Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Bull crap. I stopped reading your whole post right there. It was already pinpointed by actual professional coders with tools that the game is failing to load the correct DX12 library files for caching.
Please learn the difference between bad framepacing and actual stuttering caused by cache, aka the game freezing for half a second when for example you first break an object in the game, and then it doesn't freeze ever again the next time you break that same object.
Vsync has absolutely NOTHING to do with this kind of stutter.
what you're describing is not stutter. Its bad framepacing or micro-stuttering at worst.
I very much appreciate the tutorial, but if that is what it takes to get the game to run acceptably it is clearly not worth the hassle. I hope From will fix the issue, but given their historical incompetence I very much doubt it.
https://youtube.com/clip/UgkxTZPXbRB9XPe_STHWdlbPhxUJ31Ktt587
The original post was about that issue. The game constantly stutters every 20 meters when you simply travel the map, let alone break stuff.
Again, the workaround is aimed at stutters and not micro-freezes.
I've worked around it in Special K. The game is handed an empty pipeline cache library and not informed of the error (since it would ignore it anyway).
Under no circumstances should you be recommending this to G-Sync users. G-Sync is disabled for all but 2 V-Sync modes: On / Off (and OFF is not a good idea for reasons I won't get into). If you force a fractional V-Sync mode, input latency goes up massively.
Fractional refresh V-Sync is frankly bad for fixed-refresh users as well. It's one of the worst things you can possibly do for latency. Instead just grab a quality framerate limiter like RTSS or Special K, they can handle frame pacing correctly without resorting to these fractional refresh modes.
It's a dirty little secret the game has. It's not the biggest problem the engine has, but it definitely isn't helping anything that part of the engine runs in D3D11.