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I have a serious question, though. If I'm forcing ambient occlusion on at the driver level as well, how does that effect the load on the shadow rendering in the game? Is it also doubling up and eating resources without really doing anything for the visuals? I think I might set all of my maxed out GeFroce settings back to driver default and try re-loading the game, it's possible that I'm using up all of my GPU headroom and making the game actually WORSE in the process?
Yes sir, that didn´t do it for me. I just reinstalled the whole game and now its much better, but when I´m inside of small buildings, I get some very noticable stuttering.
I'm glad that I had the foresight to just rename the file instead of deleting it. After renaming the file, even on max settings my graphics were blurry - text on the computer in my base was pixellated and noticably low-res. I use the bumpy surface (around the LED) on my watch as a reference point to adjust my headset to get the sweet spot right, it had really low detail and didn't hardly even look bumpy. I put the .ini back like it was and stuttering gone, graphics are sharp again. WTF are the devs even doing? What are they testing on? I've got a Ryzen7900X, 32GB of DDR5 and a 24GB 4080. These are not rare, I have no idea how each patch botches things worse than the last..
****EDIT*****
I found out the cause, it is Screen Space Reflections. It doesn't cause huge performance drop anywhere but in specific small buildings (because of the number of SSR affected things like glass cabinets concentrated into one small area, maybe?)
No problem anywhere in the game with SSR on, except for some small buildings.
****End Edit****
I am also getting huge fps drops inside of very specific small buildings (like the guard tower with the pistol officer in the middle of Pervomay Route. The second I enter the threshold of either floor my framerate flatlines to 45 fps, the second I leave the threshold of the door to outside it goes all the way up to my refresh rate and stays steady.
This happens regardless of time of day, regardless of any player light source like a flashlight, regardless of what weapon I am holding or if I am even holding a weapon. Huge fps drops entirely on the GPU side. CPU frame-timing was good. Nothing really happening on screen to warrant it, strange
Specific buildings have the problem. I went into other small structures like the shed in the train yard by Bolotky entrance, no issue. Went into the building next to that shed, no issue. Large wearehouse in train station, no issue. Went into the small building closer to the train station entrance opposite warehouse, huge fps drops
Win10 Pro 22H2
R7 3700x CPU
32gb 3600mhz cl16 RAM
RTX 3080 12GB
Rift S
All drivers/software currently up to date, but the issue was the same on 21H2 and older drivers/software.
It happens when moving about as new things are probably loading in, but it's so bad that it feels like stalls. Monitoring the performance I can see the framerate falls hard coupled with severe stutter, but as soon as I stop moving or have pan viewed the environment everything runs smooth. It makes the game horrible to play.
It's similar to real-time shader compilation, only worse, and doesn't improve during game. Other games, like Alyx etc run extremely well. Basically anything not built on UE4 runs well, where VR games made on UE4 are hit and miss.
EDIT: same thing happens on an Intel i7 system, where the only common component is the HMD. I can only conclude it's the game or games. There are some things that can be done to minimise the issues, like toying with texture streaming in the engine (tried this on other UE4 VR games), but this isn't a final solution and will just fill up the vram, which can lead to other issues.
If the devs want more information then I am willing to be a guinea pig.
EDIT2: This actually worked for me:
https://steamcommunity.com/app/1012790/discussions/0/3824161508149564479/
May help narrow down the problem?