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Cutscene in the first town was terrible. I could (if I would) count frames.
7800X3D + RX6600 + 32GB 6000MHz DDR5 + winblows 10.
Regular performance is above what I expected though.
40 FPS is your framerate during cutscenes without frame generation. So, it would help to have a base framerate of 60+ FPS before enabling FG to prevent these drops during in-game cutscenes. It's not a bug.
The input lag is real with FG. Use Nvidia reflex and enable hardware mouse accell in ini. Also there is a mod which sets X and Y to the same values. In combination, I have good mouse input even with FG.
It's not causing issues. FG doesn't work during in-game cutscenes and when using the PDA, hence you get a lower framerate. The behavior is intended and expected. It's not about fixing but reworking or enhancing their current FG implementation to engage in these game scenarios. The current Unreal Engine FSR plugin doesn't allow it, so they should work on the engine source code which is unlikely for an AA game project.
They made AAA money, while asking for AAA pricing, so they could get to work.
Nah, it doesn't matter for this project and we'll see for the next ones given their circumstances. The studio is still small in number of members and their expertise with the engine is limited. As I said, It's not about fixing but reworking or enhancing their current FG implementation to engage in these game scenarios. The current Unreal Engine FSR plugin doesn't allow it, so they should work on the engine source code.