DEATH STRANDING DIRECTOR'S CUT

DEATH STRANDING DIRECTOR'S CUT

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BAD GPU USAGE !!????
whats with the gpu utl in this game... hovers around 60-70% one min the games over 150 fps then down to 80 its driving me mad a game this old should run well over 120fps, i7 14th, 7900 xtx. any fixes please????
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Showing 1-5 of 5 comments
WIGGY556 Mar 10 @ 12:22pm 
yeah its clearly cpu bottleneck from the gpu usage but how is this cpu struggling witha ps4 game.. its nearly running at 6ghz lol, i feel like going back to a games console this is a joke lol
JDN Mar 10 @ 12:43pm 
it's problem with game code. Kojima did not care about cpu that comes aftre game release. U can't do ♥♥♥♥ about it)))
WIGGY556 Mar 11 @ 9:47pm 
UPDATE. for anyone else having this issue turning off resizable bar in bios has helped alot!!!! gpu utl is still kind of low but i have gained a good 10-15% doing this. hope this helps someone!
Originally posted by WIGGY:
UPDATE. for anyone else having this issue turning off resizable bar in bios has helped alot!!!! gpu utl is still kind of low but i have gained a good 10-15% doing this. hope this helps someone!
i have the same GPU, does it stay locked @ 120 FPS after turning off resizable bar? i have the ryzen 9900x, i was wondering why the frames drop so much especially considering this is a PS4 title
Last edited by Pablo The Third; Mar 14 @ 11:06pm
Arthur Mar 15 @ 12:43am 
Its not poor GPU usage, its CPU bottleneck. Death Stranding can be a bit CPU intensive, which is understandable when you think about how the terrain in this game works. Every little plot of land you walk through has some gameplay mechanic attached to it, even if its small.

The main cause seems to be how the Odradek functions (if you use the Odradek pulse while a benchmark tool is on, you can see how the FPS drops for a second and the CPU usage goes up). Because every little bit of the ground is flagged with a certain "terrain type" that the Odradek needs to identify instantly, your CPU needs to keep track of all the terrain types around you at all times, as well as display them all individually when you use the pulse, not to mention the other gameplay systems, like how each terrain is supposed to affect Sam's balance, the physics of your cargo (physics are notably CPU-bound), and every graphical effect onscreen.

I'm not saying they couldn't have optimized it more, specially because the game doesn't seem to use every core available, but I wouldn't go as far as saying its "poorly optimized", very few games can actually use everything your CPU has to offer, and sometimes its not the fault of the devs, multiple logical cores processing the same bits of information can lead to instability and unpredictable bugs.

If anything, Death Stranding is one of the most well optimized PC ports in recent years, I remember when it came out, even people with low to mid tier PCs could run it with no issues (friend of mine played it on a RX480 with high fps). The only way to get rid of these dips would be to increase the single core performance, which the industry isn't too concerned with atm.

I guess how much it affects your game is a bit of a gamble, I played it on a Ryzen 5 5600 + RX 6600 (1080p, maxed out) a few years back and had no issues. The fps dip when using the Odradek was almost unnoticeable. I guess try locking the fps at something lower, like 80. Its still gonna be pretty smooth, but maybe you won't notice the dips as much.
Last edited by Arthur; Mar 15 @ 12:47am
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