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The port is pretty poorly optimized. Despite that, most systems run it well enough. It's safe to assume that certain combinations of system settings, drivers, and hardware can greatly impact performance and trigger the stuttering issues that some are having.
Atlus will (hopefully) release a patch at some point because this seems like yet another Japanese dev team that doesn't know how to optimize on PC.
Running pretty well for me without stuttering and i don't have the most current hardware.
yes me to..Throughout...
which is to be expected..that twice as many pixels to render.
Yeah, somebody doesn't know what "optimized" means.
When a game or app is programmed while ignoring best practices outlined by Microsoft, AMD, and nVidia or just otherwise has certain functions implemented in an obtuse manner, it's unoptimized. This doesn't mean that it won't run well on all systems. Unoptimized code can still be brute-forced like anything else.
I'm curious as to what people will be saying if an official patch fixes this. Will you attribute it to fixing unoptimized code, or assume that people's rigs just magically fixed themselves? Considering that SpecialK, DXVK, and Process Lasso can all potentially fix the issue, yes, there's an optimization issue.
Tested the game on my 3 rigs. No stuttering on any of them, so it could certainly be PEBKAC or insufficient hardware in some of these instances.
Did you program this game..lol. Such a weird reply. You have zero idea about the code and functions in this game...zero.
This was how folks in the Linux community discovered that the game uses deprecated storage access code. It was never implemented into Wine (or Proton) because Microsoft explicitly states to NOT use it. At some point in the future when Microsoft finally does deprecate it, P5R will no longer work on those newer versions unless Atlus issues a patch.