"Another UE5 Stutter Fest": Wuchang Fallen Feathers Launches To "Overwhelmingly Negative" Reviews - Fix on the Way

I played yesterday for ~1.5h and saw nothing bad outside of few traversal stutters. Standard stuff.

People bitching on steam should try playing Hellblade 1 with ray tracing - stutter fest (shaders are compiled in real time), even worse on RDNA4 with few seconds 0fps pauses...
 
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I played yesterday for ~1.5h and saw nothing bad outside of few traversal stutters. Standard stuff.

People bitching on steam should try playing Hellblade 1 with ray tracing - stutter fest (shaders are compiled in real time), even worse on RDNA4 with few seconds 0fps pauses...
even traversal stutters are minimized if you're heavily GPU bound and don't enable reflex

because then your GPU will buffer frames which actually gives the CPU more time to cope with traversal stutters

i think that's what happens anyways, people probably try to play the game at low/medium settings to reach 60+ FPS but end up CPU bottlenecking themselves. most people should try playing with GPU demanding settings so that they get stable frametimes. this is really one crucial way to enjoy games with smooth stable frametimes if you've a low end CPU that can't keep up with your GPU at lower settings (and why sometimes digital foundry's experience with regular people won't align well because they show frametimes at their worst with extreme CPU bottleneck scenarios like ryzen 3600 on a 4090 with 1080p dlss performance or something. meanwhile indeed someone who has a ryzen 3600 while being incredibly GPU bound on something like rtx 3060 will actually have much stable frametimes

having a stable GPU bound performance between 45-60 FPS means VRR will be as smooth as possible and frametime variance will be so tight that it will end up being better than an unstable 60-70 FPS

reflex is a bit problematic there as it reduces GPU buffers to 0. that is why people also should not blindly enable reflex if their CPU is barely keeping up with their GPU at a given setting. because then you're not giving your CPU any headroom as such it may even cause stutters without traversal or shader compilation
 
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it's not a CPU limit, i locked the game to 60 FPS for extra stability. the game is incredibly GPU bound all the time
But you are though, just look at the GPU load dropping to the 80ish % or lower when you go up those wooden stairs depending on where you turn the camera.
 
UE5 has become a deterrent rather than a selling point by the looks of it. Why is UE5 continually producing shit performance and all kinds of issues. At the beginning I started thinking that perhaps it's just developers, it's starting to seem more like an engine thing.
I think it's both.

From what i gather, the engine is for "casual developers" as in it's pretty standard and easy to use, anyone can make a good looking game with it, etc. Because of this, it attracts shitty/lazy/inexperienced devs who don't have the skills or talent to make their own tools/engine and rely 100% on UE5 to do their job for them.
 
But you are though, just look at the GPU load dropping to the 80ish % or lower when you go up those wooden stairs depending on where you turn the camera.
must be some weird engine quirk, as the same scene pushes 73 fps at 1080p despite the GPU usage drop at 1440p
anyways 1080p mostly stays north of 60 fps so it should be okay for you i guess?

i'm not going to use anything above 5600 for my 3070 :messenger_tears_of_joy: i will simply push for an entirely new system when gta 6 arrives on PC. most of the time they seem to complement each other well and i feel like this game is mostly GPU bound but you may feel different so i don't know what to tell you lol :messenger_grinning_sweat:
 
Tried the game on my computer with a 9800x3d and 4090 for most of the important stats. Definitely got some stuttering and it was annoying. Nothing too distracting from 30 minutes of play but I always notice those stupid micro stutters
 
I'm glad there are fixes on the way, but I'm really tired of studios releasing full well knowing that these issues exist. I'm sure it could be because of contractual obligations, deadlines, etc. But investors, partners, and studios need to realize that this does no good for a title on release, lol. I don't understand why anyone would want to risk it.
 
Ok so I messed about with the settings and wee bit and think the camera turning issue is fixed. Now, it could be that I am in a new area and not that the settings I changed actually effected anything.

Basically the things I changed was DLSS to the full 100% aka DLAA, turned off HDR, put depth of field to mid / high with everything left the same. Spinning the camera now feels 95% smooth. There is still stuttering yes, but the camera seems to be a while lot better.

Again, could be the new area or it might have that bug some games have, like Ghost of Tsushima, we're at random points the game starts to crawl until you switch frame gen off and on.

Also, this was done after the recent update as my issues were still present.
 
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I think it's both.

From what i gather, the engine is for "casual developers" as in it's pretty standard and easy to use, anyone can make a good looking game with it, etc. Because of this, it attracts shitty/lazy/inexperienced devs who don't have the skills or talent to make their own tools/engine and rely 100% on UE5 to do their job for them.

Your logic would literally apply to any middleware engine tool in general though. They exist first and foremost to save time/money vs building an entire engine from scratch, and easier to attract talent because you can train towards standards.

Unreal is attractive because it can push more fidelity, and devs can market that fidelity even if they don't actually achieve good performance. Some game examples the inexperienced dev excuse can fly, but when so many games exhibit the same problems it's really comes down to structural issues with the core engine. Devs that end up getting around it usually tend to have to expend resources on custom solutions to fix/workaround engine weaknesses, aren't pushing enough fidelity for those flaws to matter, or used UE4 (Stellar Blade). That said, building a whole engine from scratch has its own litany of challenges.
 
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Basically now days just add at least a few months for most titles to get patched up. There is really no hurry to jump on a game Day 1 unless the reports and comments are very good on release quality.

I can only think of a few games that had good Day 1 performance in last couple years and I don't think any of them used Unreal 5.

KCD2 was a great example of a game with good Day 1 performance (on moderately decent hardware, no need for top spec) but it used its own engine.
 
just curious, how did Expedition 33 perform on pc at launch?
cus on ps5 it was flawless day1 and it also ue5
I wouldn't call it flawless, there were definitely some small stutters when changing areas or at the start of combat and image quality was not ideal even on the pro, though it was one one of the better UE5 games when it came to overall framerate and consistency and the stutters were tiny and non-intrusive for the most part.
 
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just curious, how did Expedition 33 perform on pc at launch?
cus on ps5 it was flawless day1 and it also ue5

Performed very good

Avowed also was smooth

We have peoples in this thread reporting only traversal stutter which also happens on consoles, I personally haven't played it because it doesn't interest me as a game, but I think a frame time investigation should settle the argument

The problem is not the engine, we know the engine can do almost no stutter, at worst it retains traversal stutter which is on all platforms. If there's shader stutter it's the devs behind it. Sadly this is the sort of ecosystem UE5 is, not the engine, the ecosystem, where almost everyone and their grandma can code on it so it's open for cheap labour, unoptimized store assets and low entry level knowledge of engines so you have no nerds knowing the ins and outs of the engine in the studio

Doom dark ages has zero stutter, but there's a reason why, they put a leash on the quantity of shaders, the resolution, forced devs to use existing shaders over creating custom ones for every little details, etc.

KCD 2 also with cry engine although for that one I think it's engine itself how it handles it as that was a very PC centric engine to begin with.
 
@ScHlAuChi you keep saying that a solution on PC is impossible and that "it is what it is", yet not only we do have 30+ years of games behind us that run perfectly fine, plus many (most?) games being released nowadays that also run perfecly fine.

Here's how I see it: UE5 is an unoptimized piece of crap, feature bloated to hell and back and with many shortcuts that inexperienced devs can take in order to make the games look "good". Devs could be trying to circunvent the issues, or just making their own engines like they used to do, yet they don't do it. Me, as a consumer, would rather reject that than accepting that "it is what it is" by spending my money on games that run like shit.

No thanks. You can keep your moral high ground and devs can keep releasing poorly optimized slop. Me, as a consumer, have enough games to play already, not to mention the modern stuff that actually runs well like KCD2, Stellar Blade or even CO:E33 that while running on UE5 barely had any stuttering. That one must be wizardry.


Allegedly good, but low res.
KCD2 is Cryengine.
Stellar Blade is UE 4.26
COE33 has stutters, but there are not very noticeable. This is because of the linear structure of the game. UE5 (and 4) mostly struggles with big open areas.

Otherwise, Dead Space Remake and Callisto Protocol were UE5 and weren't taking place in open areas.
Those were poorly optimized because most of it were traversal stutters. For those games your take is valid.

Some UE4 open world games can be very well optimized, like Days Gone. Butter smooth.

But honestly, I would avoid most open world UE5 games due to their nature. Oblivion is a disaster because it has stutters from the original engine AND UE5 stutters.
It probably takes a LOT of optimization to run open world games on UE5.
 
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Runs a lot better with the patch.

Good looking game.

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I only played a couple hours and I didn't notice any bad performance. Maybe it comes later or maybe it's expectations. I played with FSR 75%, frame gen, and a mix of high and medium settings. Didn't feel any drops below 60, but I didn't have a frame counter on. Looked decent enough for scaler slop game.

Basically now days just add at least a few months for most titles to get patched up. There is really no hurry to jump on a game Day 1 unless the reports and comments are very good on release quality.

I can only think of a few games that had good Day 1 performance in last couple years and I don't think any of them used Unreal 5.

KCD2 was a great example of a game with good Day 1 performance (on moderately decent hardware, no need for top spec) but it used its own engine.
Crytek stuff runs really good on modern hardware for me and resolves a lot better than UE5. I picked up Sniper Ghost Warrior Contract 2 during the summer sale, and I know it's not the peak of gaming sophistication, it looks really crispy and lets me max it out without any fuss. Wish we could get a peek in the timeline where idtech megatextures and CryEngine rule the day. :/
 
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just curious, how did Expedition 33 perform on pc at launch?
cus on ps5 it was flawless day1 and it also ue5

I played PC version at launch and now almost completed ps5 pro version.

Both versions stutters at the same spots - just after loading screens (few hitches in 1 or 2 seconds) and some traversal stutters when reaching point "x". Both are pretty good I would say.

Not much difference despite PS5 having dedicated decompression hardware, reality is that most games don't use it at all and load stuff using just CPU. UE5 is also just bad at it since it was created (same problem on UE4), maybe it will be fixed in 5.6 version thanks to CDPR...
 
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