Digital Foundry: Silent Hill f - PC Review + Optimised Settings - OK, But Needs Improvement

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Or is it just one of Phil's balls in my throat?



Silent Hill f looked great in previews - now seemingly down to a combination of high spec hardware, frame-rate caps and a warm shader cache. Looking at the PC version with both high-end and more mainstream hardware, the first play experience clearly needs some work. While this is no Borderlands 4, there's clear scope for substantial improvements to the PC game.

00:00:00 Introduction
00:00:38 First Time Play Experience
00:03:34 Awkward Shader Compilation Strategy
00:08:06 Traversal Stutters on Big and Little CPUs
00:10:15 Alex's Optimised Setings
00:14:44 Conclusion
 
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- 30 second long Shader comp step runs at the start of the game.
- In-game, smooth at the start with no shader comp stutters noticed
- However progressing further into the game, shader comp stuters as high as 300ms noted on high-end CPUs
- Spikes extend to 500ms on weaker CPUs.
- Minor traversal stutter also seen beyond the shader comp
- Game uses asynchronous shader comp, but devs are using it 'incorrectly'
- It can cause minor issues like characters hands in scenes to appear a bit late, as hand shader is being compiled asynchronously as the scene starts, instead of having it pre-compiled
- Aside shader comp, traversal stutters increase the more you go on in the game
- DF guesses the reason they didn't see stutters in the Gamescom demo is cause that demo had been ran on the same hardware multiple times



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From my experience with these shaders, they need to be compd the first time an effect is loaded, and then the hiccups go away. Why aren't devs tacking on another few minutes to the load time on launch and pre-compiling and caching them? Who decided micro stutters throughout the gameplay was the better alternative?
 
From my experience with these shaders, they need to be compd the first time an effect is loaded, and then the hiccups go away. Why aren't devs tacking on another few minutes to the load time on launch and pre-compiling and caching them? Who decided micro stutters throughout the gameplay was the better alternative?
This has been known for years, but most devs just don't bother.
 
From my experience with these shaders, they need to be compd the first time an effect is loaded, and then the hiccups go away. Why aren't devs tacking on another few minutes to the load time on launch and pre-compiling and caching them? Who decided micro stutters throughout the gameplay was the better alternative?
The game does pre-compiling. It just misses some shaders that are then compiled in real time.
 
To be fair i havent played long but this is one of the better UE5 games in terms of traversal stutter, with the few i have had so far being single stutters, instead of a big cluster of stutters and hitching that some UE5 games can have.
 
It must be truly difficult to have all of the shaders precompiled.

It shouldn't be; after all this is done for the consoles and the pre-compiled shaders shipped with the game code and updated via patches. Console games do not have shader compilation stutters, only traversal ones, so that means all the shaders are properly precompiled and included for those versions.

This is just developer laziness in my opinion as they will know exactly what shaders they are using for the game since the same ones are used for the consoles. They just work differently on PC, is my understanding, due to the different GPUs and driver versions, which is why they cannot be shipped with the game code like on consoles.

I suspect that developers prioritise the consoles and then use whatever time they have left for PC. It would explain why so many PC games ship with poor optimisation and more issues than on console. PC requires a lot more effort due to the hardware combinations and not every publisher will afford the developers the time they need to test and optimise properly.
 
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Looks very "light" to render. Software lumen only??

All Konami games so far were developed with hardware lumen so I wouldn't be surprised if it can be forced in .ini like in MGS3.

Does Cronos have bad shader comp stutter like this?

No, "just" traversal stutter.

So the problems lies on UE5 and the devs?

Engine - traversal stutters, universal to all platforms in UE5 games
Developers - shader stutters, for some reason they don't compile all shaders when game is launching for the first time. This is 100% developers issue.

Between ugly PSSR artifacts on Pro and shader stutter on PC - developers these days don't play their games, no other way to explain this.
 
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Playing Silent Hill 2 atm and the traversal stutter is pretty bad.
It is a bit unfortunate that even on the lowest settings there is a tiny bit of stutter occasionally while running the full length of the streets. Fortunately, every interior and fenced off area does not have this problem. I am hoping Bloober's Silent Hill Remake does not have this issue.
 
I haven't tried the game on pc yet, but I want to remind everyone that this person supports the murdering of Charlie Kirk. Sorry to derail this thread with this subject but I personally don't want to give him any clicks after this shit show.

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I haven't tried the game on pc yet, but I want to remind everyone that this person supports the murdering of Charlie Kirk. Sorry to derail this thread with this subject but I personally don't want to give him any clicks after this shit show.

ybtYaZun8MVoyquB.jpeg
Thanks for posting this, I had no idea.
Unsubscribed from Digital Foundry, no further interest in supporting them or any other extremists, be they right or left leaning.
 
Getting typical UE5 stutter whenever I rotate the camera, which I thankfully didn't have with MSG3.

Tried different screen modes, disabled Ultra Low Latency, and various other bullshit, but can't seem to counter it.
Forcing FSR frame gen on the 3060 helps somewhat, but still not great.

Be happy if I can nail it down before the weekend when I actually play properly, but if not, I'll grab on PS5 where I don't have to worry about that bullshit as much.
Silent hill 2 had the same issue in PC. Not sure it was ever remedied.
 
Game has DLSS .dll from april 2024... Old 3.7 DLSS3. MGS3 was the same.
You can force games to use the new Transformer version without having to replace the dll file, via Profile Inspector.

Sadly, a lot of people probably won't know that.
 
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You can force games to use the new Transformer version without having to replace the dll file, via Profile Inspector.

Sadly, a lot of people probably won't know that.
Is that how he got DLAA in the game because i cant find it at all and its been driving me mad thinking i'm being blind lol.
 
You can force games to use the new Transformer version without having to replace the dll file, via Profile Inspector.

Sadly, a lot of people probably won't know that.

Yep, nvidia inspector, dlss swapper or just using nvidia app and overriding dlss "officially".

But simple stuff like this shows that game devs these days are just incompetent in many aspects. No reflex, no frame gen - basic stuff that is present in UE5.
 
I haven't tried the game on pc yet, but I want to remind everyone that this person supports the murdering of Charlie Kirk. Sorry to derail this thread with this subject but I personally don't want to give him any clicks after this shit show.

ybtYaZun8MVoyquB.jpeg

What is this post of his saying? Who is Drew?
 
Getting typical UE5 stutter whenever I rotate the camera, which I thankfully didn't have with MSG3.

Tried different screen modes, disabled Ultra Low Latency, and various other bullshit, but can't seem to counter it.
Forcing FSR frame gen on the 3060 helps somewhat, but still not great.

Be happy if I can nail it down before the weekend when I actually play properly, but if not, I'll grab on PS5 where I don't have to worry about that bullshit as much.
Silent hill 2 had the same issue in PC. Not sure it was ever remedied.
have you tried locking it down to 30fps?
 
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