Sherlock Holmes Chapter One

Sherlock Holmes Chapter One

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Mr Green Nov 21, 2021 @ 1:44pm
Stutter Is Horrendous
Jesus the stutter is godawful, RTX 3090, 9900k, 32gb Ram and it stutters with any settings, 1080p or 4k, changed to DX11 and it's absolutely constant in the city, borderline unplayable.
Anyone had any luck reducing this?
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Showing 16-30 of 30 comments
ltron Jan 13, 2022 @ 2:43pm 
Originally posted by harlekinrains:
Stutter "areas" correlate with Nvidia Ansel loading zones (zone boundaries). Nvidia Ansel loading zones are pretty tiny in diameter. So unless they generate shaders "new" every time a new cell of the open world draws, wouldnt this mean, that shaders are not related to stutters?

The biggest framedrop seen on the frametime measurement youtube video using the PS5 version as a templet is in front of the cordona market in the rich district (musician in front of a fountain). This area is stuck full of 3D objects. So the more 3D objects in the real world, the higher the framedrops in game. Precompiled shaders would fix this how?

There (see PS5 video) you can actually generate the stutter, by running left to right on a zone boundry/load trigger. This doesnt sound like shader compile intruduced lag to me.

If you want to look for dramedrops on loading zones, just look at the HORRIBLE stutter in this video https://www.youtube.com/watch?v=zqz5UoO9t34 starting at 9:30 video is 30fps only while game was running from 60 to 40 fps using dynamic vsync. And by horrible I mean not horrible at all...

So isnt this rather related to asset streaming than to shaders being compiled in realtime?
Yes, but it may well be both on PC given the history of UE 4 on PC in terms of shader compilation problems. However, given it's happening on consoles too I would suggest it's more than just shader compilation issues.
HEld Jan 15, 2022 @ 6:02am 
i installed the game on HDD, i myself own a 3090 and play in 4k..i have no issues with the game at all, it loads fast af and no stuttering
ltron Jan 15, 2022 @ 6:51am 
Originally posted by HEld:
i installed the game on HDD, i myself own a 3090 and play in 4k..i have no issues with the game at all, it loads fast af and no stuttering
I'm glad you are not suffering from it, but it seems like you are in the minority. There is an obvious issue that the developers need to fix. However, maybe the fact that you are using a HDD and not getting issues will point them in the right direction.
Dredred14 Jan 15, 2022 @ 9:12pm 
Originally posted by Mr Green:
Jesus the stutter is godawful, RTX 3090, 9900k, 32gb Ram and it stutters with any settings, 1080p or 4k, changed to DX11 and it's absolutely constant in the city, borderline unplayable.
Anyone had any luck reducing this?

****************************
Totally concur with this! Whoever is defending this poor performance needs to get their head out of the ground (to say it politely). I've attempted to play this game on 2 different systems with acceptable to respectable specs... at every resolution... I've followed a couple different optimization guides... reinstalled my gpu drivers... I've even tried capping the fps to 60, 50, 45, 35, 30, & 27 (1080p). Even at 27 fps I still get horrendous stutter, we're talking 1% lows of 1 fps. It tends to be less often in areas with low to no NPCs, but one of this games primary mechanics is interviewing pedestrians. I hope a patch is released soon to address this as, aside from this glaring issue, I really feel this is a great game.
P.s. My game is installed on an m.2... I don't think the HDD is the problem.
****************************
Last edited by Dredred14; Jan 15, 2022 @ 9:35pm
harlekinrains Jan 17, 2022 @ 2:14am 
At this point it becomes more about self-adulation, than anything else.

Most people are obviously unwilling to take a clue.

One thing is absolutely obvious by now - people who are whining the most, are completely unable to

a. describe their issue adequatly
b. take any reference given by others and somehow identify their issue compared to what they are shown
c. describe the problem (with one exception)
d. understand whats already out there as an indication of whats causing the issue, thats not a very large issue at all
e. and they never post specs.

As a result of them playing "give me attention" in the first week after release, they dominated perception for a little bit - and as a result might have hurt sales. So at this point it has become a self fulfilling profecy, where the studio might be better off reacting.

Is there an issue there? Yes. Is it "horrible" - hell no. Its horrible on the level of you are watching digital foundry videos, understanding nothing of what you are shown - but getting a sense of overentitlement out of it, that everygame has to run with no jitter whatsoever. Is that a position you can take? Yes. Is it a viable one - well depends, in terms of priorization going gold, this (current state), would be my hundredth item on a list of things to fix.

Maybe that subjective evaluation is setup dependent, but people "suffering" are NEVER writing what their setups are, so even thats hard to qualify.

So what we have so far. Maybe extra shader calculation overhead, by multithreading not being optimized, shaders not being prioritized - non trivial to fix, dependant on what breaks. But thats not even that likely, because in several areas the stutter seems to be related to asset streaming, not shader calculation per se. (Still could be shader calculation mostly, if devs messed up royally (depending on when they flush already calculated shaders I presume...)) Devs have hinted at this (asset streaming as the issue) as well, by stating, that a (faster) SSD might help. Along the same lines, so might RAM speed.

Moreso than changing resolution, without changing texture quality.

(I have to do an intersection at that point, because some people were complaining, that the game doesnt run 4k @60Hz on their 3090s and thats the general resonse to that, because - no current game, that doesnt target the shooter market usually will produce stable 60fps on those kinds of cards, even though nVidia marketing suggested it. So taking resolution down to 1440p wou be "the solution" for those people in every other game - this one still drops frames on zone (cell) transitons. That doesnt mean, that you should now drop resolutions even further and expect greatness for you doing so. Or anybody being interested in your results, really - because its a threshhold thing. Not something that gets better the lower you set it.)

Then we probably have a group of people with differing sustaind SSD loading speed. (Nothing to add here, except that I stil have occational cell transition stutters on a Gen3 NVME SSD - but not horrible ones at any rate (though this has a subjective element to it)).

When we have people with older intel systems that should have amfar worse world streaming performance than AMD systems of the time, because AMD allowed for ram paired with their consumer CPUs to be overclocked, While Intel didnt - so there is literally a difference of as much as 2600 to 3200+ Mhz on DDR4 ram speed out there, on systems people might likely use, not even talking about ram latency.

Then there is the people that try to run the game on the equivalent of a 4790k on DDR3 ram, which doesnt even meet minumum spec. But some of the people complaining most also have 8 and more core AM4 AMD processors (so 8 full cores), so corecount alone isnt the issue, but certainly contributes.

So might be your CPU or GPU cooling setup because both dynamically throttle these days. I can add, that my CPU is undervolted, so throttled by default (to produce less noise in a fairly open small form factor case, on a noctua fan), so if you have an 8 core AMD AM4 CPU, CPU throttling probably isnt your issue.
--

Then there is the issue of microstutters and gsync - basically if a game microstutters, and you display it on a display without waiting a little bit (framebuffer), so without vsync - the severity of the stutter, or artefacting you see on screen might be higher. This is a "the devs should fix it issue" - on a game you expect to run at sustained 60hz/fps, but then again - open world games you dont always expect to at the highest resolutions. At 1440p on the top end cards you would expect the top end videocards to be sufficient for 60fps at least.
On this issue it might be beneficial to turn gsync off, and vsync on - although milage might vary. (Never tested that one really, just technically, it might make sense...) Again this is only if you are dealing with microstutters. (Not if you are dealing with framdrops down to single digit 1% lows.)

Single digit 1% lows - also dont tell you much about the "usual" performance of a game. This is why you post videos with framedata, to underline issues - usually. We have one of them out there (on youtube) displaying the PS5 version of the game - and its somewhat representative of the stutter I also see on my game - despite the last scene (most severe stutter), where the person who made the video went to the market area in scaladio, and reproduced, the worst cell loading stutter, thats in the game, repedeatly (running back and forth). So while that stutter is in the game, its not representative of the overall experience. Other instances the person shows in that video are (usually microstutters, but ocationally more than that). You can also watch the video I posted (with a timecode of me running through the city with framerates around 50fps avg occationally dropping to 45, almost never below) - sadly captured at 30hz, but "horrible" is not a word I would use - in that video, nor in what I see on screen.

Which brings us to subjectivity in assesment, and theres really nothing you can do to solve that.

But then again, the people who are most vocal about how horrible this is, also are the ones that fall into "well - it might be good for you, but its not for me, so devs should fix it" logic, which is always fun.

Then there is another "compensation" option available to people with OLED TVs (or similar price level) - at the cost of increased latency (but only slight, not game cripling), and that is to use frame interpolation "clear", with all other image enhancers disabled on a true 120hz panel (Brands usually dont advertice the native refreshrate of their panels, you have to look that up in databases of panels (thats not newegg (or similar)). Which will increase motion clarity (= reduce smearing), by calculating in between images of what they are fed in the signal, which might also compensate for micro stutters. I mention that, because I have that turned on.

With all that said, in the video I posted ( https://www.youtube.com/watch?v=zqz5UoO9t34 ), I count around 9 or so stutters (again video is 30hz, game 45-55fps usually (1440p)) in about 4 minutes running through several different districts of the city, including scaladio (which is most prone to show them). Half of them I dont notice during gameplay, if I dont look for them specifically, again - subjective, but they are microstutters, three or four of them severe - but never so severe, that I really started to mind them during 80 hours or so of playing the game (3700x, 3200mhz DDR4 cl16 ram, WD Blue SN550 Gen3 NVME SSD, 1660Ti - 60hz cap, vsync on, and motion interpolation clear on my OLED.) And by running through the city, I mean running through the city - sustained. Not stopping and looking, which usually produces less stutter by minute... But thats judging from a controller gameplay profile, so I'm not rotating the camera around in quick 320° pans, while running.

So somewhere in between this happening, and the game being borderline "horrible and unplayable" lies the reality.

Also for everyone shouting "devs fix this" - my response would actually be - please dont, if it means reducing the visiual quality of the open world in any significant manner - because that still was one of you main assets in this game (and with stutter we usually talk about "in the open world portion" of gameplay - not in indoor areas). Also, please dont, if it would require many manhours to rewrite stuff, if you dont have the manpower for it. The game isnt broken or unplayable or distracting because of it by any (ok my...) reasonable standards.

But then I dont watch digital foundry videos to get annoyed by frametime drops, dont have a low latency gsync monitor close to my nose, and not a mouse acceleration of three times camera rotation around my character, every time I move the mouse by two inches.
Last edited by harlekinrains; Jan 17, 2022 @ 4:00am
Mobbie Jan 17, 2022 @ 4:07am 
How is this game not fixed yet? think from now on any game on unreal 4 will get a pass unless has good size discount on it
Last edited by Mobbie; Jan 17, 2022 @ 4:07am
ltron Jan 17, 2022 @ 6:55am 
Originally posted by harlekinrains:
At this point it becomes more about self-adulation, than anything else.

Most people are obviously unwilling to take a clue.

One thing is absolutely obvious by now - people who are whining the most, are completely unable to

a. describe their issue adequatly
b. take any reference given by others and somehow identify their issue compared to what they are shown
c. describe the problem (with one exception)
d. understand whats already out there as an indication of whats causing the issue, thats not a very large issue at all
e. and they never post specs.

As a result of them playing "give me attention" in the first week after release, they dominated perception for a little bit - and as a result might have hurt sales. So at this point it has become a self fulfilling profecy, where the studio might be better off reacting.

Is there an issue there? Yes. Is it "horrible" - hell no. Its horrible on the level of you are watching digital foundry videos, understanding nothing of what you are shown - but getting a sense of overentitlement out of it, that everygame has to run with no jitter whatsoever. Is that a position you can take? Yes. Is it a viable one - well depends, in terms of priorization going gold, this (current state), would be my hundredth item on a list of things to fix.

Maybe that subjective evaluation is setup dependent, but people "suffering" are NEVER writing what their setups are, so even thats hard to qualify.

So what we have so far. Maybe extra shader calculation overhead, by multithreading not being optimized, shaders not being prioritized - non trivial to fix, dependant on what breaks. But thats not even that likely, because in several areas the stutter seems to be related to asset streaming, not shader calculation per se. (Still could be shader calculation mostly, if devs messed up royally (depending on when they flush already calculated shaders I presume...)) Devs have hinted at this (asset streaming as the issue) as well, by stating, that a (faster) SSD might help. Along the same lines, so might RAM speed.

Moreso than changing resolution, without changing texture quality.

(I have to do an intersection at that point, because some people were complaining, that the game doesnt run 4k @60Hz on their 3090s and thats the general resonse to that, because - no current game, that doesnt target the shooter market usually will produce stable 60fps on those kinds of cards, even though nVidia marketing suggested it. So taking resolution down to 1440p wou be "the solution" for those people in every other game - this one still drops frames on zone (cell) transitons. That doesnt mean, that you should now drop resolutions even further and expect greatness for you doing so. Or anybody being interested in your results, really - because its a threshhold thing. Not something that gets better the lower you set it.)

Then we probably have a group of people with differing sustaind SSD loading speed. (Nothing to add here, except that I stil have occational cell transition stutters on a Gen3 NVME SSD - but not horrible ones at any rate (though this has a subjective element to it)).

When we have people with older intel systems that should have amfar worse world streaming performance than AMD systems of the time, because AMD allowed for ram paired with their consumer CPUs to be overclocked, While Intel didnt - so there is literally a difference of as much as 2600 to 3200+ Mhz on DDR4 ram speed out there, on systems people might likely use, not even talking about ram latency.

Then there is the people that try to run the game on the equivalent of a 4790k on DDR3 ram, which doesnt even meet minumum spec. But some of the people complaining most also have 8 and more core AM4 AMD processors (so 8 full cores), so corecount alone isnt the issue, but certainly contributes.

So might be your CPU or GPU cooling setup because both dynamically throttle these days. I can add, that my CPU is undervolted, so throttled by default (to produce less noise in a fairly open small form factor case, on a noctua fan), so if you have an 8 core AMD AM4 CPU, CPU throttling probably isnt your issue.
--

Then there is the issue of microstutters and gsync - basically if a game microstutters, and you display it on a display without waiting a little bit (framebuffer), so without vsync - the severity of the stutter, or artefacting you see on screen might be higher. This is a "the devs should fix it issue" - on a game you expect to run at sustained 60hz/fps, but then again - open world games you dont always expect to at the highest resolutions. At 1440p on the top end cards you would expect the top end videocards to be sufficient for 60fps at least.
On this issue it might be beneficial to turn gsync off, and vsync on - although milage might vary. (Never tested that one really, just technically, it might make sense...) Again this is only if you are dealing with microstutters. (Not if you are dealing with framdrops down to single digit 1% lows.)

Single digit 1% lows - also dont tell you much about the "usual" performance of a game. This is why you post videos with framedata, to underline issues - usually. We have one of them out there (on youtube) displaying the PS5 version of the game - and its somewhat representative of the stutter I also see on my game - despite the last scene (most severe stutter), where the person who made the video went to the market area in scaladio, and reproduced, the worst cell loading stutter, thats in the game, repedeatly (running back and forth). So while that stutter is in the game, its not representative of the overall experience. Other instances the person shows in that video are (usually microstutters, but ocationally more than that). You can also watch the video I posted (with a timecode of me running through the city with framerates around 50fps avg occationally dropping to 45, almost never below) - sadly captured at 30hz, but "horrible" is not a word I would use - in that video, nor in what I see on screen.

Which brings us to subjectivity in assesment, and theres really nothing you can do to solve that.

But then again, the people who are most vocal about how horrible this is, also are the ones that fall into "well - it might be good for you, but its not for me, so devs should fix it" logic, which is always fun.

Then there is another "compensation" option available to people with OLED TVs (or similar price level) - at the cost of increased latency (but only slight, not game cripling), and that is to use frame interpolation "clear", with all other image enhancers disabled on a true 120hz panel (Brands usually dont advertice the native refreshrate of their panels, you have to look that up in databases of panels (thats not newegg (or similar)). Which will increase motion clarity (= reduce smearing), by calculating in between images of what they are fed in the signal, which might also compensate for micro stutters. I mention that, because I have that turned on.

With all that said, in the video I posted ( https://www.youtube.com/watch?v=zqz5UoO9t34 ), I count around 9 or so stutters (again video is 30hz, game 45-55fps usually (1440p)) in about 4 minutes running through several different districts of the city, including scaladio (which is most prone to show them). Half of them I dont notice during gameplay, if I dont look for them specifically, again - subjective, but they are microstutters, three or four of them severe - but never so severe, that I really started to mind them during 80 hours or so of playing the game (3700x, 3200mhz DDR4 cl16 ram, WD Blue SN550 Gen3 NVME SSD, 1660Ti - 60hz cap, vsync on, and motion interpolation clear on my OLED.) And by running through the city, I mean running through the city - sustained. Not stopping and looking, which usually produces less stutter by minute... But thats judging from a controller gameplay profile, so I'm not rotating the camera around in quick 320° pans, while running.

So somewhere in between this happening, and the game being borderline "horrible and unplayable" lies the reality.

Also for everyone shouting "devs fix this" - my response would actually be - please dont, if it means reducing the visiual quality of the open world in any significant manner - because that still was one of you main assets in this game (and with stutter we usually talk about "in the open world portion" of gameplay - not in indoor areas). Also, please dont, if it would require many manhours to rewrite stuff, if you dont have the manpower for it. The game isnt broken or unplayable or distracting because of it by any (ok my...) reasonable standards.

But then I dont watch digital foundry videos to get annoyed by frametime drops, dont have a low latency gsync monitor close to my nose, and not a mouse acceleration of three times camera rotation around my character, every time I move the mouse by two inches.
I'm sorry but this is a post full of apologetics, the reviews in the main complained about a severe stuttering issue when traversing the open world (it can also happen when rotating the camera but this is less of an issue) which was even present on the consoles and which marred the experience, hence the lower review scores in some cases due to technical issues.

Stop blaming the user, it is an issue that the developers need to fix and is obvious to anyone who plays with their eyes open. We don't do the developers or ourselves any favours by meekly accepting it because they'll keep doing it in subequent games, someone mentioned this issue is carried over from the Sinking City for example.

By the way, I am using a Turtle Beach Recon wired XBOX controller not keyboard and mouse.

I have a Corsair MP510 960GB NVME SSD PCIE gen 3 with high sequential (3500MB/s) and random read speeds (2500MB+ with 4K size at queue depth 32).

I also have 32 GB of 3600 MHz CL16 DDR 4 RAM which is hardly slow.

My AMD 3900X 12 core CPU hotspot temperatures barely go over 60C and my Nvidia RTX 3080 FE GPU core temperature is below 75C. I know how to look after my hardware.
Last edited by ltron; Jan 17, 2022 @ 7:11am
Mr Green Jan 18, 2022 @ 4:52am 
(I have to do an intersection at that point, because some people were complaining, that the game doesnt run 4k @60Hz on their 3090s and thats the general resonse to that, because - no current game, that doesnt target the shooter market usually will produce stable 60fps on those kinds of cards, even though nVidia marketing suggested it.

I literally play all my games at 4k as that's my tv resolution and the majority work absolutely fine, I even state that I've lowered the resolution for this game and it still happens.
This isn't an insult to the game, I love the game AND the devs, however there is no excuse for the shocking performance especially considering it's been out for a while now.
Savager Jan 23, 2022 @ 4:04am 
Stutter is absolutely there and it sucks, it feels like Frogwares did not learn from The Sinking City at all. Lightning, city, object, textures looks more pretty but the performance is the same and sometimes even worse than in The Sinking City. I realized it only after the frist hotel mission because thats when you traverse to open world segment of the game. Playing with RTX 2080 Super, Ryzen 5 3600 and 32 gb ram with 1440p. The worst part is that no mods exist yet so I dunno if modders could fix it somehow because I dont believe the Devs will do anything abyout it, they did not fix anything in Sinking City either (character despawn).
harlekinrains Jan 23, 2022 @ 9:56am 
Originally posted by Mr Green:
(I have to do an intersection at that point, because some people were complaining, that the game doesnt run 4k @60Hz on their 3090s and thats the general resonse to that, because - no current game, that doesnt target the shooter market usually will produce stable 60fps on those kinds of cards, even though nVidia marketing suggested it.

I literally play all my games at 4k as that's my tv resolution and the majority work absolutely fine, I even state that I've lowered the resolution for this game and it still happens.
This isn't an insult to the game, I love the game AND the devs, however there is no excuse for the shocking performance especially considering it's been out for a while now.
And I have to underline as well, that people are unable to extract meaning out of written passages these days. To a fault.

Again, this is not saying, that those stutters dont exist, they do - this is merely taking a hammer to the argument that "should be able to play games at 4k60, because I payed money".

"I can play the majority of games at 4k, because thats the resolution of my TV" - is what? A mantra?

You understand, that with the console cycle switchover (once they populated enough homes, so sales figures are at that point, which because of the chip crisis will be pushed back a little - so good on you for having bought this generation of "best grafics card ever" (oh no... 3090Ti got announced), you are the best person in the universe, I'm so proud of you...)? You understand, that with that comes a new design paradigm, that will create worlds that are "harder to run" at four times the resolution of 1080p? Great, thank you for following me on that baseline.

Next is to have you name one Assassins Creed that runs at 4k60 on a 3090.
https://samagame.com/blog/en/assassins-creed-valhalla-doesnt-run-in-4k-and-60-fps-even-on-an-nvidia-rtx-3090/
https://www.reddit.com/r/pcgaming/comments/jpxoay/rtx_3090_cannot_maintain_60_fps_in_assassins/
https://www.techspot.com/community/topics/assassins-creed-valhalla-cant-hit-60fps-4k-even-with-the-rtx-3090.266155/
https://wccftech.com/assassins-creed-valhalla-cant-keep-4k60fps-on-an-rtx-3090-gpu/

And the next thing is to realize, that current open worlds will never be designed to run perfectly at 4k60 maxed out on a 3090 because 3070 performance is "comfortable 1440p60 at maxed settings" in current games (3060 is not), and 3090s dont even offer double the theoretical TFLOPs performance of a 3070. Now, while its still gonna take a while for 3070s to become standard, development is already heading that way.

When Sony for example speced for the port of God of War it came out to reaching 1440p60 with minor dips (57fps) on a 3090, with DLSS enabled to scale the 1440p to 8k. DLSS is a postprocessing effect (mostly) handled by tensor cores, so it would not impact core pixel fill rate normally.

https://www.techradar.com/news/you-wont-need-a-ps5-to-run-god-of-war-at-8k-youll-need-an-nvidia-rtx-3090

@4k60 with max settings that game also, never reaches a stable 60fps on a 3090
https://www.pcgameshardware.de/God-of-War-2018-Spiel-57369/Specials/PC-Benchmark-Anforderungen-Test-Review-1386875/2/ (And thats a PS4 port from 2018. Granted, a suped up one - but with new open world designs, guess what happens...)

Basically any game with open world character, reaching the visial fidelity of a current gen Assassins Creed, God of War, or Sherlock Holmes Chapter One (?) - already - has no chance in hell to run @4k60 (sustained) natively (it does with DLSS, which is a fancy post processing scaling effect - thats only available, if nvidia runs render passes for the developer on their GPU render farms, pre release) at maxed out settings, on a 3090.

And "but most games do" doesnt matter, if you had a generational switchover, and studios are targeting 3070 performance as 1440p60 with maxed out settings as a default. (No one tagets 3090 owners, because 1% ownership rate doesnt matter if you try to build the next generation of video games).

3090 Owners should still be able to run games @4k60 at PS5 Level visual fidelity - but only as long as PS5 games target 1440p@60 locked. They already dont. In the future, they wont. And PC players will have the expectation that their games should look better than on console, which brings us to "no way in hell - is the 3090 a competant 4k60 (with maxed out settings) card for new generation titles.

If you sold your left kidney for one - thats on you. The only thing I can say to make it hurt less is, that Nvidia marketing really tried to sell this thing as a comfortable 4k60 performance level card for the next (current) generation of gaming, when it was not.
Last edited by harlekinrains; Jan 23, 2022 @ 10:39pm
Mobbie Jan 23, 2022 @ 4:05pm 
The funny thing is mare almost every game built on unreal 4 has the same stuttering issues the issues are well documented over the years
harlekinrains Jan 23, 2022 @ 10:26pm 
Googled around a bit - and this seems oddly apropriate for what we know about Chapter one so far... (Game seems to stutter based on texture streaming (stutter more in areas with a high texture count.). Which could be shader calculation related as well - but then it seemed odd that you could trigger it repeadetly on loading triggers. This would explain that.)
https://www.dsogaming.com/news/modder-fixes-batman-arkham-knights-stuttering-framepacing-issues-via-directx-11-hooking/

edit: Game was developed on UE3, so its a bit of a longshot, but hey... :)

edit2: Best video that shows off the frame pacing issues in this game so far:
https://www.youtube.com/watch?v=IwDICThngRk

Run on a Ryzen5 3600. Running it on a 3700X or a 5600 might improve things a bit, or not. But here you see it being a frame pacing issue (frametimes), while average framerates are not impacted by that much.

edit3: From the first comment of that video:
"P.S: The game runs on dx12, although the system requirements only indicate dx11. During unsuccessful attempts to find a way to improve the stability of Sherlock Holmes, I discovered that the game also has a hidden version of dx11. To launch dx11, you need to use the command in the launch option steam: -nosettingslimit -dx 11. Dx 11 version works worse than dx 12. And it looks like it was hidden for this reason."
Last edited by harlekinrains; Jan 23, 2022 @ 11:05pm
joridiculous Jan 30, 2022 @ 12:08pm 
Originally posted by harlekinrains:
edit3: From the first comment of that video:
"P.S: The game runs on dx12, although the system requirements only indicate dx11. During unsuccessful attempts to find a way to improve the stability of Sherlock Holmes, I discovered that the game also has a hidden version of dx11. To launch dx11, you need to use the command in the launch option steam: -nosettingslimit -dx 11. Dx 11 version works worse than dx 12. And it looks like it was hidden for this reason."
you only "need" to use the "-dx11" command line not the other swtich.. And the game runs good in DX1.
harlekinrains Jan 30, 2022 @ 4:53pm 
Good to know.
Rakka777 Feb 4, 2022 @ 7:29am 
Originally posted by harlekinrains:
Googled around a bit - and this seems oddly apropriate for what we know about Chapter one so far... (Game seems to stutter based on texture streaming (stutter more in areas with a high texture count.). Which could be shader calculation related as well - but then it seemed odd that you could trigger it repeadetly on loading triggers. This would explain that.)
https://www.dsogaming.com/news/modder-fixes-batman-arkham-knights-stuttering-framepacing-issues-via-directx-11-hooking/

edit: Game was developed on UE3, so its a bit of a longshot, but hey... :)

edit2: Best video that shows off the frame pacing issues in this game so far:
https://www.youtube.com/watch?v=IwDICThngRk

Run on a Ryzen5 3600. Running it on a 3700X or a 5600 might improve things a bit, or not. But here you see it being a frame pacing issue (frametimes), while average framerates are not impacted by that much.

edit3: From the first comment of that video:
"P.S: The game runs on dx12, although the system requirements only indicate dx11. During unsuccessful attempts to find a way to improve the stability of Sherlock Holmes, I discovered that the game also has a hidden version of dx11. To launch dx11, you need to use the command in the launch option steam: -nosettingslimit -dx 11. Dx 11 version works worse than dx 12. And it looks like it was hidden for this reason."

Thanks! It worked and now I can finally play the game!
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Date Posted: Nov 21, 2021 @ 1:44pm
Posts: 30