[DF] Gotham Knights PC: Can Its Severe Problems Explain Poor Console Performance?

3liteDragon

Member

It's no secret that Gotham Knights on consoles has some profound issues - and in looking at the PC version we get some perspective on the challenges facing the game on console hardware. On top of that, the PC port has its own set of problems on top of that... Alex Battaglia reports.
 
I think the hardware just can't handle Buttgirl's butt:

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Imagine being a programmer on this in charge of engine optimization and have your work get so roundly critcized by everyone. WTF were they thinking with that level of GPU utilization?
 
Has anyone got to the bottom of why this game is such a trash fire yet?
It's a budget AAA game, it's the effort of a team that makes shitty "remakes" or "ports" but they didn't have any source material, so they didn't have a fucking clue how to make good original content or a competent game engine.
 
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It's a budget AAA game, it's the effort of a team that makes shitty "remakes" or "ports" but they didn't have any source material, so they didn't have a fucking clue how to make good original content or a competent game engine.

They're the developers behind Arkham Origins, which many consider to be the best Batman game.

Maybe most of the talent left.
 
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I am playing it on a 3080 at 4k. It's a good looking game and mostly runs fine. Some outdoor areas and the bike get iffy at times and you can drop into the 30/40s. The poor GPU / CPU utilization does sound like that from a technical perspective these guys had serious issues.

Also unreal 4 is a terrible open world engine per DF. I wonder if they also consulted with Rocksteady, they are also using unreal engine for their open world looking suicide squad. Pretty sure this happened before also with Arkham Knight with the batmobile sections (unreal 3?).

At any rate doesn't hurt my enjoyment. Can't blame the people complaining, we shouldn't forgive/encourage sloppy programming jobs. The rest of the game is quite good though and quite fun, if it wasn't for the performance it would have likely pushed closed to 8/10.
 
Has anyone got to the bottom of why this game is such a trash fire yet?
I hope so. I'm glad DF is giving the public the no-holds barred lowdown on this game, because that stutter they showed in this video is absolute garbage. I don't even know how the devs played through that and enjoyed it.
 
I am playing it on a 3080 at 4k. It's a good looking game and mostly runs fine. Some outdoor areas and the bike get iffy at times and you can drop into the 30/40s. The poor GPU / CPU utilization does sound like that from a technical perspective these guys had serious issues.

Also unreal 4 is a terrible open world engine per DF. I wonder if they also consulted with Rocksteady, they are also using unreal engine for their open world looking suicide squad. Pretty sure this happened before also with Arkham Knight with the batmobile sections (unreal 3?).

At any rate doesn't hurt my enjoyment. Can't blame the people complaining, we shouldn't forgive/encourage sloppy programming jobs. The rest of the game is quite good though and quite fun, if it wasn't for the performance it would have likely pushed closed to 8/10.
On a 3080 myself but running at ultra wide 3440x1440 and no ray tracing or upscaling. I'm getting a 'mostly' solid 60fps. So yes, there are issues, but tweaking the game helps. I love the story and combat so far, so maybe some patching can get this game to a decent place.
 
I mean at least this game hasn't been taken off stores. Have you all forgot the trash that was the PC version of Arkham knight s PC version?
 
We're being completely unfair here look my uncle works at QLOC and he told me they made a promise to WB Montreal to have their port be an homage to the PC version of Arkham Knight, really they deserve extra respect for over-delivering on that promise:

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These guys are due a hefty bonus come Christmas time.

How come not all games are affected by the UE shader compilation stutter issue? Not every UE game that solves the issue has an initial shader building load from what I've seen but I guess it could just be done during an unskippable video intro or something like that. Kena is fucking terrible for this, nearly as bad as this, DX12 99.9% fixes it but its got too much input lag, I wish that had a shader compilation load I don't gaf if its 10 mins long, put it in a menu for nerds to find.
 
Really good analysis, clearly shows how badly optimized this game is, though i wish he used the PS5 settings with the 2060 Super when crossing that tunnel where the PS5 was actually GPU bound to see how far the FPS would drop.
 
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