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Turn on DLS and set the graphics to low. Yes, the game lags at points. But it's still playable and it captures the cultivating of the original better in fact I would say. I was more on my toes with this one. Then the older titles. The atmosphere alone and sounds really bring the scariness out. Almost as if You are actually In Silent Hill. I don't know if You have a legit copy of the game or not. But if You are using a "cracked" version. Then I would delete that and retry with the paid game. Cracked games are old. And can't receive updates. Yes, the performance could use some improvement. But people with a cracked version will never get it.
Almost as if the process is constantly being paused and unpaused. Changing the DLSS quality and/or some settings seems to have minimal to change in performance, despite the fact that lowering the quality SHOULD at least result in higher FPS. Either the graphics settings options aren't saving properly, or the game isn't even updating any changes.
Similar to how the most recent UE5 game, Still Wakes the Deep, had issues on launch with DLSS Quality setting not working and reverting to Balanced, and in the most recent patch, Ray Reconstruction practically not doing ANYTHING at all. So not only is performance borked, but so is apparently the actual options in the graphics settings.
I'm in Wood Side Apartments, and although the first time I entered them, my FPS hovered between 45 and 60, now, on subsequent reloads of the save inside results in FPS between only 35-45. And almost NOTHING was actually changed. Well, I should say I DID try using DXVK and DX11. That either caused crashes for me or completely turned off RT anyway.
I noticed it in Re4 but after awhile it sorted kinda disappeared, maybe cause i got used to it.
But silent hill is on another level is unplayable and im honestly thinking of refunding until a fix comes out.
In RE4 it would happen once you crossed thresholds entering and exiting an area. I know exactly where it would occur as the game was so well optimised that I had a solid 120fps lock, and the stutters were the only thing that would drop me down to 117/118fps. They were few and far between with lots of gameplay in-between.
Got to Wood Side Apartments on this game, and just popping in and out of each room would trigger traversal stutter. Not a one-time thing either, very repeatable and distracting when exploring a new area for the first time. SH games often have the locations (ie schools, hospitals etc) where you are continually entering and existing small rooms back into central hallways. It may well be that Wood Side Apartments has something special about it, but I refunded as it was not a good sign for the rest of the game.
If you read some of the comments you would see why i compared it and despite being 6 years ago it’s still a taxing game with better performance than a game from 2024 with UE5 an engine that’s supposed to have better performance than a 6 year old game.
And even if the game just came out that doesn’t excuse the crap performance. It’s the devs job to give the players a solid experience especially for 70 bucks.
I think it's more on the developer side. They should hire a team of C++ experts focused on tweaking/adapting some components of the stock/default UE source code (such as texture/asset streaming and garbage collector components, and the game's shader-compilation strategy) to fit the particular project needs. Of course, it increases the budget needed and developing times significantly. It's the only effective way to resolve or mitigate significantly the common stuttering/hitching issue in most UE games. Bend Studio for Days Gone followed this custom approach, and CD PROJEKT RED is doing the same for their ongoing and next The Witcher projects.
Game journalists don't want to lose future access/ruffle publisher's feathers and rely on the the get-out clause of 'performance can be updated/patched and I cannot keep rewriting my review if issues are resolved'. Most of them choose to omit bad performance entirely, even if it's something they notice.
Alan Wake 2 runs beautifully on my PC maxed out with path-tracing enabled. No stuttering at all. Ditto Cyberpunk 2077 maxed out with path-tracing. Silent Hill 2 on the other hand... fantastic game, cannot fault the actual graphical update or the gameplay, but it runs terribly with a constant jerky feel to it and regular sub-60 fps drops even in indoor locations where you'd normally expect performance to be great. It's like the engine is constantly being stressed. No more is this apparent than if I run in the Hospital, where I am currently, then stand still to watch the framerate go from 52 fps to 60 fps to 70 fps and finally 83 fps where it still wavers but at least stays above 60 fps.
It hasn't stopped me playing the game because it is so good but it is sadly yet another Unreal Engine game on PC that is spoilt by issues that really should not be happening at this point. #StutterStruggle is a well know meme at this point and any developer that ignores this issue on PC deserves all the negative criticism they will get in opinion.
Can't wait for the Digital Foundry PC tech analysis video!!!
Same.
I loaded up AW2 for a few minutes after playing SH2 and it reminded me how smooth a third person, over the shoulder horror game should feel on my level of hardware.
It is depressing because I am now starting to become weary / cautious of Unreal Engine 4 or 5 games that are announced because of the prevalence of stuttering issues. How can ANY developer be proud of their game when it has ANY kind of stuttering? It defies belief. Even on PS5, the game has traversal stuttering and cannot hold a locked 30 fps in its Quality mode nevermind 60 fps in its Performance mode.
Bloober did a terrific job with updating Silent Hill 2 and I love that but they utterly failed when it came to stable performance and good optimisation on both console and PC. My guess is this due to a lack of experience with the engine.
Whether they will fix this remains to be seen but even if they do the damage is done because I am already 11 hours into this game.