Ghostwire: Tokyo

Ghostwire: Tokyo

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Tessedan Mar 24, 2022 @ 9:42pm
Pre-rendered Cutscenes issue.
The cut scene video runs slow. The audio runs at normal speed and the cut scene ends when the audio ends, so I am a little confused on what is happening with the story. Anyone else run into this?
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Showing 91-105 of 115 comments
TS2 Apr 24, 2022 @ 5:24am 
Originally posted by graycap111b:
Originally posted by bioxid:

DP cables do not transmit audio signals, and most players uses HDMI cables only to transmit video. (yeah we do not use tv's)

If such an amount of player all experience the exact same issue, it is time to stop thinking it is a hardware issue.

The problem does not occur if the resolution is set to 1080p and if the refresh rate is set to 30fps.

This is because the audio is expecting these values in order to work correctly.
This is a poor design issue. which makes it worse.
And, on top of that, it shows that the port was sh*t.

Bethesda product...
Correction: Tango Softworks product. Bethesda did not make it. They published it. I doubt they had that much control over the technical aspects.
Can anyone confirm if this game uses the same engine as the Evil Within since this was supposed to be the Evil Within 3 if I'm not wrong... and if the Evil Within also had the same problem.
Part of this is something I can confirm after some digging. Ghostwire: Tokyo does not use the same engine as The Evil Within and The Evil Within 2.

The Evil Within games used a modified version of id Tech 5. The first game was closest to the base engine, albeit modified to have a new renderer with dynamic lighting and tessellation features among other things. The Evil Within 2 continued this modification and offshoot development to where it is treated as a custom engine, possibly referred to as the "STEM" engine.

Ghostwire: Tokyo represents a move to Unreal Engine 4 for Tango Gameworks, and the first major project it has made with it. It specifically uses Unreal Engine 4 version 4.27.2 if one checks Steam\steamapps\common\Ghostwire Tokyo\GWT.exe and its Properties, followed by the Details tab. The actual game process located in Ghostwire Tokyo\Snowfall\Binaries\Win64 uses a custom version scheme, however.
graycap111b Apr 24, 2022 @ 10:46am 
UE4, huh? Are there games running on UE4 known to have this same cutscene issue? They probably already have solutions that may apply to Ghostwire: Tokyo.
I tried setting max FPS to 30 and even turning on v-sync in-game, btw. It didn't help with the cutscene issue. Only forcing DX11 gets rid of the cutscene desync but it tanks the game proper FPS too much for comfort.

Edit: Setting max FPS to 30 and enabling vsync in Nvidia Control Panel works.
Last edited by graycap111b; Apr 25, 2022 @ 8:41am
Burdpal Apr 25, 2022 @ 10:44am 
Originally posted by bioxid:
on another note : i will NOT install any codec for a ♥♥♥♥♥♥♥ game that cost 60€
nor vlc, nor anything for that matter. this ought to be running perfectly OOB.

this is a joke.
insta-refunded.

This post really deserves more visibility. I pre-ordered this game because I loved Evil Within 1-2. I was curious seeing how this company was headed with a title that took a departure from the survival-horror genre and into action-adventure.

I struggled so much trying to get videos to play normally. The Windows Store VP9 codec simply did not work, as I kept getting no response when I clicked on install. I then tried to install the VP9 codec manually with Powershell. I spent 8 hours trying to troubleshoot via this method. Again, no results.

No other game has given me this much frustration in trying to install a video player codec. It's absurd. I'm perfectly content updating my drivers, using DDU to perform a clean install when needed, or to scan for viruses/ malware, or to keep Windows up to date. But it's absurd to require the end user to install a operating system video codec so that cutscenes would work normally. As Bioxid wonderfully states, this really should all work seamlessly out of the box.

I, too, refunded. With a heavy heart, might I add, as I really wanted to play this game.

I hope a developer reads this and places some semblance of urgency in implementing a proper video player function to work as a contingency. Not everyone has this codec, and it's a colossal pain in the rear to install.
Last edited by Burdpal; Apr 25, 2022 @ 10:45am
Bankai9212 Apr 25, 2022 @ 11:08am 
It worked out of the box for me, but with pc gaming not everyone uses the same hardware. Honestly the way level streaming works should be looked into.
TS2 Apr 25, 2022 @ 12:49pm 
Originally posted by Bankai9212:
It worked out of the box for me, but with pc gaming not everyone uses the same hardware. Honestly the way level streaming works should be looked into.
Relatively the case over here, but I knew what I was getting into with having a system that did not meet minimum spec, with only a 4GB RX 580, a HDD, and a monitor panel with way too high of a pixel density (2160p) running the game at 1440p.

It running at all unless I happened to set things too high and induce a crash that way was an achievement in itself compared to other titles. For the rest of you, I do not know why things are the way they are, but I wonder what else could be the cause.

As some suggestions to look into as possible external factors for some cases, maybe using a version of Windows 10 that is not something above what the game targeted (Seriously, manually update Windows 10 in Settings, Updates and Security if need be.), deleting the game's Movies folder to skip the startup screens(May break UE4 games like this one), some other bad tweak done to attempt to save time or squeeze out more performance for games past, or even something that seems fine on the system, but is in fact a sign of corruption could be looked into, unless you want to spam Tango's Twitter page about it until the entity cracks under pressure and attempts to fix it.

Oh, and, about the Microsoft Store VP9 Codec Extensions. While having these successfully installed may be of use, it seems it does not work. At best, it probably just applies to Movies and TV only. Nice to have, but that is it. No beneficial effect on this game is reported in this thread.
Last edited by TS2; Apr 25, 2022 @ 12:50pm
TS2 Apr 30, 2022 @ 2:45pm 
Originally posted by DeValere:
The cut scene video runs slow. The audio runs at normal speed and the cut scene ends when the audio ends, so I am a little confused on what is happening with the story. Anyone else run into this?
After some additional playing of the game, I can confirm that this finally happened to me.

It was most notable in the Chapter 3 cutscene in KK's safehouse, where Rinko is first introduced and tells Akito that there is still a way to find KK after plot events saw the latter two experience Severance for the first time. However, witnessing the cutscene desynchronization led to a realization about it.

It seemed to concide with camera shot transitions and textures being streamed in whenever the camera cut to a different shot in the scene.

On a HDD from about 3 years ago, the drive is simply too slow even with disk write caching to both stream in assets to memory and queue up the audio, leading to a hitch whenever the camera shot cuts to a different angle. Should the hitch be drastic enough, the audio and facial animations will not be in sync for a noticeable amount of milliseconds. I could tell this because the model and scene textures were popping in before my very eyes.

This brings me to another point. Like Death Stranding, most of Ghostwire: Tokyo's cutscenes are not pre-rendered. Instead, most of them use real-time, in-level rendering to serve as gameplay transitions, with only certain cutscenes—the initial opening one, for instance—possibly receiving the truly pre-rendered treatment if it is deemed necessary.

This blending of pre-rendered with real in-level rendered cutscenes is something DirectX 12 and Vulkan API-using games seem to do a lot of, owing to being able to afford it in the rendering pipeline. This is probably why the system requirements mandate a 6GB GPU and a SSD, to enable this to (hopefully) work smoothly. For users where it does not work smoothly, figuring out why is necessary, if not just hoping for a new patch.
———
TL;DR real-time, in-level rendered cinematics hitching when asset and texture streaming on every single camera shot switch leads to audio desync.
Last edited by TS2; Apr 30, 2022 @ 2:49pm
Damien Grief May 2, 2022 @ 8:41am 
Play in DX11 and it solves this issue. Go to Properties for the game and add "-dx11" without the quotes to the command line arguments in Steam.
j-kun May 2, 2022 @ 10:42am 
A patch. AT. ♥♥♥♥♥♥♥. LAST.
Originally posted by Jota:
A patch. AT. ♥♥♥♥♥♥♥. LAST.

Are the cutscenes fixed in dx12?
TS2 May 2, 2022 @ 6:48pm 
Originally posted by BRASS BASS:
Originally posted by Jota:
A patch. AT. ♥♥♥♥♥♥♥. LAST.

Are the cutscenes fixed in dx12?
Sort of.

What was done was adding and exposing a manual option that was previously automatic, in the form of the Movie Display Mode toggle.

The game uses two different rendering resolutions for cinematics/cutscenes: 1080p or Full HD, and 2160p or 4K, respectively. Prior to Patch 1.003, which rendering resolution was picked for cinematic sequences would depend on the Display Resolution set. If it was at 1080p or below, 1080p would be what cutscenes were rendered at. If the user's display resolution was above 1080p, 2160p would be chosen as the resolution cutscenes were rendered at.

This would cause an issue with the 1440p middleground or other cases, where the end user's system and GPU would struggle to render the 2160p cinematics, hitch, and cause an audio desynchronization with each camera shot transition thanks to running on systems which could handle 1440p, but could not hope to truly handle 2160p.

Now, the ability to choose the render resolution for cutscenes is exposed with the Movie Display Mode setting. Quality Mode follows the original way this was handled, whereas Performance Mode forces 1080p rendering for cinematics no matter what Display Resolution is set.
Last edited by TS2; May 2, 2022 @ 6:49pm
Originally posted by TS2:
Originally posted by BRASS BASS:

Are the cutscenes fixed in dx12?
Sort of.

What was done was adding and exposing a manual option that was previously automatic, in the form of the Movie Display Mode toggle.

The game uses two different rendering resolutions for cinematics/cutscenes: 1080p or Full HD, and 2160p or 4K, respectively. Prior to Patch 1.003, which rendering resolution was picked for cinematic sequences would depend on the Display Resolution set. If it was at 1080p or below, 1080p would be what cutscenes were rendered at. If the user's display resolution was above 1080p, 2160p would be chosen as the resolution cutscenes were rendered at.

This would cause an issue with the 1440p middleground or other cases, where the end user's system and GPU would struggle to render the 2160p cinematics, hitch, and cause an audio desynchronization with each camera shot transition thanks to running on systems which could handle 1440p, but could not hope to truly handle 2160p.

Now, the ability to choose the render resolution for cutscenes is exposed with the Movie Display Mode setting. Quality Mode follows the original way this was handled, whereas Performance Mode forces 1080p rendering for cinematics no matter what Display Resolution is set.

So I can play in 1440 and watch the cutscenes in 1080? That... that will work for me. Thanks for the info. I am finally going to play the game now! :os_niko:
graycap111b May 2, 2022 @ 11:42pm 
Originally posted by TS2:
Originally posted by BRASS BASS:

Are the cutscenes fixed in dx12?
Sort of.

What was done was adding and exposing a manual option that was previously automatic, in the form of the Movie Display Mode toggle.

The game uses two different rendering resolutions for cinematics/cutscenes: 1080p or Full HD, and 2160p or 4K, respectively. Prior to Patch 1.003, which rendering resolution was picked for cinematic sequences would depend on the Display Resolution set. If it was at 1080p or below, 1080p would be what cutscenes were rendered at. If the user's display resolution was above 1080p, 2160p would be chosen as the resolution cutscenes were rendered at.

This would cause an issue with the 1440p middleground or other cases, where the end user's system and GPU would struggle to render the 2160p cinematics, hitch, and cause an audio desynchronization with each camera shot transition thanks to running on systems which could handle 1440p, but could not hope to truly handle 2160p.

Now, the ability to choose the render resolution for cutscenes is exposed with the Movie Display Mode setting. Quality Mode follows the original way this was handled, whereas Performance Mode forces 1080p rendering for cinematics no matter what Display Resolution is set.
So this patch doesn't help people who play at 1080p and get the cutscene audio desync issue?
TS2 May 3, 2022 @ 12:01am 
Originally posted by graycap111b:
Originally posted by TS2:
Sort of.

What was done was adding and exposing a manual option that was previously automatic, in the form of the Movie Display Mode toggle.

The game uses two different rendering resolutions for cinematics/cutscenes: 1080p or Full HD, and 2160p or 4K, respectively. Prior to Patch 1.003, which rendering resolution was picked for cinematic sequences would depend on the Display Resolution set. If it was at 1080p or below, 1080p would be what cutscenes were rendered at. If the user's display resolution was above 1080p, 2160p would be chosen as the resolution cutscenes were rendered at.

This would cause an issue with the 1440p middleground or other cases, where the end user's system and GPU would struggle to render the 2160p cinematics, hitch, and cause an audio desynchronization with each camera shot transition thanks to running on systems which could handle 1440p, but could not hope to truly handle 2160p.

Now, the ability to choose the render resolution for cutscenes is exposed with the Movie Display Mode setting. Quality Mode follows the original way this was handled, whereas Performance Mode forces 1080p rendering for cinematics no matter what Display Resolution is set.
So this patch doesn't help people who play at 1080p and get the cutscene audio desync issue?
That is for those players to test and find out by using the Performance Mode for the Movie Display Mode setting. Just, uh, be sure to uninstall and reinstall the game after applying the patch, since just applying it to an existing installed copy may have a chance of breaking some parts of it. It is just a general Unreal Engine 4 PAK file writing issue across all games, and easily mitigated here.

The other known cause of it that I could find prior to the new update was installing the game to a HDD. This game is not meant for those, and will have a habit of noticeably hitching when streaming in assets or turning around as a result of it. In fact, such hitches during camera shot transitions in cutscenes—see the first Rinko cutscene in Chapter 3—would cause the reported desynchronization in my testing.
graycap111b May 3, 2022 @ 12:27am 
Originally posted by TS2:
Originally posted by graycap111b:
So this patch doesn't help people who play at 1080p and get the cutscene audio desync issue?
That is for those players to test and find out by using the Performance Mode for the Movie Display Mode setting. Just, uh, be sure to uninstall and reinstall the game after applying the patch, since just applying it to an existing installed copy may have a chance of breaking some parts of it. It is just a general Unreal Engine 4 PAK file writing issue across all games, and easily mitigated here.

The other known cause of it that I could find prior to the new update was installing the game to a HDD. This game is not meant for those, and will have a habit of noticeably hitching when streaming in assets or turning around as a result of it. In fact, such hitches during camera shot transitions in cutscenes—see the first Rinko cutscene in Chapter 3—would cause the reported desynchronization in my testing.
Finally had the chance to test it. The patch did help. I set movies to performance mode and that got rid of the audio desync in cutscenes. My screen's native resolution is 1080p. Now I can play at 50+ FPS and the cutscenes are running at the same framerate.
TS2 May 3, 2022 @ 12:57am 
Originally posted by graycap111b:
Originally posted by TS2:
That is for those players to test and find out by using the Performance Mode for the Movie Display Mode setting. Just, uh, be sure to uninstall and reinstall the game after applying the patch, since just applying it to an existing installed copy may have a chance of breaking some parts of it. It is just a general Unreal Engine 4 PAK file writing issue across all games, and easily mitigated here.

The other known cause of it that I could find prior to the new update was installing the game to a HDD. This game is not meant for those, and will have a habit of noticeably hitching when streaming in assets or turning around as a result of it. In fact, such hitches during camera shot transitions in cutscenes—see the first Rinko cutscene in Chapter 3—would cause the reported desynchronization in my testing.
Finally had the chance to test it. The patch did help. I set movies to performance mode and that got rid of the audio desync in cutscenes. My screen's native resolution is 1080p. Now I can play at 50+ FPS and the cutscenes are running at the same framerate.
Right, it seems that it has directly resolved this.

If you like, re-test with Quality Mode to see if the typical cutscene rendering issue comes up again, or if the game respects your Display Resolution setting as it should now.
Last edited by TS2; May 3, 2022 @ 12:57am
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