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I would say: cap your fps depend on the minimum fps of your CPU.
It's impossible to create stable 200fps/native 1440p in UE5 with actual CPUs
Btw: i know that LOTF runs native 1440p ultra setting between 60-100fps on a 4090@13900k combo
I have a similar less powerful build to you with an i5 13600k stock and a 4070ti and it still stutters for me as well. Its honestly amazing how poorly the game runs on good hardware. I went to a PC part website yesterday to compare my PC against the recommended specs and my weakest component (my CPU) is still 40% faster on average than their recommended hardware.
-notexturestreaming
So UE5 can use so much vram it needs. No idea why, but UE5 games uses strictly 8GB, which is nonsense if you have 8GB+
Well, they have the number of cores and the Gigahertz but Intel's design is plain counteproductive for games.
Any newer intel CPU has Efficiency cores and Performance cores. First ones are meant to run low importance menial tasks, second ones are actually to get the job done.
The joke? No operating system has been built around that and windows task scheduler has no idea which threads should be assigned to Performance cores, it's pure random.
So intel users effectively have mOrE cOrEs but the utility of that is actually counterproductive and for "hardcore gamers" on modern intel rigs, it's actually more viable to disable E-Cores in BIOS entirely to have stable performance experience - essentially making them pay for cores they'll never use.
AMD is kinda similar with top end X3D CPU(s) above 5800x3D or 7800x3D where those are optimal for gaming since they're single CCX(core chip) which has access to the "3d memory". Higher X3D models have two CCX, out of which only one has 3D memory, giving people very similar diminishing returns to modern intel platforms, since you have no control which tasks will be allocated to the "faster" core.
TL;DR with gaming nowadays, there's a lot of research to be done, in order to not pay a lot of extra for less stable performance with very diminishing returns for the money.
Some of it is shader compilation, some of it is related to loading areas, some of it was related to autosaving and was LOTF specific issue (but that got fixed recently).
Without seeing a video with exact cases and frametime graph it's hard to tell what exactly is your issue.
Here i found someone playing on 4K but have the same stuttering fest. Link:
https://www.youtube.com/watch?v=v7NCpg3ZYAM
UE is thread bound with game logic being relegated to a single thread. And whilst you can design your entire game to be asynchronous, load assets in background and so on and so forth. There's eventually time where you have to spawn them in the world and hook them up to whatever logic they're supposed to run - that all goes through single thread and it's a bottleneck of the engine.
I imagine there are soft ways of mitigating this, over time CPUs will just be faster making the stutter less aparent. Intel platforms can also tryhard by disabling E-Cores to make sure game thread doesn't end up on one of those.
But in the end with current design engine, any game that loads large amounts of data at once will inherently stutter.
What I can say with certainty is that he is playing with DLSS and may have switched on frame generation via the Steam start option.
Because its CPU drops below 60% utilization when playing, which is not possible at native 4k.
@SkacikPL
Good posting!