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

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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Who is Drew?
 
Is it happening often enough to be a bother?
In my opinion? Yeah. Haven't gone far yet though, so idk if this will stop at some point.
It feels as if it optimizes stutters as you enter new areas, constantly or some kind of.
It was bad in a certain sequence. I'll put it in spoilers as I'm not sure if this sequence will spoil anything.
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I'm using DF's settings. Steam reviews are too positive so it might be a 'me' issue.
 
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It must be truly difficult to have all of the shaders precompiled.

Pressing Season 3 GIF by The Simpsons


I remember a dev talking about going deeper in catching up shader compilation than the official documentation. I can't remember who...
I still can't believe though that epic doesn't attack this problem with the documentation or even the tool, not just improvements in the engine down the line like they're aiming for. A deep pre-compile AND async shaders would fix 99% of problems.
 
DF have a problem in that their existence depends entirely on their ability to problematize stuff.

Its why nothing is ever good enough for them.
 
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
also dont want to derail thread, but have the receipts?
first ive heard of this; dont know what the pic is referencing
 
also dont want to derail thread, but have the receipts?
first ive heard of this; dont know what the pic is referencing

Please read the answers I have given in this thread. In that message he is supporting the female developer, Drew Harrison from Sucker Punch that was fired for mocking Charlie's Kirk assassination
 
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
Alex being a wanker, is Alex being a wanker.

The man is a fucking idiot. He's hovered around forums for a decade reading forum posts and memorising cool PC effect terms, but hasn't spent a single minute actually working within game design himself.

Does he know more than the average user on GAF (myself included), sure, but the way he comes across like he knows everything makes him look a tool.

It's no secret that Richard doesn't like him, yet still keeps him employed at DF.
 
So pre compilation stutter is plaguing the PC version of this game.

I will have to check the PS5 DF analysis to see where to grab this. Or I may wait for a patch on PC, but who knows how long that will take.
 
Tim Sweeney needs some quality control. This is getting ridiculous. How dumb do you have to be to have a 20 second shader compilation. Immediately the alarm bells shouldve gone off. Are these engineers retarded?
 
Does that "fix" of increasing shader cache size to 100GB help in this game? Has anyone tried it?
I have. Mine is set to unlimited. Wrapping to Vulkan with VKD3D helps, but you then lose DLSS and a good chunk of GPU performance.

Forcing frame gen helps the most for me. Still too much hitching when panning the camera to really enjoy. I'm going to keep it under two hours playtime whilst hoping for a fix. I'll grab on PS5 if that doesn't happen.
 
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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?
Let users skip it if they are truly inpatient with a big fat warning.
 
DF have a problem in that their existence depends entirely on their ability to problematize stuff.

Its why nothing is ever good enough for them.
Plenty is good enough for them. They praise technically competent console and PC games all the time. But these shader compilation issues will get raked over the coals by them. And rightfully so, as it is a solvable problem.
 
In my opinion? Yeah. Haven't gone far yet though, so idk if this will stop at some point.
It feels as if it optimizes stutters as you enter new areas, constantly or some kind of.
It was bad in a certain sequence. I'll put it in spoilers as I'm not sure if this sequence will spoil anything.
c3qxkD7.gif

I'm using DF's settings. Steam reviews are too positive so it might be a 'me' issue.
A small update to this.
It appears that if you turn on FPS limit and set it to 60 (as well as vsync on, maybe), this fixes this issue it seems. Tragic.
adamsapple adamsapple
 
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Visibility skipping is a weird choice considering some of the shaders it skips are so visibly vital.
How do you skip skin shaders for a game?
 
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 what i've seen among game devs, nobody really knows the proper way to pre-compile shaders. In-built engine solutions often dont work properly either.

The best solution so far i've seen, is to literally run a super sped up version of the level without sound and a black/load screen on top.
 
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Side effect of poor asynchronous shader comp:


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Good thing I mostly game on Linux.

It downloads all precompiled shaders from Valve servers while using Steam.

They do that for Steam Deck but it works on all Linux distros regardless if it is SD or not.

I never would have thought I would have much better experience on Linux than on Windows a few years ago, lmao.

But that's mostly due to Valve efforts.
 
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Good thing I mostly game on Linux.

It downloads all precompiled shaders from Valve servers while using Steam.

They do that for Steam Deck but it works on all Linux distros regardless if it is SD or not.

I never would have thought I would have much better experience on Linux than on Windows a few years ago, lmao.

But that's mostly due to Valve efforts.
You can only avoid shader compilation stutters on the Steam Deck. Custom hardware is prone to shader compilation stutters even on Linux.

Last I remember, they maintain a shader cache server, but your GPU might still miss. Dunno if that changed.
 
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You can only avoid shader compilation stutters on the Steam Deck. Custom hardware is prone to shader compilation stutters even on Linux.

Last I remember, they maintain a shader cache server, but your GPU might still miss. Dunno if that changed.
Steam has a feature that downloads pre-compiled shaders along with the game by storing shaders from the various users that played that game. Only works with vulkan and openGL tho, but since games on linux translates D3D calls into vulkan with the proton layer, this theoretically works on all games running on linux.
 
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Steam has a feature that downloads pre-compiled shaders along with the game by storing shaders from the various users that played that game. Only works with vulkan and openGL tho, but since games on linux translates D3D calls into vulkan with the proton layer, this theoretically works on all games running on linux.
I need to give this a go. Last I tried gaming on Linux, it didn't go so well, but I will try again.
 
I need to give this a go. Last I tried gaming on Linux, it didn't go so well, but I will try again.
The only issue that holds me back is Nvidia RT performance takes a rather substantial hit. Last I heard they (Nvidia) were working on it, but no idea if it is fixed or not.
 
AMD has too performance hit compared to Windows with RT but that may change soon since they went full on RADV drivers. I had yesterday tons of updates, new RADV drivers, new Kernel, new GNOME 49.


FSR4 works on Linux FYI.
 
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You can only avoid shader compilation stutters on the Steam Deck. Custom hardware is prone to shader compilation stutters even on Linux.

Last I remember, they maintain a shader cache server, but your GPU might still miss. Dunno if that changed.

Steam has a feature that downloads pre-compiled shaders along with the game by storing shaders from the various users that played that game. Only works with vulkan and openGL tho, but since games on linux translates D3D calls into vulkan with the proton layer, this theoretically works on all games running on linux.
I head stutters like every 30s in Evil West on Windows.

While on Linux it downloaded like 2GB of shaders from Valve servers.

And no stutters whatsoever. I also injected FSR4 with OptiScaler.

Edit2: you have to turn on processing shaders in the background in Steam options on Linux.


Here's a nice guide.
 
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Maybe it's time I install the new mobo because my performance is definitely nothing like I have been seeing in some videos. Have been rocking that ASRock X370 killer board for a while lol...
 
Is your current one defective?
It's not, though I am using a Ryzen 9 5900X and while I'm not THAT tech saavy to know all things compatibility related, I believe my current board isn't fully utilizing the CPU.

I also think that The VRMs may not be enough to handle the power demands of the higher-core-count.
 
Acording to this dude, the game is pretty decent for an UE5 and can even run on a potato 10year old PC when you drop everething to low or off settings.

Resuming, its not perfect, there are some shader and traversal stutters, but he says its one of the best UE5 games he tested performance wise.

That kinda explains why steam reviews are at "Very Positive" with hard to find ppl complaining about performance, while Borderlands 4 is at "Mixed" reviews with ppl saying the game is pretty good but the performance is terrible.

 
No wonder it's lightweight compared to some other UE5 games. Game has simple objects and poor textures.

It looks good enough and lumen elevates everything but it's not on par with other recently released UE5 games.
 
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