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

It isnt wizardry, its just not pushing graphics to the limits. Fortnite runs stutter free everywhere because its not going for the highend.
What? Now you are just trolling. I installed Fortnite when it moved to UE5 just to see what it was like and it had the worst shader stutter of any game I have ever played, like every 10 seconds as something new spawned on screen.
 
I never said its impossible, it can be solved when PC architecture evolves/changes!
It can also be solved by workarounds.
Sure, because fixing that is perfectly feasible while fixing UE5 is beyond the realm of possibility.
You must have grown up in a different timeline than me.
In my timeline PC games always ran terrible on the PCs they got released on.
Usually it required me to buy a new PC for a game I just bought to run well.

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Yeah no shit. Games back then were pushing boundaries year after year, which stopped being the case when publishers decided to focus on consoles, so less impresive stuff was being made with PC as a focus. The days of stuff like Crysis of DOOM 3 being released are long gone.

Yet here you are defeing Wuchang which is a game that doesn't look that much better than other stuff that runs way better.

It isnt wizardry, its just not pushing graphics to the limits. Fortnite runs stutter free everywhere because its not going for the highend.
Dunno, haven't played Fortnite in a while. But I can give you a few examples of great looking games that run like a dream: KCD2, RDR2, Cyberpunk (talking about PC ofc), Metro Exodus, DOOM Eternal. I know it isn't wizardry, just talent and effort.

Isnt it weird how those weak consoles dont have those probs with the exact same engine?
Isn't it weird how the game has to run at 600p on those consoles?
 
Sure, because fixing that is perfectly feasible while fixing UE5 is beyond the realm of possibility.

Yeah no shit. Games back then were pushing boundaries year after year, which stopped being the case when publishers decided to focus on consoles, so less impresive stuff was being made with PC as a focus. The days of stuff like Crysis of DOOM 3 being released are long gone.

Yet here you are defeing Wuchang which is a game that doesn't look that much better than other stuff that runs way better.


Dunno, haven't played Fortnite in a while. But I can give you a few examples of great looking games that run like a dream: KCD2, RDR2, Cyberpunk (talking about PC ofc), Metro Exodus, DOOM Eternal. I know it isn't wizardry, just talent and effort.


Isn't it weird how the game has to run at 600p on those consoles?
Why do you humor a troll? There's always these idiots salivating whenever a PC game runs badly as they see it as an opportunity to be worthless trolls. Ignore them.
 
Why do you humor a troll? There's always these idiots salivating whenever a PC game runs badly as they see it as an opportunity to be worthless trolls. Ignore them.
Gotta be honest, I don't know. :goog_relieved:

But you are right, there's obviously nothing worth the effort coming out of that conversation so better to leave it there.

Just feeling sorry for my PC bros, specially those that got the game via key reseller and can't opt for a refund.
 
I played about 30 minutes of it and it is shameful that it was launched this way. I have a very good pc and with dlss quality and frame gen x2, I get between 70-80 fps.

That doesn't sound too awful, until you turn the camera and the world moves at a different frame rate, is stuttering like hell, has visual breakup, and actually gave me a slight headache / motion sickness. When I move the character, she has so much visual glitches too. Also, if you use FSR you can't use HDR as it disabled frame gen, but seems to work with dlss.

For the overall performance, it has some hard stuttering and frame drops. It also gets big hitches now and again that last for like a second.

I had a feeling that this game being about £28 on cdkeys was actually not a good sign. Game should've been delayed, but like that ever happens in the last 10 years.
It's the same way on PS5 pro regardless of the graphics option I pick. Smooth at stand still, but once I do a quick pan of the camera, it stutters so bad. Hoping they issue a fix across all platforms.
 
Wondering what exactly the cause of the horrible performance is because it certainly runs a lot better than Wukong, but it also looks worse, especially the lighting. It's far from being the worst-performing UE5 game I have tried and there is little in terms of shader compilation stutter. Some minor hitches when crossing boundaries, but I'm curious to see a more in-depth analysis. So far on my rig at least, it's very playable. Performance for the visuals on display isn't great, mind you. 80-100fps at 3440x1440 max settings DLSS Q for a game that would look at home in the PS4 era.
 
Not sarcasm.

This is what you signed up for when you decided to play modern games on a pc.
Pc has lots of problems. And who gets blamed? The user. Hardware not good enough. Outdated software. Wrong settings. There is a workaround.
It's never getting better.

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Coming after users because Devs released a poor product. You're either a corporate whore or rofif reincarnated. Or both
 
Sure, because fixing that is perfectly feasible while fixing UE5 is beyond the realm of possibility.
USA was on the moon already, why dont they just fly up there again, should be super easy!
If it was so super easy it would have been done already!

Yeah no shit. Games back then were pushing boundaries year after year, which stopped being the case when publishers decided to focus on consoles, so less impresive stuff was being made with PC as a focus. The days of stuff like Crysis of DOOM 3 being released are long gone.
Games still push boundaries, especially with raytraycing, 4K and simulation complextiy.

Yet here you are defeing Wuchang which is a game that doesn't look that much better than other stuff that runs way better.
I dont give a fuck about Wuchang, I tried to educate you how the engine it uses works on your PC.
You refuse to listen because you dont like what I say - but it doesnt matter - more and more devs will use that engine - wether you like it or not!

Dunno, haven't played Fortnite in a while. But I can give you a few examples of great looking games that run like a dream: KCD2, RDR2, Cyberpunk (talking about PC ofc), Metro Exodus, DOOM Eternal. I know it isn't wizardry, just talent and effort.
Those are all last generation engines that are pushed to the limit. While Doom Eternal can do pathtracing, it is not an engine that is flexible to do games it wasnt made for.

Isn't it weird how the game has to run at 600p on those consoles?
Is it weird that developers chose 600p to make it run fluent on console?
Is it weird to try running Rise of the Triad on a 386 where it stutters like crazy unless you lower the resolution?
Is it weird that you want to run a game in 4K with Raytraycing at 120fps and then complain when it stutters?
 
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been saying that shit for years. What's worse devs are letting go of their proprietary engine which they already spent and developed for decades for some unreal slops that run like shit and stutters on most hardware.
Yep. CDPR dropping their engine for the Cyberpunk after spending so many years finally fixing it and having great performance on wide variety of devices is just annoying AF.
 
Yep. CDPR dropping their engine for the Cyberpunk after spending so many years finally fixing it and having great performance on wide variety of devices is just annoying AF.
Yeah, youre right!
Why in their goddamn mind would CD Project Red drop such an amazing engine that took them YEARS to fix!
Oh, right....
 
Can't say I'm too crazy about the game but it runs well enough on my end. I noticed a bit more stuttering with framegen enabled but it otherwise performs reasonably with it turned off.

I'm also just running it off a SATA SSD so I doubt that has anything to do with it. It's not a disk intensive game at all from what I can tell.
 
Tried the game out on a 9800x3d, 64gb ram, 5080, gen 5 pci-e ssd.

There is something very wrong going on in this game with panning the camera gives me brain damage how bad it is. Also stuttering everywhere. The game however performs on fps fine tho.
 
Programmers cant fix PC hardware design flaws, only work around them - like via shader precompilation and PSO-precaching.
Nor can they fix OS overhead / API / driver problems caused by Windows, thats up to Microsoft.
There is a reason why Linux based SteamOS delivers MUCH better performance in most high end games compared to Win.
This game doesn't really have a problem with shader stutter, that is mostly solved on PC already. With the work arounds you mentioned. Although odd that you would call it that, it's not really a work around just a simple solution to not being able to include shaders already compiled for a fixed hardware platform.

Traversal stutter is the problem with UE5 right now, but it also occurs on consoles, even with the dedicated decompression blocks they have. It also doesn't really happen on other modern titles, like the Snowdrop, AnvilNext, or Insomniac engines. Based on the recent UE 5.6/Witcher 4 showcase Epic is well aware of these issues and are solving them, on console and PC alike.

As for your claim that SteamOS offers much better performance in high end games, that is simply not true. More often than not Windows takes the performance lead. You will only see SteamOS really pull ahead in handhelds, due to the constrained power limits, which Windows doesn't handle well compared to Linux.
 
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I just started this via gamepass on gfn and it runs at 60 consistently so far. But something weird about moving camera around. Not sure what it is if there's some extra motion blur applied but it's a little off putting.
 
Do these companies no longer have any QA departments or what?

Yeah I bet it runs fine on a SLI config of 5090's Triple X Hyper Fighting editions but most people still have a 3000 series Nvidia card or a 6000 AMD series such as myself. Some UE5 games such as Dead Island 2 and Atomic Heart run flawlessly while looking great to boot. It's unreal to me how so many other devs seem to struggle in that area.
 
Thegamer article. They can it a pile of shit.

They must be overjoyed, and jumped at the opportunity to write a negative arsenal.

They were offended by the portrayal of women.
 
Game only has new area stutters and thats it. The "stutter fest" is absolutely overblown and it runs the same as Clair Obscur yet no one cried about that games performance. Humanity is dumb.
I'm also seeing similar performance to what I saw on E33. 3840x1600 DLSS 310.3 balanced on a 3090 (latest driver) and 5950x. It's absolutely fine imo. Quite enjoying it tbh

One thing I have noticed is the camera pan just 'feels' weird. My frame times and FPS are fine, but it fucks with my eyes a little. The motion blur settings stops this but it looks like mud so is actually worse.
 
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I can't believe we have an UE5 defence force. Games coming out on this engine have proven to be abysmal time and time again. It's apparent that the default feature set of the engine is not performing properly, and the majority of current dev pool is incapable of accounting for that with custom in-house solutions.

I'm also seeing similar performance to what I saw on E33. 3840x1600 DLSS 310.3 balanced on a 3090 (latest driver) and 5950x. It's absolutely fine imo. Quite enjoying it tbh
E33 has traversal and minor shader compilation stutter, and the game camera skips frames unless you use a combination of very specific settings. Cutscenes have uneven frame pacing.
Installing Lyall's mod mitigates some of these issues, and is basically mandatory to enjoy the game properly.

Not sure if that's the definition of "absolutely fine", but everyone is different.
 
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I hope it was sarcasm, but seeing people mock the PC version and blaming PC gaming, and not the devs, always make my brain twitch.
Given market size, complexity of configurations and inherrent problem of ultrathick windows layer it's understandable that people mock PC gaming. As it is and will be sub-par in terms of optimization and stability. And you can't really blame devs as they not obliged to work for free just to make PCMR guys happy.

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.
5090 runs pixel art games perfectly fine doesn't mean that there is no problem
 
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People seems to forgot just how awful PS3 era ports to PC were
PS4 era make them relaxed as in that generation consoles were inferior almost in every way to PC.
Now consoles again have some tech that is more advanced than commonly used on PC, like direct storage to GPU decompression, and quality of ports dropped again.
 
Works great on my 3080 PC @ 1080p with all settings at Extreme/100% scale. Rare drops below 60fps. Usually between 65-80. Not the best but I'm cool with it.
 
It is running at 90 fps though.

Even in Quality mode, resolution is relatively low. And with all these consoles not having a good upscaler, it becomes a problem. At least the Pro will eventually get FSR4.

Xbox Series S
  • Quality Mode: Upscaled 900p/~45p from common 300p
  • Balanced Mode: Upscaled 900p/~45p from common 360p
  • Performance Mode: Upscaled 1260p/~95fps from dynamic 504p~360p
Xbox Series X
  • Quality Mode: Upscaled dynamic 1800p/~60fps (Common 900p)
  • Balanced Mode: Upscaled dynamic 1800p/~90fps (Common 900p~720p)
  • Performance Mode: Upscaled dynamic 1800p/~95fps (Common 720p~600p)
PS5
  • Quality Mode: Upscaled dynamic 1800p/~60fps (Common 900p)
  • Balanced Mode: Upscaled dynamic 1800p/~90fps (Common 900p~720p)
  • Performance Mode: Upscaled dynamic 1800p/~95fps (Common 720p~600p)
PS5 Pro
  • Quality Mode: Upscaled dynamic 1800p/~80fps (Common 900p)
  • Balanced Mode: Upscaled dynamic 1800p/~90fps (Common 900p~720p)
  • Performance Mode: Upscaled dynamic 1800p/~95fps (Common 1062p~600p)
 
Even in Quality mode, resolution is relatively low. And with all these consoles not having a good upscaler, it becomes a problem. At least the Pro will eventually get FSR4.

Xbox Series S
  • Quality Mode: Upscaled 900p/~45p from common 300p
  • Balanced Mode: Upscaled 900p/~45p from common 360p
  • Performance Mode: Upscaled 1260p/~95fps from dynamic 504p~360p
Xbox Series X
  • Quality Mode: Upscaled dynamic 1800p/~60fps (Common 900p)
  • Balanced Mode: Upscaled dynamic 1800p/~90fps (Common 900p~720p)
  • Performance Mode: Upscaled dynamic 1800p/~95fps (Common 720p~600p)
PS5
  • Quality Mode: Upscaled dynamic 1800p/~60fps (Common 900p)
  • Balanced Mode: Upscaled dynamic 1800p/~90fps (Common 900p~720p)
  • Performance Mode: Upscaled dynamic 1800p/~95fps (Common 720p~600p)
PS5 Pro
  • Quality Mode: Upscaled dynamic 1800p/~80fps (Common 900p)
  • Balanced Mode: Upscaled dynamic 1800p/~90fps (Common 900p~720p)
  • Performance Mode: Upscaled dynamic 1800p/~95fps (Common 1062p~600p)
Is there a frame rate cap option? I'd imagine that capping at 60 would help achieve a higher internal resolution.
 
Given market size, complexity of configurations and inherrent problem of ultrathick windows layer it's understandable that people mock PC gaming. As it is and will be sub-par in terms of optimization and stability. And you can't really blame devs as they not obliged to work for free just to make PCMR guys happy.

We absolutely can and should expect devs to produce a game that works. They are selling the game to us, so if they can't make it work on a platform and use the excuse of having too many configurations, then don't sell it on PC. They have a minimum and recommended requirements section on store pages so they know what should work and what should not. It is part of their job to make it work and it's not like PCs are some new obscure system.

You do know countless devs have released games on PC and console that actually run and perform properly? This is just a low effort excuse that doesn't work or make sense, except try to cover up for either low effort ports or devs with no experience.
 
Unreal Engine has become a blight on gaming.
Good devs always were able to make their games run well and also have a unique art style. Bad (or at least given too little time) devs, which there are way too many today, never could and never will, cause they never fully learn all capabilities of their work tools. It's now only more apparant because even bad devs can create assets that look alright or even great but then run like shit. Previuosly you had to be better to get anything out. Kinda started with Unity and patches being even a thing on consoles. That was easier (or just cheaper) to manage than Unreal, Cry, idTech and a lot of those games did not run well, often even with visuals that looked not demanding at all. Began with mostly Indies, but AAA added or rather substracted also insufficient alpha and beta stages in the workflow and then games get shoved out of the door running just bad sometimes only on certain configurations and or with severe bugs. Same with those last remaining inhouse engines e.g. EA, Ubi or CDProject use. Sony's engines also had some problems in some of their PC ports. It often is not even months of work that is missing, but a few weeks and almost all embarassing hickups and damage to sales could be avoided. Just bad management, and has nothing to do inherently with a tool.
 
i have incredibly stable frametimes on my ancient 3070 aside from few traversal stutters. 1440p dlss quality with medium and high mixed settings. while i cannot reach 60 FPS (probably needs dlss balanced or performance), game feels incredibly smooth and responsive and i'd have no trouble playing this way. dlss 4 override works so game looks good enough even with dlss performance

 
i have incredibly stable frametimes on my ancient 3070 aside from few traversal stutters. 1440p dlss quality with medium and high mixed settings. while i cannot reach 60 FPS (probably needs dlss balanced or performance), game feels incredibly smooth and responsive and i'd have no trouble playing this way. dlss 4 override works so game looks good enough even with dlss performance


Funny how you are CPU-limited half the time :D
Frametimes aside.. i couldn't play a game that bounces from 40ish to 60ish all the time while moving or turning the camera.
 
i have incredibly stable frametimes on my ancient 3070 aside from few traversal stutters. 1440p dlss quality with medium and high mixed settings. while i cannot reach 60 FPS (probably needs dlss balanced or performance), game feels incredibly smooth and responsive and i'd have no trouble playing this way. dlss 4 override works so game looks good enough even with dlss performance


Same. Some traversal stutters, but they're very bearable. Much better than in Wukong. This is actually one of the better performing UE5 titles for me, so I'm uncertain why exactly so many people are having a horrendous time with it.
 
This game doesn't really have a problem with shader stutter, that is mostly solved on PC already. With the work arounds you mentioned. Although odd that you would call it that, it's not really a work around just a simple solution to not being able to include shaders already compiled for a fixed hardware platform.
I never played Wuchang, so I wouldnt know, but I did mention in my very first post that shader precompilation is a solution to one of the problems.

Traversal stutter is the problem with UE5 right now, but it also occurs on consoles, even with the dedicated decompression blocks they have. It also doesn't really happen on other modern titles, like the Snowdrop, AnvilNext, or Insomniac engines. Based on the recent UE 5.6/Witcher 4 showcase Epic is well aware of these issues and are solving them, on console and PC alike.
When it happens on console it is the developers fault for not optimizing enough. As for the other engines, they arent pushing tech as much, and are highly optimized towards specific use cases.
And yes Epic was working on solutions for a while, they did announce that in February, and with Withcer 4 we saw it in action. Hopefully it works as promised!

As for your claim that SteamOS offers much better performance in high end games, that is simply not true. More often than not Windows takes the performance lead. You will only see SteamOS really pull ahead in handhelds, due to the constrained power limits, which Windows doesn't handle well compared to Linux.
Yeah thats fair, should have clarified that I meant on weaker hardware.
 
Funny how you are CPU-limited half the time :D
Frametimes aside.. i couldn't play a game that bounces from 40ish to 60ish all the time while moving or turning the camera.
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

i get way higher framerates at 1080p dlss quality but i can't benchmark that as 1080p looks incredibly bad on youtube (but fine on my end on my 1080p screen)

this is how much damage youtube is doing to 1080p even with basic UI elements

1080p upload
7FLKOst.png

1440p upload
27VLvK3.png


anyways here's a 1080p dlss quality benchmark for you



and some random 1080p dlss quality vs. 1440p dlss quality comparison in movement

i could play either way, no problem for me on that front. then again, gtx 770 (2013) was pushed aside by a mere 1050ti (2016). 3070 is ancient. it is a 1080p GPU in my perspective, especially for ray tracing and lumen. in an ideal world rtx 5050 (2025) should've pushed 3070 (2020) levels of performance but sadly there's a 30% performance gap between them. but 5050 being lackluster doesn't change the fact that 3070 should've been on the 50 tier GPU performance by now. and for me it is. as such i'm happy with whatever I get lol

Same. Some traversal stutters, but they're very bearable. Much better than in Wukong. This is actually one of the better performing UE5 titles for me, so I'm uncertain why exactly so many people are having a horrendous time with it.

definitely. this game stutters way less than black myth wukong so far (but also looks worse)
 
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I can't believe we have an UE5 defence force. Games coming out on this engine have proven to be abysmal time and time again. It's apparent that the default feature set of the engine is not performing properly, and the majority of current dev pool is incapable of accounting for that with custom in-house solutions.


E33 has traversal and minor shader compilation stutter, and the game camera skips frames unless you use a combination of very specific settings. Cutscenes have uneven frame pacing.
Installing Lyall's mod mitigates some of these issues, and is basically mandatory to enjoy the game properly.

Not sure if that's the definition of "absolutely fine", but everyone is different.
The cutscenes are the only things in the game that affects my enjoyment of it. I find traversing the levels absolutely fine personally and the battles never seem to be problematic either limited to 60 and gsync'd in the Nvidia CP. I've been using Lyall's fix since it released and I think the cutscenes were optimised for 30fps and have to accept the switch to unlocking that comes with the caveat of potential unstabilty issues.

Also everything I say is with regards to my enjoyment of a title. 'Absolutely fine' is my opinion on how I interpret it. It's not a factual definition to apply to everyone.
 
Playing on Pro and the game is a blast. I fucking love this game. I'm not sure if it just too hard for gamers on steam, but everybody I know who has it on PC says it runs fine. Why are steam players so upset? Whine to windows and epic maybe? They are to blame, every new game on PC in UE runs like shit according to gaf? It's a meme at this point? How do people not know this and blame the game? This also shows the value of the PS5 Pro. There have been several games with issues on PC now that have been perfect for me on the pro. I won't name them, I'm not on trial here. You can look it up cuz it's true though. This is one. This also shows why MS is hurriedly trying to 'fix' Windows for gaming right now. PCMR having issues with Wuchang, you hate to see it.
 
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i have incredibly stable frametimes on my ancient 3070 aside from few traversal stutters. 1440p dlss quality with medium and high mixed settings. while i cannot reach 60 FPS (probably needs dlss balanced or performance), game feels incredibly smooth and responsive and i'd have no trouble playing this way. dlss 4 override works so game looks good enough even with dlss performance


I haven't actually seen a video highlighting the stutter fest that everyone is talking about, they all look like yours, fairly stable framerate that is just lower than would hope for given the visuals on screen.
 
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