S.T.A.L.K.E.R. 2: Heart of Chornobyl

S.T.A.L.K.E.R. 2: Heart of Chornobyl

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Fps drop in cut scenes
Has anyone encountered a drop in fps during cutscenes? During the game I get 120+ fps but during cutscenes it starts to drop to 40
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Showing 1-10 of 10 comments
Costarring Nov 20, 2024 @ 8:18pm 
Yes, severely.
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.
Grátur Guð Nov 20, 2024 @ 9:23pm 
I think frame generation gets disabled during the cutscenes, there's no other way to explain such a drastic drop in fps (I lose about 40-50 frames)
MONZUN Dec 2, 2024 @ 3:18am 
yeah fg is disabled in cutscenes. the only thing bothering me in this game. otherwise i'm loving it but please @devs, please, enable frame generation in cutscenes aswell. it works flawlessly ingame and i never drop below 60fps maxed out with dlaa (game looks amazing with dlaa. miles better than with dlss quality or below) and i even fixed the FG lag so i get nearly no additional lag with FG but the fps drop to 40-45 fps in some cutscenes because frame generation is disabled is horrible and destroys the otherwise beautiful cutscenes.
RodroG Dec 2, 2024 @ 3:47am 
While annoying, it's intended. Frame Generation technologies don't work/engage during cutscenes in this game (BTW, it's not the only game showing this behavior).

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.
Spartacus Dec 2, 2024 @ 5:00am 
Originally posted by KekMemScreamer:
Has anyone encountered a drop in fps during cutscenes? During the game I get 120+ fps but during cutscenes it starts to drop to 40
Welcome to reality son
Avat bokani Dec 2, 2024 @ 5:35am 
Originally posted by MONZUN:
yeah fg is disabled in cutscenes. the only thing bothering me in this game. otherwise i'm loving it but please @devs, please, enable frame generation in cutscenes aswell. it works flawlessly ingame and i never drop below 60fps maxed out with dlaa (game looks amazing with dlaa. miles better than with dlss quality or below) and i even fixed the FG lag so i get nearly no additional lag with FG but the fps drop to 40-45 fps in some cutscenes because frame generation is disabled is horrible and destroys the otherwise beautiful cutscenes.
How did you get rid of the input lag
JoeRifle Dec 2, 2024 @ 7:33am 
But it also seems to do it for the PDA. And that seems to cause issues when closing it and FG reenables. Surely, they can fix it.

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.
RodroG Dec 2, 2024 @ 12:23pm 
Originally posted by JoeRifle:
But it also seems to do it for the PDA. And that seems to cause issues when closing it and FG reenables. Surely, they can fix it.

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.
Dootslayer Dec 2, 2024 @ 12:30pm 
Originally posted by RodroG:
Originally posted by JoeRifle:
But it also seems to do it for the PDA. And that seems to cause issues when closing it and FG reenables. Surely, they can fix it.

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.
RodroG Dec 2, 2024 @ 12:51pm 
Originally posted by Dootslayer:
Originally posted by RodroG:

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.
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Date Posted: Nov 20, 2024 @ 8:09pm
Posts: 10