

it will be even worse when custom in-house engines will all switch to DX12( and they will probably want to use DX12 and not Vulkan because that will allow a less painful port to Xbox if needed. UE has an army of engineers and problems are still not solved.

60fps without and i will choose 60 or even 30/40fps experience. Reasonable framerate drops( especially with VRR ) are nothing compared to random stuttering during gameplay and consoles are often offer a way better balance in this area. PC as it stands is a garbage platform for gaming if you value smoothness and actually can compare it with platforms that render games as they meant to be rendered. but i finished that recently lol, so i dunno ) Most days i regret that i spent money on this build, there are a few saving graces though that make me still keep it around(Cyberpunk 2077 being one of them. It's not a huge amount, but I actually get more consistent framtimes playing Bayonetta 1 on CEMU vs the native PC version (not sure if the occasional hitch I get on Bayo PC though is due to shader compiling).Ĭlick to shrink.I have 3090 and 10 core CPU. CEMU for example has made huge strides in recent releases where you can barely notice first-time shader compilation even occurring at all, and my CPU isn't that beefy (i5-9400). It's maddening, albeit as Alex mentioned in one of his videos 'stuttering' is such a hugely encompassing term it's not very descriptive.Įven not as bad in some emulators. I basically double-dipped to get Death Stranding on the PS5 because the stutters were so obnoxious on the PC version, despite being able to run it well otherwise. Maybe it's because I have a controller and play on a 60hz TV, my particular system (albeit I've seen this across many CPU/GPU's/motherboards and watching youtube videos with frametime graphs on higher end systems it can also be evident), but I'm kind of fed up with it. I raised this on Beyond 3D a while ago, I felt this was going to become a more prevalent issue with games being designed around fast loading, as level loads were how devs hid shader compiling usually in the DX11 era - assuming they just didn't go the Horizon:ZD or Detroit: Beyond Human route and do it at the start, which is annoying after a driver update but still preferable to game traversal stuttering.įrankly these compiling/traversal stutters are the bane of PC gaming for me. It's not a huge amount, but I actually get more consistent framtimes playing Bayonetta 1 on CEMU vs the native PC version (not sure if the occasional hitch I get on Bayo PC though is due to shader compiling). Click to shrink.Even not as bad in some emulators.
