Troubleshooting Stutter in PC Games (Hunt Showdown Guide)
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- Опубликовано: 10 сен 2024
- Links list used in the video:
Check Monitor "True" Refresh Rate: www.displayhz....
Nvidia Profile Inspector Download:
github.com/Orb...
Inspector Half Refresh Rate V-Sync Image:
preview.redd.i...
BlurBuster's Low Lag V-Sync Guide:
blurbusters.co...
I wanted to clarify that you may be overfilling VRAM without it appearing that you are -- you need to look at both VRAM usage and RAM usage to determine this. For example, suppose VRAM usage is at 7.5 out of 8 Gigs with Medium Textures while RAM usage is a 10 Gigs. Now suppose you enable High Textures and VRAM usage goes to 7.2 Gigs while RAM usage expands to 12 Gigs. Basically what's happening there is that more assets are getting shifted into main RAM which can cause stutters when assets are moved from RAM into VRAM depending. That's what I've observed in some games and if you watch Alex B's Digital Foundry video on Ratchet and Clank's PC version you can see something similar happening and he explains this much better in that video.
Note, often times overfilling VRAM only really effects the 1% lows -- you may see identical performance between High and Low textures except when you hit one of those asset streaming/traversal checkpoints then you might really feel the impact, it just depends on the game. Just something to be aware of as you probably won't actually see your VRAM filled to the literal 8 gig limit in most games -- the games/drivers are usually smart enough to shift assets into system RAM before then.
An additional note, typically you should never cap to 31 fps on a traditional 60 hz panel when standard V-Sync is enabled since that does not divide evenly and you'll get a lot of stutter as a result (see Digital Foundry's videos on Crysis 2 and 3 on console for an explanation as to why that is). However, in our case if you are using driver level half refresh rate v-sync this will force the game to output at 30 and any framerate cap above this is only for the purposes of reducing input delay and filling the backbuffer "just in time" for the buffer swap so you should not experienced that kind of issue (assuming you're not on an Nvidia Optimus laptop in which case driver level V-Sync probably won't work regrettably).
Ideally the RTSS way + Inspector half refresh is likely the preferred way to go anyway, but for users that want to achieve this only with default control panel features you can do a driver level cap of 31, adaptive half refresh rate v-sync, and set low lag mode to Ultra for example if your target is a "smooth stutter free 30 fps with a reasonable amount of input delay". Just wanted to clarify that point (though ULLM won't work if the game is Vulkan or DX12 sadly -- those games sometimes have Reflex built in however).
If you are on an Nvidia Optimus laptop which does not support driver level V-Sync options, some games do have their own half-refresh rate v-sync option internally (Red Dead 2 / Spiderman Remastered for example). Alternatively you may still be able to achieve a reasonably good 30 fps result by simply enabling the standard v-sync option in game than setting a precise FPS limit in RTSS to exactly half your monitor's "true refresh rate" (viewable per the hz tester websites).
It's notable that some games appear to automatically set an internal framerate limit in conjunction with V-Sync already so if you notice input lag is reasonable from the get-go when in-game V-Sync is ON you may not want to limit the framerate externally since having two limiters active and targeting values near each other simultaneously is unwise. Still, if you use control panel v-sync instead you can usually be fairly certain an in-game limiter is not automatically enabled. Thanks and have a good one guys.
Reddit and other online sources are full of misinformation about Hunt's graphical mannerisms and quirks, with many people just sharing rumors that they've heard, but parroting them as facts. Thanks for your work on testing out solutions to some of these problems with Hunt and for the your detailed technical explanations. You helped me fix some problems I was having and earned my sub. Great work!
Glad it was helpful, yeah I know what you mean for Reddit. In general I use Guru3D these days. Very knowledgeable group of PC gamers there in my experience.
Great thorough video! You know what you are talking about and you have a good voice for tutorials and stutff!
You really put some effort into this and the community thanks you for it, whether they showed up to say so themselves or not. :D
Thanks man, hope it was useful -- sadly I speculate that not all stutter can really be removed in Hunt Showdown on current patch -- at least not barring a very aggressive framerate limit or some such. I say that as even PsychoGhost who was running a very beefy 5950X rig got the "approaching compounds" / random traversal framedrops/stutters in two of his streams I saw (I posted the timestamps for it in the Hunt discord to report the behavior/as evidence). It may just have something to do with their server optimizations or not loading everything in at the start of matches -- usually when I get it recently my team mates are also getting it too which sort of suggests to me its either an issue with the game itself or something to do with the servers.
Very interesting Video, ty for helping me understand my stutter issue with Hunt:Showdown!
Ive played on different Systems over the years and all dropped frames for a split second - hunt just runs quirky and feels like its running not smooth even in high frames/low frametime scenarios
VSync + FreeSync + 237 Fps cap has the best feeling for me but isnt perfect
regarding VRAM allocation: ive noticed a new NVCP entry "CUDA - Sysmem Fallback Policy"
Since i cant confirm my stutter issue is related to RAM Problems my question would be: is this new setting working for hunt?
Maybe you can explain to me then, what settings am I supposed to have? I'm sitting here on 4090, 13900k 32 gig ram, NVMe 2TB. Somedays it works flawless, somedays it doesn't work at all. My FPS goes down to 0 for a couple of seconds making the game stutter. Absolutely unplayable. I have no additional programs running in the background from the day it works to the days it doesn't. No updates running in the background, everything is up to date, I've reinstalled the game twice, removed some of the files to make it less stuttering etc etc.
Thanks for the video clarification. I often have read your posts in Blurbusters and found them very helpful. What you describe about vsync + limiter forced internally by the devs is exactly what happens in Hunt from some versions now. I've read somewhere that this used to be different, but I don't remember if this was the case as I hadn't tested the game extensively then.
Anyway, I fear that the "small" input lag introduced by any kind of sync or limiter could be very important, giving the highly competitive it is (and the shitty servers it has, but that's another story). I've tested all these tricks about input lag (144hz gsync panel). It actually feels smoother, but in the end I percieve some kind of lag on hit register (it might be placebo though).
I ended staying with the game official 144fps cap, vsync off everywhere (ingame and nvidia cp) and gsync off =( What I experience with this settings are heavy stutters when entering new zones, so I will play with what you suggest about memory target, object and shadow quality settings.
I shouldn't have to do this since I feel I have a pretty beefy rig for this game, but hey. Any more suggestions will be much appreciated.
R9 5900X + NVIDIA 3080 10GB + 32GB DDR4 3800
Thanks man, yup reading the V-Sync description within Hunt now it seems to already cap framerate in conjunction with v-sync automatically (this is probably why they removed the ability to set the in-game fps limiter when in-game v-sync is on). Now, one approach if someone with a low end system wasnted to target 30 fps would be to force half refresh rate v-sync externally then set the in-game limiter to 30 as in-game limiters often can achieve greater input lag reduction than external ones by 1 frame or so. V-Sync can look pretty nasty when it dips below target due to the way it has to show the same frame twice and is oscillating between 16.7 to 33.3 ms for frametime delivery when that happens. It's why Intel's Smart Sync is cool -- it's adaptive v-sync which drops v-sync when you dip below the target then applies a blur/dithering pattern along the tear line. Very cool stuff for traditional v-sync users. Xbox also has seemingly a unique version of adaptive v-sync while drops v-sync when the framerate dips to prevent stutters but only shows the tear in the top or bottom portion of the screen making it less noticeable.
As for the fps limiter introducing input lag, good in-enginine limiters can actually REDUCE input delay over uncapped GPU bound scenarios! Surprising I know -- BattleNonSense did some testing on this in the past (he has a video you can watch) with Overwatch and BFV for example. I 'think' Hunt has one such limiter though I've not seen any objective testing to confirm this, only my own local tests "by feel" comparing against RTSS and the Nvidia driver limiter.
Side note, I personally suspect the "approaching compounds" stutter that can happen can't totally be fixed at this time -- even PsychoGhost was getting it on his streams and that dude has a crazy beefy rig. So, something to do with the game or its servers perhaps, but it can maybe be mitigated somewhat with settings tweaks.
Very underrated video and content :))
Thanks a lot -- my setup is pretty low-tech/low quality I know, but it's nice some of the videos can be at least a bit useful.
Nice explanation
Thanks =)
You play on pc it's to adjust your graphics settings as you wish. But no, you have to adjust on average to avoid stuttering. So no need to play on pc you have to play on console... Ridiculous to have to do that while playing on pc. And the stuuterin sometimes happens when you get near a building with other players in that building (this is an example)
I agree with you that the devs should acknowledge then properly investigate these stuttering behaviors. "Stutter Struggle" has become pretty ridiculous in a variety of PC games these days and it "usually" has to do with game's very badly handling either asset streaming/traversal or shader compilation stutter. Other sources of stutter can just come down to running up against CPU limits (see Digital Foundry's 2080 Super and 3900X review for example).
One way to address a CPU bottleneck is to reduce CPU heavy settings (e.g. Object quality/LOD/RT, etc) and/or to cap the framerate. In cases where you're 100% GPU bound with uncapped FPS it will typically look quite smooth, but in Hunt what seems to happen is "most of the run time" you're GPU bound but then you get these odd mammoth spikes in CPU usage when approaching compounds or some such. I can only speculate to the cause, but yeah -- it needs to be looked into by the devs and all we can do as players is try mitigate it.
@@BlindBison I have I7 12700K, RTX 3070Ti, ssd nmve. And stuttering has been present for a long time, it ruins the gameplay for me so I stop playing. I threw away my money, thank you crytek
@@cervicalestorticolis7914 Sorry about that man. It’s a shame as the underlying game is really good imo. They used to have moving the game to Vulkan on their roadmap which maybe could’ve helped in these CPU bound moments but alas they removed it and it was never to be.
But yeah with your specs it’s pretty ridiculous to get stuttering.
@@BlindBison without this problem the game is fluid it is beautiful and the atmosphere is excellent.
Could the stuttering be a server issue? Developers can't fix the problem?
nothing helps, it just stutters for fucking no reason because of the engine
No stuttering,check my video and do that and you dont have stuttering!
What specs do you have? Sadly even on very high end systems occasional stutter seems to occur (e.g. There were two separate PsychoGhost clips I saw where he got the "approaching compound stutter" and he's rocking a very beefy rig with a 5950X iirc). I responded to your other comment with what I did personally to address this in my local system, but removing the stutter entirely may not be possible in the game's current state. At least not without hardware faster than mine.
@BAD BLOOD what video? I can't find a fix on your channel 😢
@@deadfool5345 on my chanell find video and fix and look how the fix that shiit
dropped the fckn game cause of this
Yeah, it's pretty annoying. I've posted evidence of the problem on the Hunt discord from streams/forums, but I don't think Crytek has even acknowledged the problem so that sucks. For my 5800X + 3070 + G-Sync rig I'm able to "mostly" resolve the behavior by capping the framerate to something consistently achievable and also reducing those CPU bound/VRAM heavy settings (Object / Shadow / Texture). I also used the "80%" target for VRAM as at 90% the game would heavy stutter in my tests -- I have an 8 gig GPU so if your GPU has less VRAM perhaps the 70% target would be necessary, unsure.
It still happens occasionally but the frequency and severity were noticeably reduced. You also need to restart the game or at least a new match between changes I found as changing graphics settings in game caused a lot of stuttering for that specific match for whatever reason. At the end of the day Crytek need to look into the problem and fix their game, I agree. Maybe it's related to how the game streams assets, tough to know without debugging the issue on the dev side.
This is poor low quality garbage
Hunt showdown doesn't let you set at a frame limit and use vsync