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Similar experience here. I'm glad I finished it before this patch. The hitches/stutters (sudden high frame time spikes) are now somewhat less frequent in some areas, but when they do happen they are more abrupt and intense than before. The traversal stuttering/hitching due to asset streaming and garbage collection remains unfixed. Also, the added shader compilation stage on the game launch is a joke, as it's minimal and there is still shader compilation on runtime during gameplay which is also causing stutters from time to time.
You shouldn't notice any difference between 60 & 90 if you're using correct Gsync settings but most people do not since they made it needlessly complicated and confusing.
It's not going to be fixed. Traversal stutter is something that has been present in games for a long time. A game without load screens has to load in assets while you're traversing the open world. If you're playing at 60 fps, then if the load takes longer than 1/60th of a second, the game will stutter. Go back and play some old open-world or semi-open world games with the frame-rate capped at 60 fps with a frametime graph on. You'll notice many of these games also have traversal stutter.
A lot of times if you cap your framerate to 30, the traversal stutter will go away, which is why the consoles didn't have traversal stutter. This is because it takes less than 1/30th of a second to load the assets. The main reason we didn't notice traversal stutter(even though old games have traversal stutter) is because it was shader compilation stutter and people denying shader compilation stutter that caused everybody to start using a frametime graph.
I went back and played the original Assassin's Creed 3, a twelve-year old game, with a frametime graph at 30 fps and the game had worse traversal stutter than this game. It was always there, we just didn't notice it until people started calling it "traversal stutter" in the past year or two. We dismissed it as brief cpu spikes when all the time it was the game loading assets(traversal stutter).
Is it fixable? If you plan for it at the beginning of the game's development you can make a game without traversal stutter. However, if the game has already been released it is probably too late to fix it. They can streamline the loading of assets a bit to make it less noticeable, but it will likely never go away completely unless they do something drastic like pause the game every now and then to let it load in the assets.
So you're going to have to deal with traversal stutter for the next few years until devs start planning for it at the beginning of production. Having a faster CPU seems to be the hardware upgrade that reduces it the most.
Of course there's other types of stutter that you could be getting that are fixable. Not leaving 10% of your drive empty could cause stuttering, a CPU bottleneck can cause stuttering, high VRAM usage can cause stuttering, not following a guide to configure g-sync correctly can make your game stuttery. These can be fixed by deleting some files, and also lowering or raising you graphics settings, or capping your frame-rate. Basic PC gaming stuff.
Yikes if you cant feel the difference between 60fps and 90fps just wow
Quit trying to sound smart as youre completely wrong this isnt a open world game so im not sure why youre trying to compare it to other open world games.
The game has terrible stutter and traversal stutter nm how fast your cpu is youll still stutter also a major flaw in unreal engine as its notorious for stutter and poor performance.
The engine is absolute garbage but its cheap and easy you can easily tell a game using unreal engine with out even knowing as all the unreal engine games look the same poor performance blurry visuals due to sloppy taa implementation, stutter and store bought assets.
Without Gsync of course, it's very obvious. I said "if you're using correct Gsync settings".