Firewatch's PS4 performance is terrible

QaaQer

Member
I played pretty much all walking simulators on the PS4 so far. Without having compared them all side by side, so far I remember games like Until Dawn or Everybody's Gone to the Rapture to have worse performances. I can confirm that Firewatch stutters as if the game is loading something. In a shooter it would definitely suck, and I usually am sensitive to even minor frame rate issues in such games. But in a walking simulator it's not really a big deal.

Certainly not unplayable by any definition of the word.

Rapture only stutters when using the hastily added, Santa Monica mandated run button. Another win for ps4.
 
Both framerate and pop in

Was Soma on Unity? When the framerate shit itself in that game a lot of times reloading a save fixed it.

Hmm, that's interesting. Especially since I haven't noticed any difference between this and the launch ps4 prior to this game.

I played pretty much all walking simulators on the PS4 so far. Without having compared them all side by side, so far I remember games like Until Dawn or Everybody's Gone to the Rapture to have worse performances. I can confirm that Firewatch stutters as if the game is loading something. In a shooter it would definitely suck, and I usually am sensitive to even minor frame rate issues in such games. But in a walking simulator it's not really a big deal.

Certainly not unplayable by any definition of the word.

Oh shit. That is very far removed from my own experience indeed. In that case, performance varies way more than I thought.
 

QaaQer

Member
The reddit thread being posted has the dev telling customers who wants refunds to refer to them directly providing a link, and wishing that PSN had a refund feature like Steam.

Refunds really are steams killer feature for digital only games. I wouldnt care about this stuff if I could try it out for myself first to see if I was OK with it on ps4. But the 'no refunds except where required by law' isn't very friendly. Good to hear devs feel the same.
 

ElTorro

I wanted to dominate the living room. Then I took an ESRAM in the knee.
Oh shit. That is very far removed from my own experience indeed. In that case, performance varies way more than I thought.

I have an SSHD in my PS4 if that makes any difference. Maybe the game stutters when it loads dialog audio.
 

caleb1915

Member
I have an SSHD in my PS4 if that makes any difference. Maybe the game stutters when it loads dialog audio.

Hmm interesting, I'm going to install it on my SSD on my PC to see how it performs then since people are reporting the same issues on all versions of the game.
 
Bought it while I was at work. Such a bummer about the performance issues on PS4. Hopefully it doesn't take me out of the experience. I've been looking forward to this for so long.
 

caleb1915

Member
Can you choose 720p as output in order to achieve a playable framerate?

I don't think the Ps4 will change the game's native resolution like it does on PC, so you'll just be stuck playing a 1080p rendered game being downscaled by your ps4. So itll just look like poo while still performing like poo
 

SDCowboy

Member
I was gonna say it's running decently on mine, but it just froze on the day screen. :/

edit: now when I backed out to try and close the application, my whole PS4 is locked up. Sweet...
 

IvanJ

Banned
I usually don't notice or care about those hiccups, but there certainly are a lot of them (or am I just noticing more becausr I was forewarned).
Still, it's not a dealbreaker for me, I can tolerate it. I mean, I'm just walking around anyway, not like a quick response is necessary.
 
D

Deleted member 30609

Unconfirmed Member
I ask this with an open heart: has there been a reasonably complex 3D game in Unity that hasn't been plagued with performance issues on consoles?
 

SRTtoZ

Member
The performance is real, I mean even in the first 5 minutes of the game its fluctuating from 60 to 20 fps.
 

PSOreo

Member
So what is the general consensus then? Is this more hyperbole or is there a genuine problem with the game? Really want to buy it but I want to know whether I should wait.

EDIT: From the developer's themselves. They think its exaggerated but will attempt to get a fix soon. Might hold off until then.
 

lazyguy

Member
I've had some bad frame stuttering and two glitches that forced me to reload the game.
However I haven't had it as bad as people are claiming. Guess I got lucky.
 

H2Yo

Member
Man I'm so sick of Unity. I bought on PS4 last night because Unity games run like ass on my PC; the GPU roars at me 'it burns it burns'. Seems like I'm screwed either way.
 

Cth

Member
I wonder if there's a common denominator (in before Unity)..

Like, how does it perform on a fresh reboot (without any suspended apps)?

Online/offline?

etc.
 

SRTtoZ

Member
So what is the general consensus then? Is this more hyperbole or is there a genuine problem with the game? Really want to buy it but I want to know whether I should wait.

EDIT: From the developer's themselves. They think its exaggerated but will attempt to get a fix soon. Might hold off until then.

Its bad but the game is still completely playable. Not only is it playable but its a great game so far and the visuals are great, it just sucks having fluctuating framerates and microstutter. One second you're looking at the ground getting 60 fps, then you're looking around and its all over the place. Luckily this game doesn't rely on any sort of quick reactions so the framerate comes down to can you visually tolerate it. Plus its less than $20, about a trip to Taco Bell :D
 

HStallion

Now what's the next step in your master plan?
This is one of the reasons I never pre order or go in Day 1 except for a select few developers that are tried and true in my book. I'm going to buy the game because I love the work Olly Moss does and games of this style but I'm of the opinion of releasing things in a stable state with only minor bugs and technical issues. I'll pick it up down the road when the inevitable patch or few are released.

I do think people let this stuff slide a bit too easily and Im saying lazy devs or the game is unplayable or any nonsense like that but with so many interesting games constantly releasing every little bit counts. I'll pass a game by for another if its got serious tecumseh technical issues even if it's good in other categories.
 

t hicks

Banned
Jyah3JT.jpg
best post in this thread lmao
 

PSOreo

Member
Its bad but the game is still completely playable. Not only is it playable but its a great game so far and the visuals are great, it just sucks having fluctuating framerates and microstutter. One second you're looking at the ground getting 60 fps, then you're looking around and its all over the place. Luckily this game doesn't rely on any sort of quick reactions so the framerate comes down to can you visually tolerate it. Plus its less than $20, about a trip to Taco Bell :D

Thanks, thats the kind of honest and grounded answer I needed. Gunna buy it now and Unravel too.
 
So what is the general consensus then? Is this more hyperbole or is there a genuine problem with the game? Really want to buy it but I want to know whether I should wait.

some people can stomach more and others are more sensitive to those issues.
if you are fine with a couple of crashes (including those you have to pull the plug on the PS4) and a framerate that constantly fluctuates from 20 to 50 fps and some weirdly wonky controls coupled with some other glitches, go ahead.

it's definitely 'playable' in the sense that you can get from start to finish but for me it's very far from anything enjoyable, worst performing game I've played on the PS4 yet.
 

finalflame

Banned
I wonder if there's a common denominator (in before Unity)..

Like, how does it perform on a fresh reboot (without any suspended apps)?

Online/offline?

etc.

From Sean's comment over on Reddit, I am taking a guess that the issue has to do with background asset streaming in Unity5 (he mentioned specifically that they could have made a game with loading screens instead, which presumably (this part is inferred by me) could've prevented these issues). This wouldn't be the first time a game suffers from stutters and hiccups due to large, open-world asset streaming (see: Watch_Dogs on PC).

I'm guessing Unity is a bad platform on which to build large "open" games. I can imagine their asset delivery pipeline just isn't optimized enough on PS4 to be able to keep up performance and stream assets to the screen on the fly. Another notable game on a different engine that had these issues was Witcher 3 at launch. Of course, in that scenario, CDPR had total control over the engine and was able to iron out the issues over time (Witcher 3's engine only renders what you are currently looking at on the screen to save on memory, and streams the rest of the assets on the fly as you pan the camera).
 

caleb1915

Member
Too bad, I was looking forward to playing this on ps4. The impressions sound shockingly bad. I just don't have any tolerance for poor optimization so hopefully things are patched soon.
 

Danlord

Member
...

I'm guessing Unity is a bad platform on which to build large "open" games. I can imagine their asset delivery pipeline just isn't optimized enough on PS4 to be able to keep up performance and stream assets to the screen on the fly. Another notable game on a different engine that had these issues was Witcher 3 at launch. Of course, in that scenario, CDPR had total control over the engine and was able to iron out the issues over time (Witcher 3's engine only renders what you are currently looking at on the screen to save on memory, and streams the rest of the assets on the fly as you pan the camera).

They are using SECTR in Firewatch, which includes a scene streaming solution as well as dynamic occlusion culling. They are provided source-code too so surely they could have optimised for PS4 themselves.
What technology was Firewatch built with?
Firewatch is being developed in Unity with lots of help from the add-on community. Along with many other tools, the game world makes use of Make Code Now!'s SECTR Complete, an excellent piece of Unity scene streaming middleware. We're also using proprietary dialogue and event tools, which we may talk about on the dev blog.
http://www.firewatchgame.com/about/
 
The performance is a little wonky, admittedly, but I don't think anyone who's eager to play it needs to wait. I'm utterly blown away by this game so far.
 

caleb1915

Member
They are using SECTR in Firewatch, which includes a scene streaming solution as well as dynamic occlusion culling. They are provided source-code too so surely they could have optimised for PS4 themselves.

http://www.firewatchgame.com/about/

From their list of games:

Campo Santo's Firewatch was patient zero for SECTR. Many of the core authoring tools and streaming technologies were developed to help them implement their vision of an immerse, seamless national forest. SECTR not only powers their world streaming but also serves as an authoring solution that allows everyone on the team to easily edit different parts of the world.

So yeah, middleware isn't perfect, especially in a situation where new systems had to be developed and modified into the engine.
 

finalflame

Banned
They are using SECTR in Firewatch, which includes a scene streaming solution as well as dynamic occlusion culling. They are provided source-code too so surely they could have optimised for PS4 themselves.

http://www.firewatchgame.com/about/

Thanks, interesting info, wasn't aware this was the middleware they were using. I suppose the onus of optimization might have fallen on them in this scenario, or working more closely with the middleware devs to iron out issues with its use on a game of this scale.

Here is actually some discussion over at the Unity3D forums about SECTR SSS and potential stutter issues:

http://forum.unity3d.com/threads/released-sectr-stream-seamless-scene-streaming.229907/

Seems they wouldn't be the only ones having issues with SECTR's scene streaming and stuttering, at least.
 
Top Bottom