"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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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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