use this engine. Incompetence, lack of training, lack of time to polish the game?
@@RobertFromEarth Nowdays studios just hire some junior with some experience with UE, put together some assets from some library and call it a day, why spending month in optimization which is extremely hard and require some experienced people to work at it when you can just let Nvidia do it's magic tricks with frame gen, dlss and stuff like that. Only a minority notice stuttering so why bother? That's it and it won't change, it will get worse.
@@bryan_350_5 That game is built with the current version of the engine, the same as this Silent Hill 2. They are not going to port the game to UE6, they are developing and are going to continue developing on UE5. Just enjoy it, you asked for that. People like you, buying the crap that 343i-HaloStudios are releasing are the one that has destroyed the Halo franchise. And thanks to you, you're encouraging Microsoft to keep 343i-HaloStudios in control of the franchise, destroying it. If you had voted with your wallet like those who truly felt Halo did when Halo 4 came out and saw what was coming, Microsoft would have passed the franchise on to a truly capable developer.
Never would I imagine that we got out of the PS3/360 era with the "tying game logic to FPS" crap just to use it to fix the game animation more than a decade after 💀💀
The PS5 version's frame rate tanks hard in the Apartment block room with the large mirror in performance mode. Some of the rooms are near pitch black before getting the torch too.
Thank you, Alex. This needed to be addressed and hopefully these issues will finally addressed by whoever is responsible, so that future games don‘t suffer the same way
lol if people thought Witcher 3 and Cyberpunk were bad at launch while on RED Engine, imagine what Witcher 4 and Cyberpunk 2 are going to be like on this utter shambles of a "game engine".
@@Spr1ggan87CDPR said they are working to avoid the actual UE5 issues. I believe them, but I really hope they do fix it cause.. not working fine even on a 4090 is BAD.
@@Walamonga1313 Silksong is a fucking sidescroller that could run a Tamagochi. We're talking high fidelity 3D titles not glorified SNES and MegaDrive titles.
This is actually super interesting. I’ve never understood how a frame cap could create smooth animation as each frame should still take different times to render, just present evenly, causing animation stutter. Seeing this become an issue is cool to me because I might learn how it’s supposed to work as a result. I’d imagine the issue here is that whatever mechanism exists to pick a time in physics to render an image for is in the wrong order such that traversal loading happens then it picks a projected time instead, putting object movement off pace
@@RKramer105 it's always great when the community steps in, but at this point in the game it should be standard to include. Also, I'd heard the implementation was still a bit beta - i.e. lots of ghosting. Official support would be grand. Incidentally, it's a bit odd Bloober Team hasn't really been active at all in the Steam forums; it would be great to hear from them in some capacity as to what they're planning.
I’m getting PTSD being reminded of how atrocious traversal stutters were in Jedi: Survivor during launch and even now. Think I’ll hold off on Silent Hill. It’s so immersion breaking.
Adding UseFixedTimeStep to the launch options has the funny side effect of bringing framerate parity with the PS2 original. As someone with a 2080 Super this is perfectly fine with me as I don't see myself running the raytracing above 30FPS even with DLSS. I understand the frustration for all the 4090 owners out there that can't enjoy high framerates to the fullest though :)
The Ray Reconstruction fix is really excellent, been enjoying the game a ton on my 4090, even with an older 5900x CPU. Some of the NexusMods fixes for stutter have helped, alongside the DLSS FrameGen mod so i'm very happy at the moment!
Don't let up on this stuff Alex. Your one of the few people pointing this stuff out and investigating the problem. Change can happen if enough people have a problem with it and don't buy games that run poorly.
Stutter is no inherit to thw engine. Look at the coalition and there games on it. Look at nobidy wants to die etc. Bad devs relying on the engine is the issue.
Still can’t believe a halo game will have to run on this stuttery engine. Can’t wait to stutter along the game world in a warthog. Idk how ppl get excited over UE5, yes it looks amazing but it plays so poorly.
I am starting to get the feeling that this is a Windows + DX12 issue. Specifically lack of support and documentation on Microsoft side, Similar to the early blunders with Sony and the PS3.
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Fail, why isn't John doing this?
womp womp
yeeeees thanks Alex i have been waiting for your video on this game i hope you maybe can help the devs fix this game or atleast make them aware of the problems so down the line it can be fixed
Also sponsored by Nvidia surely...
@@chickenwings6172 Because it's a PC video, which is Alex's domain. Fail yourself 😆
There used to be smooth frames here.
They're gone now.
Lol.
the ps5 loading time is Already Faster than 6 seconds....what is the loading times of the ps6 you think????why nobody talking about it???? it will probably be 2.5 seconds loading times
@@timothy-l9b The PS6 doesn't exist, that's why no one is talking about it
@timothy-l9b I'm confused why your reply is brought up compared to the original comment.
@@tangiblemammal5273 Probably a bot. This site is RIFE with them. Other than that, fuck knows ...
I will never get tired of jedi survivor catching strays from alex
At least there is a fix for the animations now as long as the frametimes are rocksolid. Would rather play at a locked 30 with zero stutters.
I wish he wouldve also tested if this trick he showed in the video also works on jedi
@@sven957 That game requires EA app so the launch parameter he used for Steam for this game probably doesn't work.
@@krazyfrogI think you could place the launch parameters on the exe itself
Some things must be done.
Coincidentally, Alex's own personal Silent Hill is traversal stutter lol
it really made me laugh, mate :D
Imagine him getting into the otherworld and even him turning his head to look around would make everything lag and stutter
Looool 😂
And the console fanboys who say "human eye cant see above 30fps" are his Pyramid Head , except that in this case the Pyramid is 100% empty inside.
somehow, my Silent Hill meme edit ended up being prophetic
"like a lot of unreal engine games..." and the video freezes and gets stuck buffering. this was a moment of art, thank you to everyone involved in making it happen
*50,000 frames used to live here.*
*Now its a ghost town.*
😂
"In my restless dreams, i see 60fps
you promised to take me there without stuttering."
i dont understand what she meant, i mean this whole industry stutters
😂😂😂😂😂😂 💀
@@votpavel time for the "water ending"
😂😂 very true
"But you never did"
Stutter Engine 5
Stutter Hill 2 remake
Nearly all recent ue5 have that problem, its insane
Stutter Broken 5. 🤷🏻♀️🥴
@@BLAKSOLDIER Because it's literally just loading assets. It's always going to happen to some degree. Idk what the fix could be when the engine is trying a bit too hard to stay low on memory and there's too many 8Gb GPUs still being sold and the console architecture is what it is as well.
Unreal stutter 5
In my restless dreams, I see that graph. Stutter Hill.
LOOK AT THIS GRAPH
the delta time analysis was genuinely so informative. This channel is so important
You're seriously telling me that now we have to worry about animation stutters ON TOP of traversal stutter even on PS5 at 30 fps? WTF man, what is even the point of buying more powerful hardware if this is what it's going to be like for games? SMH
More frames more artifacts and ghosting
@@sawsebawse2000 tell me about it. It’s ridiculous how lazy developers are becoming…
@@Lobo_117 I don't know if it's laziness. I just don't think they've got the talent to optimise anymore. They simply can't do it.
@@AJ-xv7oh I don’t know man. The layers of fear remake and the medium also had these problems. You’d think that with so many games made by these devs using unreal this would have been solved. Instead it’s only getting worse.
@@AJ-xv7oh It's probably this. Tech debts and constant layoffs gotta be catching up to them now. Looking at AAA studios, There seems to be a huge reliance on contractors too that won't stick around. A lot of veterans left the game development world in 2020-21. The issue could be more nuanced as we move on to consolidation of studios, engines, and Microsoft seemingly not giving a shit about DirectX's issues. It's frankly embarrassing that modders can find simple fixes to many of the issues in this game and they're not implemented in a official patch.
The animation section of this video is really something - Alex’s ability to even figure out what’s going on makes these videos so great, let alone that he managed to find a solution.
30 fps cap is NOT a solution
@@abysswalker3357do you even know what delta time is
copy and pasting shit from the internet and reddit is not finding a solution
@@rmfire1058 are you a bot ?
Yeah he is basically shutting off delta time altogether to bypass the issue which only works due to his framerate cap. Hopefully this can be fixed (along with the traversal stutter) because if it isn't fixed the only way to have a stutter free experience on PC will be with a 30fps cap + delta timing turned off which is far from ideal.
I have no knowledge of UE5s internal asset streaming manager, but I cannot fathom how a company of graphics programmers have allowed that problem to persist.
Probably focused on making the game rather than stomping decade old bugs and problems in an engine they don't control.
@@jorge69696 Talking about Epic Games.
UE5 is bloated. This isn't simply a developer problem
@@lau6438 Its because Epic only cares about Fortnite and not the engine that game runs on.
@@corruptedpoison1 and yet ... Fortnite runs way better than most other UE5 games! Regardless of settings!
The real jumpscare in this game is the Unreal logo
Hahahahaha true
lol
UE5 is a plague for this industry
YEAH! Unreal 5 gave us 30% more graphics for 100% more performance needed from the hardware.
Till now its a BAD DEAL.
and now try to stomach the idea that the next Witcher game would also use UE5. I wouldn't dare
Excellent piece. The animation/delta time part is particularly interesting. It's great honestly, it feels like we're finally going somewhere with all these UE stutters! I'm curious to see the response to this, and hopefully a fix in a way or in another. Thanks Alex.
17:20 there is a difference between engine DeltaTime and frame time of the presented frame.
Due to draw commands buffering, there is some slack, where the presented frame time would be smooth (33 ms), while engine DeltaTime would be let's say 55ms (due to a hitch) and then 11ms (to catch up with calculated predicted frame pacing), resulting in the same sum of 66ms for 2 frames.
Therefore 1st frame would have 5x DeltaTime compared to the second, and that time will be passed to the animation code (and the entire UE game code) to advance them with Tick
Man the jump scares in the first 30 seconds are immaculate
So freaking funny
those microstutters are insane, no matter what setting or resolution they just always seem to happen, hopefully a patch drops soon
No chance, virtually no devs ever actually properly fix stuttering issues.
@@TheMullet2000 But seriously... why is that? Why is it so prevalent and why don't they fix it? Is it because they can't or because they won't?
They simply don't care. People will buy the game because it's silent Hill and statistically almost nobody will refund due to "minor" issues. Why spend several million dollars polishing to get it the last 3% of the way there when it doesn't matter to the bottom line?
@@Philosopheraptor They can't. Unreal 4/5 is a terrible engine that is not suited for games or gaming in general.
@@Philosopheraptor It's an inherent issue with unreal engine and it takes skill and effort to program around. It's 100% possible to deal with because some games do come out without stutter but for some reason it isn't prioritized. I truly don't understand it because like Alex says in this video, it's one of the most immersion breaking issues a game can have and can ruin the experience more than most other potential visual and performance issues.
"They look like compilation stutters to you?"
"You cant just kill microstutters just because the way it looks at you"
You can't just sit there and eat micro stutters!
How can you have your micro stutters if you don’t eat your meat?
"The fear of microstutters tends to create fear for the low performance"
"You see it too? For me, it's always like this." - UE
One thing I noticed about the reflections is that even at the highest settings they're really flawed in the fog. Puddles perfectly reflect surrounding geometry that should be hidden by fog in the game world.
Noticed this right away but never see anyone else mention it.
It's 100% traversal stutter. You can actually see this happen very obviously if you use the No Fog mod from Nexus Mods. I was messing with that mod and the Sunny Hills mod just to see how everything looked and the stutters are happening when sections of terrain and map get loaded in, which the fog is used to hide these sections being deloaded in the distance.
Which is annoying because they can just load these thing slower and NOT spike the frametime.
Idk how this game struggles so much to load stuff when there's open world games using UE that stutter way less
@@drinkwwwaterrri think it’s just how aggressive things are loading in and out they just need to tone it down and it’s not like your moving at light speed in the game
@@edragyz8596 Somehow the ps2 had that figured out..
@@NothingHereForYou I'm like 99% sure the PS2 wasn't doing asset streaming, would have been doing dedicated loadzones hidden behind transition animations or loading screens. Maybe I'm wrong though, it was before my time after all.
Unreal is haunting everything
truer words have never been said. well be getting these blurry stuttery ue5 games for the next decade or so unfortunately
Unreal Engine still stutters like a MF 4 years into PS5 generation. And with more and more developers using it to streamline development, i look forward another 5 years of stuttering on any hardware
Stuttering in ue usually is a pc issue
As a modder I found out this game uses 5.1, which doesn't have any of the stutter fixes we see in later versions... I have no idea why this remake didn't upgrade versions before launching, it's a week or two of work.
Unreal Engine sucks and I don't know why everyone wants to use it.
@@dwagin6315 because epic is pressing the whole industry to use it Because MONEEH..
remember times when Studios had thier own engine? You could see the art of developers.. now its all bland and the same i can tell when a game is running in unreal..
doesn't matter how it looks or which art direction.
Yep it's only going to get worse from here. Bloated trash engine
UE5- engine which touted nanite for large scale enviroment
stutters every 100 meters
Each stutter lets you appreciate the higher geometry better. Like an in-game black frame insertion.
every 100? You mean 20 meters.
Stutter has nothing todo with Nanite. It already happened with UE4 and is likely due to a ton of legacy stuff within the streaming pipelines.
@@gavinderulo12 Any chance Epic will focus on fixing these age old issues instead of bolting on new BS we don't need?
@@phant0mdummy yep. They are currently completely overhauling the whole treading system for the rendering, game and rhi threads. That's a pretty fundamental change.
how has Alex been hammering this for like 5+ years and these developers _still_ haven't figured out that you shouldn't delay the render thread in order to load in 25 whiskey bottle assets behind a closed door while running around outside.
Nailed it, anything - even showing a blank asset for a few frames - would be better than stutter.
They have to be loaded some time
@@lgolem09l There are ways to do it without stutter and many games, even complex open world games, have solved the issue. Even if it means showing me a blank/low quality asset for a few frames that’s better than stutter. You should never stall rendering like this, it’s horrible.
@@BlindBison I think it's a problem with Ninite. Maybe UE5 games just don't have a traditional LOD system, so instead of loading assets at a lower quality, the game just stutters and delays rendering.
I've heard from some developers that most modern engines still output the rendering pipeline through one core. And there is no proper way to avoid it. Some say that UE is a really old engine and hasn't been completely rewritten yet.
but I'm not a developer, so I could be wrong
@@BlindBison *"You should never stall rendering like this, it’s horrible."*
It's worse than horrible --- it's absolutely unacceptable.
Actors live and die on the game thread.
This is my understanding of what is going on. UE’s rendering is split into three stages. Game, draw and render. Draw (instructions to the GPU) was single threaded until 5.4. Render occurs on the GPU. Game is where the world state is updated for the frame including animations. Traversal stutter is being caused by game world being streamed in/out. The read of the binary data from storage happens asynchronously, but the instantiation of Actors (and their clean up) has to happen on the Game thread. The problem is Actors are heavy objects. There is quite a bit of house keeping that goes along with them.
Now some guess work for your 30fps tests
Draw and render are dependent on Game, but are de-coupled. Delta time is established at the start of the frame. Game then hitches trying to update the world state. Eventually it completes, but by this point delta time is visually stale. Draw and Render are stalled waiting for the new frame, but when it arrives they easily complete their work in time budget just with ‘old’ data. Fixed tic 30 gets around this by allowing Game to choak on the hitch within budget but keeping animation timing consistent.
PS5 ‘might’ be different because it’s asset streaming is very different and bringing in faster/smaller chunks that are spread out over multiple frames??
From what I understand there is no easy fix for this. The Game thread is not an easy target for parallisation. CDRP did a talk on this recently and their approach seems to be to try and replace the vast majority of Actors in the game world with light weight render proxys that can be instantiated async. But this is a big workflow change and has implications up and down the dev pipeline.
I’m somewhat removed from all this, so if someone has more accurate info, please correct me.
Really nice post- thanks for this.
Big brain comment
Very interesting read, thank you.
> CDRP did a talk on this recently and their approach seems to be to try and replace the vast majority of Actors in the game world with light weight render proxys that can be instantiated async.
Shouldn't all engine devs already be trying CDPR process? OR its too much of a new implementation and we will see a transition by next generation?
its magnified by using slower storage. happens way more on a hdd than a ssd
I am so sick of every modern game running like garbage. Hardware has gotten exponentially better while software gets increasingly sloppy and poorly optimized. It has pushed me out of the hobby as now when a game looks nice, I just think about how poorly it will run.
1000% this. I refuse to buy a game if it's performance is hot dog water. And so many people tell me I'm missing out on great games. The problem is they're not great games if they are a performance shit show. I refuse to play Elden ring because performance is terrible.
Buy console. Pc never worked well.
Unreal games have always been like this.
@@markusjohansson6245or just have both that’s what I do, if the port is crap on pc I get it on PlayStation I would rather deal with less fps the stutter fest
@@WeencieRants Yeah, but now every developer insists on using it.
(19:57) "So something is essentially very wrong in Silent Hill". Angela tried to explain this to everyone, but only you listened.
Dude, thanks for not letting these developers get away with this crap.
It’s partly the devs but I also feel the Epic deserves some blame for how this engine does this in nearly every game.
@@TheAmazingSpiderGuy_99 for sure. I know little about it. But I can't even count how many awesome games I'm missing out on because stuttering just ruins the experience
Its not always the devs, the engine itself is the problem.
@@SirThanksalott heard
@@TheAmazingSpiderGuy_99 Yup anytime I see ue5 I don't buy it
Alex, thanks for diving into these layers of stutter problems. Please post updates as you learn more about what’s up here! DF doing the people’s work as usual.
limiting the fps to 40 and changing your monitors refresh rate to 120 has helped soooo much, stutters arent as obtrustive and feels alot better than being limited to 30 fps with the timedfixed step thing
It's not our job to fix this issue but for the people whose job it is to fix this issue they need to get their act together. They shouldn't be leaving it up to whether or not the customers can fix it themselves.
Reality is 95% of steam players are thrilled with this game. For the 5% of us who can’t stand the stutter, I’m not sure what can be done.
they cant fix these performance problems tho. they are using all resources to add more ray traced lights in an engine thats already not running well. so pretty soon we'll have games with millions of ray traced light sources that nobody can enjoy because the best systems have to run it on medium with rtx off.
@@kevnb3 its worth than the stutter though, there are atleast a dozen more issues brought up in this video and on things like the PCGamingWiki, basically check the improvements and fixes on the description of the mods shown during the Nexus section of the video the game is a mess and yet is reviewing insanely well along with the fact that it changed so much of the original I guess all it really takes to become "peak" nowadays is the style of a game like RE2 Remake and the hype of an existing IP backing u, imo people should just stick with Enhanced Edition does all u would expect from a modern version of the PS2 masterpiece and more but faithfully.
UE5 games are a nightmare to play with a OLED and VRR with all the flickering caused by microstutters.
Ugh
Bummer! I have a Samsung OLED g8 which has a vrr control setting, completely eliminates the flicker.
Yeah,... only solution for now is to deactivate VRR when playing it.
Play in fullscreen. I noticed this in borderless window mode upon booting / initial setup.
OLEDs shines with BFI, what are you doing using VRR on them in the first place? You're just wasting the pixel response on a ton of persistance blur.
VRR flickering happens on everything anyway.
The place at the walk up to silent hill you actually are walking through a volume trigger that does trigger the initial city loading. If you enable hidden objects from the player it's a directly labeled volume for the preload.
Surprisingly didn't mention the shadow imprint the main character leaves on the fog while moving. I find this very distracting. Great analysis video though.
Silent Hill is a deeply unsettling experience, even on a technical level.
Alex's video are so ridicously detailed and in-depth. Kudos.
The intro was fantastic! Great video as always.
LMAO that intro, so true. This is just inherent with the unreal engine since its inception. Not fixable, almost all ue games had this since 2001
thank you for doing this. the more people that care, the more likely we are to see solutions.
It's really easy to see the animation hitch if you look at the bottom of James jacket, even on the PS5 footage. It's like the cloth simulation has to catch up and the jacket makes a jump.
Wonder if it has anything to do with the cloth animations being at 30 FPS? But yeah I somehow didn't notice my first playthrough, but now can't unsee it.
There is also the issue with dualsense and controller vibration in general on PC! When you open the map or read an item for a few seconds (not instant) the vibration and adaptive triggers stop working until you move the mouse for it to return! That is ridiculous, given you are opening the map frequently as part of the gameplay loop.
I really wish Blooper team fixes this issue as soon as possible as I don’t think it is a big task for the controller functions to work properly and it breaks the immersion when I am going back and forth to move my mouse 😅
I also noticed this issue. I hope it gets fixed soon cuz I like how the controller's features work in this game as well as to fix the traversal stutters
Also noticed this. I was understanding when it first happened as it was before the games “real” launch but I’m very shocked there hasn’t been a patch to fix it yet, or any patches for that matter. I hope it’s because the patch that is coming will be huge in terms of fixes.
Controller vibration definitely has issues. I'm using an Elite 2 controller and when i open the game it's a toss up if the vibration will be on full blast (even if it's set to low on the game options), or if it won't work. I ended up deactivating it completely.
Was noticing some issues too. And I thought it was just PlayStation controllers being PlayStation controllers.
@@makoto4341 yeah I switched to xbox series controller to check and I got vibrations, but next time I opened the game there was nothing, tried couple of times same issue that I switched back to the broken dualsense implementation. There is a bug in the comtroller features in general that needs to be fixed. I hope the next patch fixes it.
finally people in the steam forum cant pretend anymore that their game is running fine
They can and they will. They'll accuse DF of nit-picking.
But the game runs fine for me... because I don't have it! As such, I also don't have its problems :D
"The game runs great for me, you people are deluded."
>9950x
>Dual RTX 4090
>128GB 6000mhz
>10Gb/s SSD
>2000w PSU
You see it for most games Black Myth, CP77, Starfield etc
@@AJ-xv7oh DF is the same channel that used to praise 30fps console exclusives :D
@@jepulis6674 has absolutely nothing to do with the topic at hand and is also taken completly out of context
Thank you for pointing out the ray reconstruction mod. I gotta give that a try because RR is truly a game changer and I wish more titles supported.
Add my voice to the chorus. This generation has completely killed my enthusiasm for not only pc gaming, but console as well. It’s almost never worth buying anything at launch, and even if most games run “better” on my ps5 in performance mode, they typically look like absolute garbage.
Astrobot is the great saviour that runs perfect and always looks good.
Seriously though i think we are taking this things too seriously. As kids we played with hardware and games that run horribly many times and because our focus was just having fun with the game we never cared. Now some games might have some issues but is nothing to go crazy about. They play good and look amazing.
@@SIPEROTH it definitely is true that all games we loved as kids ran like trash as well 😂 the joys of not knowing any better.
I do not accept the "we used to be okay with poor performance as kids but now we are picky" argument. At large, we were not okay with poor performance even as kids.
'Framerate', 'frame time' and 'stutterimg' may not have been in our vocabularies yet, but we still perceived them.
Few games, past present, and future, overcome unjustifiably poor performance.
I have no clue how any of this works but Alex delivers it in such a compelling way that I am entertained all the same.
Meanwhile in Steam:
"buttersmoothformebronostutteryourpcistrash"
Ahaha true.
"runs fine on my 4090"
OVERWHELMINGLY POSITIVE DURRR 🤤
Personally haven’t felt stuttering maybe it’s playing on a controller on my PC instead of keyboard and mouse (or just less sensitive to it)
Thats an 'answer' if the topic is "Any way to fix the stutter?". Like, thanks mate, but I did not ask for your opinion, I asked for a solution.
Awesome investigation work Alex, man things just seem to get worse and worse when it comes to getting a smooth, consistent experience.
This is why proprietary engines are "better" they're dedicated for EXACTLY what the game/devs need and the devs have engine techs around to work on the engine.
UE5 is a good all rounder, but is filled with unnecessary things depending on the game and it's completely out of the devs hands on how to handle in depth engine issues.
Publishers have to spend money and time to gut UE5 default tools to make it fit their game's vision is all.
At least this is according to CD Projekt Red for their later UE5 sequels and I'll take it.
Engines are just a vehicle games must use. Seems like everything comes back to time and money. UE5 is cheaper for dev tools/licensing fees, but if publishers spent a bit more money and effort for their devs to properly code their tailored games to UE5... We would surely get a great experience on PC.
I guess cost/time losses its benefit rather than inhouse engine tools to MOST publishers who adopt UE5.
Although i agree, some sort of platform/standardization for game engine is necessary to overcome the massive time and money required to make current games across the industry. Not to mention it allows for devs to swtch jobs easily and less time taken for new devs to understand proprietary tech.
Unreal might be stutterfest now but once more devs join in and share their enhancements with the main branch it'll exponentially reward in the future.
I wish godot also prospers.
The unfortunate reality is that the demands of the gaming market are getting higher and higher, & as a result games are becoming much more complex. The market rewards games that push for better graphics. Which makes custom proprietary engines only viable for huge AAA companies like Capcom. Companies like 343i and CDPR were not able to handle being both a game studio & a tech company. This makes development a mess & makes games take 2 times longer to develop. So, sometimes using something like UE5 is necessary to overcome the massive time and money required to make a modern AAA game.
Yeah. I'm playing Ragnarök on PC (didn't watch any gameplay etc so it's all new to me). And yeah, it's not as impressive as SH 2 remake visually, no RT etc. But hey, it still looks great and is silky smooth. Same for Horizon Forbidden West.
The intro is absolutely hilarious! Alex, I think the DF team should do a conversation with developers that don't have stutters in their games and ask them for a deep dive into how they prevented stutters! I think this might be good for the entire gaming community - devs included!
They should be forcing the developers that _do_ release stuttery games to answer for themselves. That's how journalism works.
@@bricaaron3978 perhaps, but you want shaming of those devs or you want better games? I’d pick the latter every time
@@3monsterbeast It's not just one or the other, lol. For goodness' sake, you think I don't want great games?
The whole point of making businesses answer for themselves is to get better products. With respect, what would your idea achieve? Do you really believe that games are shoddy because the developers just don't know _how_ to make better games?
Unscrupulous businesses will attempt to get away with whatever they are _allowed_ to get away with. Now at the end of the day the problem is all of the people who continue to throw top dollar at games no matter what developers excrete, but if the media actually made companies publicly justify their business practices --- without letting them spin a bunch of P.R. nonsense --- they would be a lot less likely to try to get away with stuff in the first place.
But beside that, I think it would be informative to consumers. There are a lot of people who don't understand the way the world works --- who either don't understand how much better things should be, or who understand things are bad, but put the blame where it doesn't belong.
All the amazing effects, awesome lighting and all around great graphics Unreal Engine 5 provides mean nothing as long as it continues to have awful stuttering.
Insane impact, Alex owned all of gamedev, epic and microsoft in one video
Wow this comment section isnt very bright these last copule of vids
That intro...the horror...THE HORROR!
And everyone is switching to UE5. Man, it will be a treat to run around in the next Witcher game, where every few seconds the screen stutters. Bright future upon us.
they finna pull cp 2.0 on us
That's because you can then hire DEI candidates as UE5 is what everybody can pick up now and put on resume instead of actual programming and 3D skills experience that comes with hard work and commitment.
@@FantasticAdventuresOfDenzil The ability of you people to always make things about """""DEI""""" (we all know what you really want to say there) is so weird. Super delusional.
So basic how the witcher 3 was when it first came out buggie
I've read they modified the engine in some way (removed some parts of it or something) to cope with stutter.
The stuttering is actually a manifestation of James's inner turmoil
Stuttering should be a crime in modern gaming.
The intro was the scariest thing I've ever seen. 😨
Probably the DF video I've been anticipating the most, ever. Great intro already
i don't know why Unreal 5 is so popular, everybody knows it's a stuttering mess of an engine
I can only assume that it's because it's easy to develop games on. Same with Unity, which also often runs like crap.
Also games are way too expensive and time consuming to make nowadays, so I guess the time and money investment for companies to create and update their own proprietary engines just isn't viable anymore. Presumably you'll have seen how everyone complains about Bethesda and FromSoftware's engines. I've even seen people suggest that both companies should scrap their engines and move to UE5 for their next games lol.
@@yewtewbstew547But there other engines. Like Decima, for example. Kojima is using it too, along with Guerilla Games, who created it.
It would be great, if some other devs could use it too.
Games, based on Decima look as good as UE5 based ones, but run much much smoother.
Big Corpos making contracts between each other. That's the only reason after the huge success of UE3 during the PS3/X360 era...
@stangamer1151 sony developers usually update their engines as well every generation. A reason why their 1st party studios have been slow so far. Notice how even in house, their studios use different engines for their games...naughty dog for instance doesn't use decima. I think kojima using decima was just a sign of respect to him after his departure from Konami, it's really not a 3rd party engine that everyone is free to use.
@@stangamer1151 Yeah, but Unreal Engine is available for anyone to download and learn. I believe many game developers nowadays learned how to make games in something like Unreal or Unity, so it's easier for studios to just use these engines instead of teaching their employees how to use some proprietary engine like Decima.
Also for those experiencing stuttering on pc I highly recommend you download Sammi’s ultra plus mod and also I experienced significant performance gains from starting the game by turning my pc on or rebooting instead of switching it on from standby mode. For some reason if you leave your pc on standby it can affect the Unreal drivers which can cause bigger spikes with stuttering, especially in the hospital.
Thanks for the analysis, Alex! I'm glad I'm not the only one thinking they were going crazy over this. I couldn't pin down the issue on my end when playing with settings and assumed either something inefficient was going on or maybe I had a gap in my hardware I'd have to fill. Good stuff, hope something gets fixed or at least people will be aware of it in the future!
I can only say one thing. It's unfortunate that a lot of AAA game studios went for U5. Expect a lot of stutter struggle in the coming years.
lmao this editing in the intro is god tier
That's graphs at the start are the scariest thing I've seen and spooky season has only started.
Great intro 🤣🤣🤣
3:00 The grass shadows aren't flickering because it's only using screen-space information, rather because the sampling/resolution is too low. If what you said was true then we'd see that problem in every game.
15:30 It's not only because the stutter spike in below 33.3ms, capping the frame rate to 30fps also freed up a ton of CPU resources since you were getting 200fps before. You should've compared it in areas that had over 33ms spikes to see you'd stll get those stutters since had more CPU resources for loading or whatever Unreal is doing that causes traversal stutters. Also the PS5 in performance mode to see if it spikes higher than quality mode.
About the delta time problem, I'd assumes it's mostly a Unreal problem rather than Windows since Playstation also has that problem and we don't see that most if not all non-unreal engine games.
That intro actually gave me a good laugh. Thanks for that.
Also, it was an amazing game, easily on par with the Dead Space and Resident Evil Remakes. I wasn't too upset about the performance since it looks absolutely amazing, but I still wish it ran better. Traversal stutter was especially apparent, even on an NVME SSD.
Alex didn’t even bother with an optimised settings guide etc with this one and I don’t blame him.
Is there a fixed time step parameter for 16.6ms frames (60fps)?
In a shipping build, No. The Default is 30 sadly. It is configurable though in Dev builds :(
@@DigitalFoundrynoo thats unfortunate :( maybe someone can make a pak mod for it though
@@AnimeUniverseDE hope so because as bad as the janky animations are (I find them more distracting than the actual stutters) being forced to play at 30fps is just as bad, pick your poison
@@steviewonder0850 apparently the Ultra Plus mod you can find on Nexus already addresses this animation issue without needing to switch from delta to fixed time
@@AnimeUniverseDE oh really? will check that out thanks for the heads up
It's a psychological horror game, the stutter seems to be a feature. 😂
I just dont understand how Alex can know this & the developers dont?... its just mind blowing.
Amazing work Alex! Best technical breakdowns around, full stop.
We already have the following mods: frame generation, ray reconstruction, pre-shader compilation, TAA modifier, image clarity, and performance enhancement. All of this is accomplished without access to the source code.
The game comes with outdated DLSS files.
Ladies and gentlemen, this is starting to feel like the Monday of AAA game releases
Too bad that DLSS frame gen is still currently locked behind PureDark's Patreon.....
DEI hires are making these games
My mod "SH2 Essentials" also fixes image quality, clarity & has a 6% perf improvement (or more if you're willing to downgrade quality).
@@dariengoheen747 What?
Quite shocking how most people are overlooking this awful optimization.
Something needs to happen, I don't know if Epic, Windows, Nvidia, AMD , Intel need to come up with some sort of a solution but I think we can put a bit of a pause in trying to increase visual fidelity and make sure the game can run smooth at least with medium range PC's.
This is all on Bloober Team, if they had used a solution that wasn't frame dependent then we wouldn't see this issue, the engine gives you the tools to fix this, you just have to learn to use them correctly
@@nimbo112 The jedi survivor devs made the same mistake. I'm sure they aren't the only ones. When so many people keep fumbling it, that's a systemic problem that needs a systemic approach.
Most people don't care
@@gavinderulo12 I don't care that most people don't care. I want my playing experience to be as smooth as possible. I'm playing Robocop right now, which is using UE5 and it is running perfectly. My conclusion is that most devs don't know how to use this engine. Incompetence, lack of training, lack of time to polish the game?
@@RobertFromEarth Nowdays studios just hire some junior with some experience with UE, put together some assets from some library and call it a day, why spending month in optimization which is extremely hard and require some experienced people to work at it when you can just let Nvidia do it's magic tricks with frame gen, dlss and stuff like that.
Only a minority notice stuttering so why bother? That's it and it won't change, it will get worse.
All the Halo Studios lovers are gonna enjoy that stutter. They are going to get what they are asking for.
for a competitive fps, thats gonna be a nightmare LMFAO
That game is at least 5 years away lmao. It wont be a problem
@@bryan_350_5 That game is built with the current version of the engine, the same as this Silent Hill 2. They are not going to port the game to UE6, they are developing and are going to continue developing on UE5. Just enjoy it, you asked for that. People like you, buying the crap that 343i-HaloStudios are releasing are the one that has destroyed the Halo franchise.
And thanks to you, you're encouraging Microsoft to keep 343i-HaloStudios in control of the franchise, destroying it. If you had voted with your wallet like those who truly felt Halo did when Halo 4 came out and saw what was coming, Microsoft would have passed the franchise on to a truly capable developer.
Alex doing us all a favor
I love that delta time investigation you did, that's fascinating
Never would I imagine that we got out of the PS3/360 era with the "tying game logic to FPS" crap just to use it to fix the game animation more than a decade after 💀💀
Skull emoji dork what would you know
@@DrGreenThumbNZL I'm older than you.
For sure one of your best uploads yet!
The PS5 version's frame rate tanks hard in the Apartment block room with the large mirror in performance mode. Some of the rooms are near pitch black before getting the torch too.
Thank you, Alex. This needed to be addressed and hopefully these issues will finally addressed by whoever is responsible, so that future games don‘t suffer the same way
Alex, the work you do is priceless. I can nearly bet that the SH2 team is taking notes now. Or at least you'd hope ....
The stutter struggle is the true horror in this.
God I despise Unreal Engine 5. Can developers please stop using this garbage ?
lol if people thought Witcher 3 and Cyberpunk were bad at launch while on RED Engine, imagine what Witcher 4 and Cyberpunk 2 are going to be like on this utter shambles of a "game engine".
Silksons on UE5
@@Spr1ggan87CDPR said they are working to avoid the actual UE5 issues. I believe them, but I really hope they do fix it cause.. not working fine even on a 4090 is BAD.
@@Walamonga1313 Silksong is a fucking sidescroller that could run a Tamagochi. We're talking high fidelity 3D titles not glorified SNES and MegaDrive titles.
@@fawneight7108They also said that Cyberpunk run „surprisingly well” on PS4. Dont trust them, unless you see it on your own eyes.
The real horror is the stutters 😱
That inro was pure gold! Can't remember the last time a DF video got a belly laugh from me
This is actually super interesting. I’ve never understood how a frame cap could create smooth animation as each frame should still take different times to render, just present evenly, causing animation stutter. Seeing this become an issue is cool to me because I might learn how it’s supposed to work as a result.
I’d imagine the issue here is that whatever mechanism exists to pick a time in physics to render an image for is in the wrong order such that traversal loading happens then it picks a projected time instead, putting object movement off pace
Lack of DLSS frame generation is also a large feature to be missing. Hopefully they add it in.
Modders have already :)
@@RKramer105 it's always great when the community steps in, but at this point in the game it should be standard to include. Also, I'd heard the implementation was still a bit beta - i.e. lots of ghosting. Official support would be grand. Incidentally, it's a bit odd Bloober Team hasn't really been active at all in the Steam forums; it would be great to hear from them in some capacity as to what they're planning.
@@MondoBodacious Oh 100% agree. Not even a day one patch and no communication is a bad sign for sure :(
Only fsr1 , what are they thinking
Y'all had fun editing that intro haha, jokes aside, i rly wish stutter struggle would go away.
I’m getting PTSD being reminded of how atrocious traversal stutters were in Jedi: Survivor during launch and even now. Think I’ll hold off on Silent Hill. It’s so immersion breaking.
Outstanding work Alex! I hope this shines a light on what ever is causing this so it gets fixed.
My mans delivers the goods at last. Thank you for all of your hard work!
The jump scares in the intro were scarier than anything in Dead Space 2.
Thank you for that intro. Cheered me the F up, lol.
Adding UseFixedTimeStep to the launch options has the funny side effect of bringing framerate parity with the PS2 original. As someone with a 2080 Super this is perfectly fine with me as I don't see myself running the raytracing above 30FPS even with DLSS. I understand the frustration for all the 4090 owners out there that can't enjoy high framerates to the fullest though :)
How do you add UseFixedTimeStep into the game as a launch command? :0
I'm curious and would like to try it out, but my GPU is just a 3070
@@m0ssyk1m10 Don't you just do it like Alex showed in the video?
The Ray Reconstruction fix is really excellent, been enjoying the game a ton on my 4090, even with an older 5900x CPU. Some of the NexusMods fixes for stutter have helped, alongside the DLSS FrameGen mod so i'm very happy at the moment!
Don't let up on this stuff Alex. Your one of the few people pointing this stuff out and investigating the problem. Change can happen if enough people have a problem with it and don't buy games that run poorly.
Remember that John and Alex literally just got done praising Halo Studio's move to UE5.
Stutter is no inherit to thw engine. Look at the coalition and there games on it. Look at nobidy wants to die etc. Bad devs relying on the engine is the issue.
Still can’t believe a halo game will have to run on this stuttery engine. Can’t wait to stutter along the game world in a warthog.
Idk how ppl get excited over UE5, yes it looks amazing but it plays so poorly.
With 343 at the helm stuttering is the last thing to be concerned about
@@garyr5866
Ah but you see, it's not 343 anymore, they are HALO STUDIOS (with a shit logo) *taps head*
I am starting to get the feeling that this is a Windows + DX12 issue. Specifically lack of support and documentation on Microsoft side, Similar to the early blunders with Sony and the PS3.
Großartige Arbeit bei der Recherche zu den Gründen dieser frametime-Probleme 👍