Thank you for testing this out. This is the ONLY game I’ve had trouble with on my current rig at any setting. I’m upgrading to what you have here is what I’ll be working with next. That hair glitch is insanely annoying 😂.
Thanks for the update review! Looks like the only reason why CPU performance improved by quite a bit is Denuvo removal. When they removed Denuvo in SW Jedi Fallen Order, it significantly decreased CPU burned too, especially in the most CPU demanding areas of the game. Games based on UE4 engine with added RT is pretty hard to run CPU-wise. And Denuvo makes things even worse. I am glad that EA decided to remove the DRM. Now at least the owners of 7800X3D/13600K+ can get locked 60 fps in this game.
It is better yes, it's the biggest improvement I've seen since the game released, a bit late though, but at least it's something. Ray Tracing performance is still rough, though, on the CPU.
Thanks for the update ! That might just be me, but the frame graph looked overall more ''flat'' with patch 9. I was wondering, can you alleviate the cpu burden by lowering some settings (while keeping RT on) ? You used epic preset here. Also, would you say that the game still suffer from huge stutters ? Anyway, appreciate that you revisit this game so long after launch. I will buy it eventually I think, when it's on sale. I feel like it's definitely more playable now. I have a 5800X and 3070ti
I would try using RT and see how it runs for you in various areas of the game, and if you find that Koboh in particular gets too "framey" or stuttery, well disable RT when playing in that area. Lowering settings that are not affected by RT didn't have a huge impact on the overall behaviour when RT is enabled, frametime wise the game still feels a bit weird and unstable in Koboh, particularly at night time, but it has improved a ton compared to previous versions, although it may still not be enough to get stable 60 FPS for a lot of people, I just think UE 4 is not well suited for an open world game plus Ray Tracing at the same time, it really hammers the CPU a lot. Other than these issues on certain particular areas of the game, this game is worth checking out, if you liked Fallen Order, it's more of that game, quite more really. Get it on a good sale, and that's it really, I don't think the game is gonna get any more significant patches, but who knows.
@@Sholvacri so is there only a few areas overall in the game that have the performance issues? It seems like if you turn off RT, and run high/medium settings then you will be fine, generally speaking.
@@autoxguy Not sure how it is in this current patch, for all the areas in the game, but yeah, when I played through the whole game, 99% of the performance problems in each planet, when there were such problems, were because of Ray Tracing. Well, ignoring that animation stutter issue, which is not that terrible if you have RT OFF, anyways, it's just there...but didn't bother me as much as having RT ON and unstable frametimes because of it. I stopped using RT for a while after arriving to a certain planet with sand storms, because RT literally made the game crash on that planet, I believe even on consoles, back then. I remember I turned it back on for a bit after finishing that planet but yeah, you ended up encountering other areas with bad RT performance. Since RT performance is all this patch seems to be about, mostly, would be interesting to find out if those troublesome areas of the game are better now, but I'd still say it's not too worth it if you're not getting good performance or good frametimes. Shame, the game looks as it was intended to be run with RT ON, because it really improves the water and some reflections indoors look also much better and cleaner, and the lighting too a bit. With RT OFF you still get slightly better graphics than Fallen Order and it runs quite decently.
@@Sholvacri it seems like more and more games that use UE5 are launching with visuals in a way that they are designed with RT in mind and not just another tier of better lighting.
@autoxguy In UE 5 though, a huge part of the visuals is from Natite, for the geometry and textures, it can look pretty nice, and yes then there's Lumen, usually software Lumen, because it's really the default RT mode for UE 5, I believe, and when Lumen Reflections are used, they can mix several techniques in there, such as Signed Distance Field (SDF), and I believe I've seen SSR mixed in there in some games, maybe I imagined it though, but not sure. This normally looks "okay" to me, like a "super" version of regular SSR reflections we're used to see in all games, but yeah, it varies from game to game. I'm not sure why Hardware Lumen cannot be toggled if the GPUs supports Hardware RT, which many do, I guess it's a console issue and they leave it like that for the PC ports. Obviously, there's nothing better, for now, than "Full RT / Patch Tracing" from Nvidia and stuff similar to that, but the cost is also greater. UE 5 has an Nvidia special branch though, not sure which games use them, maybe Wukong does this, among others. I believe this stuff has been correctly explained in some DF videos about Lumen and UE 5, but I don't remember in which of their videos, likely the Matrix Awakens one for sure, and maybe some other UE 5 gams like Hellblade 2, Wukong, etc.
I'm playing on a largely similar setup, albeit on a 16GB RAM (also runs on 3600 mt/s) and the game files are on a HDD, as my SSD is quite full, and still experiencing frequent annoying stutters. What do you think is causing it? insufficient RAM? or the fact that it's loading from a HDD? (I could try moving the game to my SSD tho.) thanks
Well the game has traversal stutters still, those won't be fixed by switching to a solid state drive, but if you are playing without Ray Tracing and still experiencing severe stutters, I'd say it's not a bad idea to move the game over to an SSD at least, yes, it's a current generation game, although now it's getting a PS4 / Xbox One port, but I haven't seen anything that indicates the PC version has any optimizations to make it run nicely on HDDs.
@@Sholvacri tried moving the game to the nvme, didn't do anything. Since then I tried updating my nvidia driver and I've also remembered I imposed an undervolt to the 5700X via curve optimizer, and since you said this game was CPU intensive I returned it to stock settings. One of those 2 things kinda alleviated the problem for me. It still stutters especially in Koboh though not as severe as before, but still more frequent than that in your video sadly. If I had to guess it might be temperature/voltage related since while playing my CPU temp would sometimes spike into the 80s (perks of living in a hot and humid country), and my 5V rail would sometimes droop into the 4.6V range. But this will have to do it for now, all in all an improvement is still an improvement, and if I hadn't stumbled upon your video I'd have assumed the game was still in such a crappy state I wouldn't bother trying a fix so thanks a lot brother 🙌
@@kevinchristian3984 I too live in a relatively bad region when it comes to humidity, but for my particular PC what helped the most was upgrading my PC case to one with good airflow. It helped the GPU a lot, and the CPU a bit less, but I guess it also depends on the cooler being used too. You can see my specs within the video description, but yeah my CPU cooler is not amazing, just quite average but does the job. But yeah I assume the CPU performance or clocks you were getting were affecting the game quite a bit because yeah, it's still CPU limited in certain locations for this game, even on a 3060 Ti. This is really quite common in many UE 4 games with big maps / areas, but also Respawn did a very poor job with Jedi Survivor, on the technical level. The game is cool, but yeah, I will be quite cautious when they release the third and final game in the series, knowing their track record.
That area is brutal honestly, I've been using it for my tests ever since I saw the Digital Foundry console analysis video for this game when it released, it could drop to the 20s and even 15 FPS on PS5 while running along this river area, lol, the CPU issues in this game were present across all platforms. I too get drops into the 40s and 50s when RT is enabled during this run, even at 1440p, cannot keep GPU usage topped in that area, unless I disable RT.
So wait, let me get this straight. All the complaints for this version were about when having RT enabled but not when RT is turned off, is that right? Is seems like when you are running 1080p with RT off, then there might some traversal stutters (correct me if I am wrong), but there are no shader compilation stutters. Is that accurate? But when you enable RT is when the stutters really come into play, like the compilation, even if the framerate is able to be higher. It seems like if you leave RT off, but drop most of the settings to below epic, then you end up with a game that runs pretty decently for a UE4 TITLE (based on your frame time graph). Is that accurate?
Well there's also the broken animation pacing that Alex from DF has always shown in their tests, that made the game stutter in every single setup, I don't know if that has been fixed because it is much easier to test that on a high end system that pushes back the usual bottlenecks compared to my system, that it's still quite affected by this game's poor CPU performance. I already played the game quite decently when it launched in most areas, except a couple like Koboh and the one in the space base or whatever it's called. But that doesn't mean it wasn't super poorly optimized in general. So while it has improved, I don't think it's still as it should be, yet, especially because I would assume this patch exists due to both the PS4/Xbox One ports being a thing, and the PS5 Pro getting an optimized port for this game too. If any of the improvements done on this PC Patch 9 for the game, come from that, well this game is still not ready to run at locked 60 on a PS5 / Pro when RT is enabled, unless they really tune it down a lot.
@@Sholvacri I had to watch the latest DF video from last year that Alex did to see what you mean. Wow that is wild. Don't know that I have ever seen a game exhibit that. Either way it seems like a game where you have to just get it on the cheap, power through the poor optimization and enjoy it for what it is, then move on to the next thing. It's sad cause it seems like the content of the game itself is good. If I owned one of the newer consoles I would just play it there since I think it's all fixed there, not sure.
@@autoxguy Don't think it's all fixed there on the consoles, the issue happens in all platforms, it's just that on PC the issue becomes a bigger problem due to being able to run the game past 60 FPS, as Alex shows when he's running at 80 FPS or higher. In fact, the way to "fix" the console port was to basically disable RT for the 60 FP mode, so they didn't really FIX anything there, my game runs much better with RT OFF, that's for sure. So yeah, they got a "fix" in the form of a downgrade, simple as that. Console players are so used to their FPS dropping here and there that they just do not care when it happens, or why it may happen. Also, PS5 for example does not have Low Frame Compensation when using VRR, so if they improved the code a bit so that at least it does not drop below 48 a lot, they may have felt a decent "improvement" due to that. The game ran like garbage on PS5 at launch, dropping to the 20s and below in the same area I normally test at Koboh, with RT enabled. But yeah, the UE 4 traversal stutters, not totally gone on consoles either, and the other stutters not that apparent since consoles are very limited to what frame-rate they can run, it's not unlocked past 60.
@@Sholvacridid they improve being able to fully use mouse and keyboard in the menus? It was something Alex heavily criticized it for since you could not do a normal click to apply settings.
@@autoxguy I didn't test any of that, intentionally, but since I had to switch to mouse once or twice to move the game window to my second monitor (to record at native 1080p), I encountered the old glitch of not being able to CLICK when the resolution changes, and had to do it a couple times. That bug is is till in the game, so it doesn't give me the good vibes that they have fixed or improved mouse and keyboard controls in general. I never used those controls to play the game really, felt it was too tedious in this game, so I simply chose to play with the DualSense. But yeah, some of the old UI glitches in the menus are not fixed, I'm sure.
While it does improve the horrendous Screen Space Reflections on water, yeah it's not well optimized for this game, and it seems to be the case for a lot of Unreal Engine 4 titles out there that have RT. More powerful hardware can brute force through it a bit better but I doubt the stutters are completely gone, they'll just be smaller I guess. The improvements in this new patch are big, but honestly it feels like it's the first patch that actually provided an important jump, a shame really, considering when this game released.
I was just reading all the specs on the new core ultra Intel cpu's. They went overboard on E cores for everything, which Imo is stupid, but the other bad thing is that they are getting away from hyperthreading this go around (I guess they did not learn after 9th Gen). This is a huge mistake I think and makes AMD look better from a gaming perspective since hyperthreading still does matter enough these days. Bad move on their part unless their is some black magic that is being done lol.
Aren't e-cores better for multi threading than hyper threading? If the software is properly optimized, I would say that's why they are doing this. I'm not sure and maybe HT is still superior depending on the amount of regular cores present, I haven't paid much attention to high end Intel stuff recently, since all of these CPUs seem such overkill for just gaming workloads, honestly. Thing is, in gaming, this is not always a thing that works properly and quite a few games do stutter a lot with e-cores enabled. You have games like maybe Cyberpunk 2077 where it actually takes advantage of all of this, but then you have games where you lose 50% of performance with e-cores enabled, which is wild, and clearly broken. For a more hassle free experience yeah, I would say simply going for a Ryzen build may be ideal for just gaming, even though the new Ryzen 9000 CPUs seem to not be worth it compared to their previous gen, but yeah I'm not sure if there have been any patches improving that situation either.
@@autoxguy Well I do know that e-cores are the optimal way they found to better use the die space while keeping power consumption "in check", and even then well high end intel CPUs are still very power hungry. To be honest for gaming I'd pay more attention at the middle tier models and how they handle games, rather than the top high end stuff that normally has a ton more e-cores and all that, with more potential issues in games really. But yeah, I don't know, feels like Ryzen CPUs are more "gamer friendly" unless you run into the obvious shenanigans that normally require several BIOS updates when a new Ryzen architecture launches. Not a big issue, if you wait until those are fixed, and same with Intel except that the e-cores situation un games seems like a lottery, trial and error, for the gamer.
@@Sholvacri that is why when I upgrade Cpu's (considering I have only done it twice with both times requiring a new MB too 😔) I have always bought a cpu that has been out for at least a year so all the kinks can be worked out. At least there are some 8 and 6 performance core cpu's that are a locked variant and have a tdp of 65w I believe that will come out eventually. I have seen AMD cpu's have just enough problems with games historically that I have not used them yet but it seems like when there are AMD issues with games they are patched quickly. I don't know that you have had really much issue with yours at all in recent years.
1440p seems a good spot, but perhaps something higher like 1620p and Performance DLSS, which still looks good on these resolutions closer to 4K, might still be doable for 60 FPS. I don't have much or any 1620p footage from older videos in this game, since the game launched with just FSR 2 and it looked pretty poor below Quality FSR back then, but now that it supports DLSS 3, image quality can remain decent when using lower quality upscaling factors at decent resolutions. Also, Ray Tracing is still usable if you don't mind locking the FPS to 30 or even maybe 40 with a system like mine or similar, although I don't like how 30 FPS feel in this game, compared to others, so I did not do any testing with that beyond trying out for myself a bit. That said, even with Variable Refresh, having RT on and seeing the frame-rates go into the 40s or 50s but with still quite poor frametimes, it's not as great as in other games that are more stable, hence why I say the game still lacks that touch of polish, that makes you say "yeah even though FPS aren't super high, it feels somewhat smooth, to some extent". Jedi Survivor still lacks that feel, in my opinion, so 60 FPS or more is preferable, I reckon.
Anyone tested the new patch on a GTX 1080 with Ryzen 7 2700x? Or a similar setup? I used to get pretty poor performance, wondering whether it's worth installing again, or if I should just bite the bullet and get the PS5 version?
Depending on when you last tested the game, obviously I'd forget about using Ray Tracing with a 1080 but this game received a couple patches, back in the day, with some optimizations in rasterization performance, so it may be worth a try today. Your CPU is a generation older (or half really, since it's Zen+), than the PS5's hardware, but all things considered it could be playable with all the updates the game had since release. If you already have in on PC, nothing to lose by trying, as mentioned already.
@@Sholvacri Just tested, it's better but traversal stutter is still there. It's smoother now though and doesn't dip as low. I ended up locking it at 40fps, completely playable for me now. Definitely an improvement since the last patch.
@@simonostermann5284 cool. Traversal stutter is just something that devs for games of this type/size just never seemed to get right. I can deal with traversal stutter (heck even RE4 remake had it in places but probably not as frequent), but as long as shader compilation stutter does not happen (which I don't think it does), then I can tolerate it. I'm probably gonna have to cap it to 60fps myself.
Yeah no I don't think Denuvo will give you like 30% more CPU performance, it does not work like that. The reason for the improvements is the fact that they are porting this game to PS4 and Xbox One, I would assume that implies quite a lot of extra optimization that is useful for every port of the game.
No, it wasn't, Denuvo doesn't usually do that. This game is getting released on last generation consoles and it's also getting a PS5 Pro optimized version, logic says this PC patch comes from all of that work, which kinda makes sense.
Some useful timestamps:
00:00 - Intro and 1080p Epic Settings, Upscaling OFF, RT OFF, Intro Sequence Testing (Patch 8 vs 9 side by side)
02:32 - [1440p]Epic Preset, Quality DLSS, RT OFF, Intro Sequence Patch 8 vs 9
03:58 - [1440p]Epic Preset, Quality DLSS, RT ON, Intro Sequence Patch 8 vs 9
05:10 - [1080p]Epic Preset, Quality DLSS, RT OFF, Koboh Harvest Ridge Riverbed Run, Patch 8 vs 9, Frametime Analysis (CapFrameX)
07:48 - [1080p]Epic, Quality DLSS, RT ON, Koboh Harvest Ridge Riverbed Run, Patch 8 vs 9, Frametime Analysis (CapFrameX)
10:01 - [1440p]Epic Preset, Balanced DLSS, RT ON, Koboh Harvest Ridge Riverbed Run, Just Patch 9 (Day Time)
12:25 - [1440p]Epic Settings, Balanced DLSS, RT ON & OFF, Koboh Night Time testing, Patch 8 vs 9 in combat
Thank you for testing this out. This is the ONLY game I’ve had trouble with on my current rig at any setting. I’m upgrading to what you have here is what I’ll be working with next. That hair glitch is insanely annoying 😂.
Amazing work my friend
Thanks for the update review! Looks like the only reason why CPU performance improved by quite a bit is Denuvo removal. When they removed Denuvo in SW Jedi Fallen Order, it significantly decreased CPU burned too, especially in the most CPU demanding areas of the game. Games based on UE4 engine with added RT is pretty hard to run CPU-wise. And Denuvo makes things even worse. I am glad that EA decided to remove the DRM. Now at least the owners of 7800X3D/13600K+ can get locked 60 fps in this game.
Frametime seems to be a little better on the latest patch
It is better yes, it's the biggest improvement I've seen since the game released, a bit late though, but at least it's something. Ray Tracing performance is still rough, though, on the CPU.
Thanks for the update !
That might just be me, but the frame graph looked overall more ''flat'' with patch 9.
I was wondering, can you alleviate the cpu burden by lowering some settings (while keeping RT on) ? You used epic preset here.
Also, would you say that the game still suffer from huge stutters ?
Anyway, appreciate that you revisit this game so long after launch. I will buy it eventually I think, when it's on sale. I feel like it's definitely more playable now.
I have a 5800X and 3070ti
I would try using RT and see how it runs for you in various areas of the game, and if you find that Koboh in particular gets too "framey" or stuttery, well disable RT when playing in that area.
Lowering settings that are not affected by RT didn't have a huge impact on the overall behaviour when RT is enabled, frametime wise the game still feels a bit weird and unstable in Koboh, particularly at night time, but it has improved a ton compared to previous versions, although it may still not be enough to get stable 60 FPS for a lot of people, I just think UE 4 is not well suited for an open world game plus Ray Tracing at the same time, it really hammers the CPU a lot.
Other than these issues on certain particular areas of the game, this game is worth checking out, if you liked Fallen Order, it's more of that game, quite more really.
Get it on a good sale, and that's it really, I don't think the game is gonna get any more significant patches, but who knows.
@@Sholvacri so is there only a few areas overall in the game that have the performance issues? It seems like if you turn off RT, and run high/medium settings then you will be fine, generally speaking.
@@autoxguy Not sure how it is in this current patch, for all the areas in the game, but yeah, when I played through the whole game, 99% of the performance problems in each planet, when there were such problems, were because of Ray Tracing.
Well, ignoring that animation stutter issue, which is not that terrible if you have RT OFF, anyways, it's just there...but didn't bother me as much as having RT ON and unstable frametimes because of it.
I stopped using RT for a while after arriving to a certain planet with sand storms, because RT literally made the game crash on that planet, I believe even on consoles, back then.
I remember I turned it back on for a bit after finishing that planet but yeah, you ended up encountering other areas with bad RT performance.
Since RT performance is all this patch seems to be about, mostly, would be interesting to find out if those troublesome areas of the game are better now, but I'd still say it's not too worth it if you're not getting good performance or good frametimes.
Shame, the game looks as it was intended to be run with RT ON, because it really improves the water and some reflections indoors look also much better and cleaner, and the lighting too a bit.
With RT OFF you still get slightly better graphics than Fallen Order and it runs quite decently.
@@Sholvacri it seems like more and more games that use UE5 are launching with visuals in a way that they are designed with RT in mind and not just another tier of better lighting.
@autoxguy In UE 5 though, a huge part of the visuals is from Natite, for the geometry and textures, it can look pretty nice, and yes then there's Lumen, usually software Lumen, because it's really the default RT mode for UE 5, I believe, and when Lumen Reflections are used, they can mix several techniques in there, such as Signed Distance Field (SDF), and I believe I've seen SSR mixed in there in some games, maybe I imagined it though, but not sure.
This normally looks "okay" to me, like a "super" version of regular SSR reflections we're used to see in all games, but yeah, it varies from game to game. I'm not sure why Hardware Lumen cannot be toggled if the GPUs supports Hardware RT, which many do, I guess it's a console issue and they leave it like that for the PC ports.
Obviously, there's nothing better, for now, than "Full RT / Patch Tracing" from Nvidia and stuff similar to that, but the cost is also greater. UE 5 has an Nvidia special branch though, not sure which games use them, maybe Wukong does this, among others.
I believe this stuff has been correctly explained in some DF videos about Lumen and UE 5, but I don't remember in which of their videos, likely the Matrix Awakens one for sure, and maybe some other UE 5 gams like Hellblade 2, Wukong, etc.
I'm playing on a largely similar setup, albeit on a 16GB RAM (also runs on 3600 mt/s) and the game files are on a HDD, as my SSD is quite full, and still experiencing frequent annoying stutters. What do you think is causing it? insufficient RAM? or the fact that it's loading from a HDD? (I could try moving the game to my SSD tho.) thanks
Well the game has traversal stutters still, those won't be fixed by switching to a solid state drive, but if you are playing without Ray Tracing and still experiencing severe stutters, I'd say it's not a bad idea to move the game over to an SSD at least, yes, it's a current generation game, although now it's getting a PS4 / Xbox One port, but I haven't seen anything that indicates the PC version has any optimizations to make it run nicely on HDDs.
@@Sholvacri tried moving the game to the nvme, didn't do anything. Since then I tried updating my nvidia driver and I've also remembered I imposed an undervolt to the 5700X via curve optimizer, and since you said this game was CPU intensive I returned it to stock settings.
One of those 2 things kinda alleviated the problem for me. It still stutters especially in Koboh though not as severe as before, but still more frequent than that in your video sadly. If I had to guess it might be temperature/voltage related since while playing my CPU temp would sometimes spike into the 80s (perks of living in a hot and humid country), and my 5V rail would sometimes droop into the 4.6V range.
But this will have to do it for now, all in all an improvement is still an improvement, and if I hadn't stumbled upon your video I'd have assumed the game was still in such a crappy state I wouldn't bother trying a fix so thanks a lot brother 🙌
@@kevinchristian3984 I too live in a relatively bad region when it comes to humidity, but for my particular PC what helped the most was upgrading my PC case to one with good airflow.
It helped the GPU a lot, and the CPU a bit less, but I guess it also depends on the cooler being used too.
You can see my specs within the video description, but yeah my CPU cooler is not amazing, just quite average but does the job.
But yeah I assume the CPU performance or clocks you were getting were affecting the game quite a bit because yeah, it's still CPU limited in certain locations for this game, even on a 3060 Ti.
This is really quite common in many UE 4 games with big maps / areas, but also Respawn did a very poor job with Jedi Survivor, on the technical level.
The game is cool, but yeah, I will be quite cautious when they release the third and final game in the series, knowing their track record.
We have the same setup, but I'm getting like 40-50fps on Koboh harvest Ridge Riverbed Run with same configuration.
That area is brutal honestly, I've been using it for my tests ever since I saw the Digital Foundry console analysis video for this game when it released, it could drop to the 20s and even 15 FPS on PS5 while running along this river area, lol, the CPU issues in this game were present across all platforms.
I too get drops into the 40s and 50s when RT is enabled during this run, even at 1440p, cannot keep GPU usage topped in that area, unless I disable RT.
So wait, let me get this straight. All the complaints for this version were about when having RT enabled but not when RT is turned off, is that right?
Is seems like when you are running 1080p with RT off, then there might some traversal stutters (correct me if I am wrong), but there are no shader compilation stutters. Is that accurate?
But when you enable RT is when the stutters really come into play, like the compilation, even if the framerate is able to be higher.
It seems like if you leave RT off, but drop most of the settings to below epic, then you end up with a game that runs pretty decently for a UE4 TITLE (based on your frame time graph). Is that accurate?
Well there's also the broken animation pacing that Alex from DF has always shown in their tests, that made the game stutter in every single setup, I don't know if that has been fixed because it is much easier to test that on a high end system that pushes back the usual bottlenecks compared to my system, that it's still quite affected by this game's poor CPU performance.
I already played the game quite decently when it launched in most areas, except a couple like Koboh and the one in the space base or whatever it's called. But that doesn't mean it wasn't super poorly optimized in general.
So while it has improved, I don't think it's still as it should be, yet, especially because I would assume this patch exists due to both the PS4/Xbox One ports being a thing, and the PS5 Pro getting an optimized port for this game too.
If any of the improvements done on this PC Patch 9 for the game, come from that, well this game is still not ready to run at locked 60 on a PS5 / Pro when RT is enabled, unless they really tune it down a lot.
@@Sholvacri I had to watch the latest DF video from last year that Alex did to see what you mean. Wow that is wild. Don't know that I have ever seen a game exhibit that.
Either way it seems like a game where you have to just get it on the cheap, power through the poor optimization and enjoy it for what it is, then move on to the next thing.
It's sad cause it seems like the content of the game itself is good. If I owned one of the newer consoles I would just play it there since I think it's all fixed there, not sure.
@@autoxguy Don't think it's all fixed there on the consoles, the issue happens in all platforms, it's just that on PC the issue becomes a bigger problem due to being able to run the game past 60 FPS, as Alex shows when he's running at 80 FPS or higher.
In fact, the way to "fix" the console port was to basically disable RT for the 60 FP mode, so they didn't really FIX anything there, my game runs much better with RT OFF, that's for sure.
So yeah, they got a "fix" in the form of a downgrade, simple as that.
Console players are so used to their FPS dropping here and there that they just do not care when it happens, or why it may happen. Also, PS5 for example does not have Low Frame Compensation when using VRR, so if they improved the code a bit so that at least it does not drop below 48 a lot, they may have felt a decent "improvement" due to that.
The game ran like garbage on PS5 at launch, dropping to the 20s and below in the same area I normally test at Koboh, with RT enabled. But yeah, the UE 4 traversal stutters, not totally gone on consoles either, and the other stutters not that apparent since consoles are very limited to what frame-rate they can run, it's not unlocked past 60.
@@Sholvacridid they improve being able to fully use mouse and keyboard in the menus? It was something Alex heavily criticized it for since you could not do a normal click to apply settings.
@@autoxguy I didn't test any of that, intentionally, but since I had to switch to mouse once or twice to move the game window to my second monitor (to record at native 1080p), I encountered the old glitch of not being able to CLICK when the resolution changes, and had to do it a couple times.
That bug is is till in the game, so it doesn't give me the good vibes that they have fixed or improved mouse and keyboard controls in general.
I never used those controls to play the game really, felt it was too tedious in this game, so I simply chose to play with the DualSense.
But yeah, some of the old UI glitches in the menus are not fixed, I'm sure.
Raytracing is just headache inducing. Unless you have a high end rig, it's simply not worth it, too much hassle and performance problems.
While it does improve the horrendous Screen Space Reflections on water, yeah it's not well optimized for this game, and it seems to be the case for a lot of Unreal Engine 4 titles out there that have RT.
More powerful hardware can brute force through it a bit better but I doubt the stutters are completely gone, they'll just be smaller I guess. The improvements in this new patch are big, but honestly it feels like it's the first patch that actually provided an important jump, a shame really, considering when this game released.
I was just reading all the specs on the new core ultra Intel cpu's. They went overboard on E cores for everything, which Imo is stupid, but the other bad thing is that they are getting away from hyperthreading this go around (I guess they did not learn after 9th Gen). This is a huge mistake I think and makes AMD look better from a gaming perspective since hyperthreading still does matter enough these days.
Bad move on their part unless their is some black magic that is being done lol.
Aren't e-cores better for multi threading than hyper threading? If the software is properly optimized, I would say that's why they are doing this.
I'm not sure and maybe HT is still superior depending on the amount of regular cores present, I haven't paid much attention to high end Intel stuff recently, since all of these CPUs seem such overkill for just gaming workloads, honestly.
Thing is, in gaming, this is not always a thing that works properly and quite a few games do stutter a lot with e-cores enabled.
You have games like maybe Cyberpunk 2077 where it actually takes advantage of all of this, but then you have games where you lose 50% of performance with e-cores enabled, which is wild, and clearly broken.
For a more hassle free experience yeah, I would say simply going for a Ryzen build may be ideal for just gaming, even though the new Ryzen 9000 CPUs seem to not be worth it compared to their previous gen, but yeah I'm not sure if there have been any patches improving that situation either.
@@Sholvacri when I say hyperthreading I mean multi threading (two logical threads per core) . Don't know if E cores are better for it or not.
@@autoxguy Well I do know that e-cores are the optimal way they found to better use the die space while keeping power consumption "in check", and even then well high end intel CPUs are still very power hungry.
To be honest for gaming I'd pay more attention at the middle tier models and how they handle games, rather than the top high end stuff that normally has a ton more e-cores and all that, with more potential issues in games really.
But yeah, I don't know, feels like Ryzen CPUs are more "gamer friendly" unless you run into the obvious shenanigans that normally require several BIOS updates when a new Ryzen architecture launches. Not a big issue, if you wait until those are fixed, and same with Intel except that the e-cores situation un games seems like a lottery, trial and error, for the gamer.
@@Sholvacri that is why when I upgrade Cpu's (considering I have only done it twice with both times requiring a new MB too 😔) I have always bought a cpu that has been out for at least a year so all the kinks can be worked out.
At least there are some 8 and 6 performance core cpu's that are a locked variant and have a tdp of 65w I believe that will come out eventually.
I have seen AMD cpu's have just enough problems with games historically that I have not used them yet but it seems like when there are AMD issues with games they are patched quickly. I don't know that you have had really much issue with yours at all in recent years.
So basically 1440p, no RT and dlss on for 60 fps
1440p seems a good spot, but perhaps something higher like 1620p and Performance DLSS, which still looks good on these resolutions closer to 4K, might still be doable for 60 FPS.
I don't have much or any 1620p footage from older videos in this game, since the game launched with just FSR 2 and it looked pretty poor below Quality FSR back then, but now that it supports DLSS 3, image quality can remain decent when using lower quality upscaling factors at decent resolutions.
Also, Ray Tracing is still usable if you don't mind locking the FPS to 30 or even maybe 40 with a system like mine or similar, although I don't like how 30 FPS feel in this game, compared to others, so I did not do any testing with that beyond trying out for myself a bit.
That said, even with Variable Refresh, having RT on and seeing the frame-rates go into the 40s or 50s but with still quite poor frametimes, it's not as great as in other games that are more stable, hence why I say the game still lacks that touch of polish, that makes you say "yeah even though FPS aren't super high, it feels somewhat smooth, to some extent".
Jedi Survivor still lacks that feel, in my opinion, so 60 FPS or more is preferable, I reckon.
@@Sholvacri yeah. I have a system similar to yours.. Only a 7600x but it doesn't change much. Gpu is still 3060ti
Anyone tested the new patch on a GTX 1080 with Ryzen 7 2700x? Or a similar setup? I used to get pretty poor performance, wondering whether it's worth installing again, or if I should just bite the bullet and get the PS5 version?
Why not just try it out, you have nothing to lose other than your time.
@@autoxguy Downloaded it last night, will report back for anyone who's interested
Depending on when you last tested the game, obviously I'd forget about using Ray Tracing with a 1080 but this game received a couple patches, back in the day, with some optimizations in rasterization performance, so it may be worth a try today.
Your CPU is a generation older (or half really, since it's Zen+), than the PS5's hardware, but all things considered it could be playable with all the updates the game had since release.
If you already have in on PC, nothing to lose by trying, as mentioned already.
@@Sholvacri Just tested, it's better but traversal stutter is still there. It's smoother now though and doesn't dip as low. I ended up locking it at 40fps, completely playable for me now. Definitely an improvement since the last patch.
@@simonostermann5284 cool. Traversal stutter is just something that devs for games of this type/size just never seemed to get right. I can deal with traversal stutter (heck even RE4 remake had it in places but probably not as frequent), but as long as shader compilation stutter does not happen (which I don't think it does), then I can tolerate it. I'm probably gonna have to cap it to 60fps myself.
i think that performance coming from removing denuvo. if it was removed in this patch only
Yeah no I don't think Denuvo will give you like 30% more CPU performance, it does not work like that. The reason for the improvements is the fact that they are porting this game to PS4 and Xbox One, I would assume that implies quite a lot of extra optimization that is useful for every port of the game.
So Denuvo was using 15% FPS worth of CPU performance huh..
No, it wasn't, Denuvo doesn't usually do that. This game is getting released on last generation consoles and it's also getting a PS5 Pro optimized version, logic says this PC patch comes from all of that work, which kinda makes sense.