SILENT HILL 2

SILENT HILL 2

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I just saw the game with fog disabled
And I have to say this is probably the worst decision I have ever seen in a AAA game in the last 20 years. The sheer amount of incompetence and laziness is on another level.

For those who are unaware, the game renders EVERYTHING. Everything inside the fog. At maximum LOD on top of that. Why would you do that? That stuff shouldn't even be rendered at all. It is invisible to the player because of the fog.

Here's a fun fact. That's part of why they implemented the fog in the og. To help with performance on the limited hardware of the time. Because guess what? In the og stuff does NOT render inside the fog. Good, simple and effective idea to boost performance.

It boggles my mind as to why the remaster renders everything. This game should be able to run on a potato r9 270x, if you even know what card that is. It only needs to render a few meters around the player. That's it.
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Showing 1-15 of 34 comments
That would at least partially explain the dismal performance.
yeah we should be getting similar performance to resident evil
I think zero loading screens is what that causes the stutters.

In older games, developers divided the game into different "areas/rooms" and you had a loading screen when you went from one area to another. Nowadays every game wants to have giant areas and zero loading screens for some reason and fully stream the whole areas of the game seamlessly.
Originally posted by dprog1995:
I think zero loading screens is what that causes the stutters.

In older games, developers divided the game into different "areas/rooms" and you had a loading screen when you went from one area to another. Nowadays every game wants to have giant areas and zero loading screens for some reason and fully stream the whole areas of the game seamlessly.
Yeah, this is also a massive problem. Not only it hurts performance, but I personally don't like it. Call me old fashioned. I like levels.

Just use levels. Use the Half-Life trick of rendering the transition area twice in each level if you have to. It takes under 1 second to load a Half-Life 1 or 2 level on modern hardware. Shouldn't take longer than 10 seconds to load a big modern properly optimised AAA game.

And players are going to die anyway. They have to reload the last checkpoint. So their idea of "immersion" is meaningless in the first place.

No idea how this game has 95% positive considering all the technical incompetence. Probably due to Valve no longer counting reviews from people who refunded.
From what I came across throughout a lot of posts and videos, Unreal loads new areas as you go while dumping the ones you left.

And it keeps ♥♥♥♥♥♥♥ doing it.

So it's gonna keep happening endlessly regardless.
Wait, arent the Wall crouches "loading screens" for the next area? Isnt that the sense of it to make the loading seem invisble?
Originally posted by Tazor:
And I have to say this is probably the worst decision I have ever seen in a AAA game in the last 20 years. The sheer amount of incompetence and laziness is on another level.

For those who are unaware, the game renders EVERYTHING. Everything inside the fog. At maximum LOD on top of that. Why would you do that? That stuff shouldn't even be rendered at all. It is invisible to the player because of the fog.

Here's a fun fact. That's part of why they implemented the fog in the og. To help with performance on the limited hardware of the time. Because guess what? In the og stuff does NOT render inside the fog. Good, simple and effective idea to boost performance.

It boggles my mind as to why the remaster renders everything. This game should be able to run on a potato r9 270x, if you even know what card that is. It only needs to render a few meters around the player. That's it.
Calm down. That is not true. The video you saw of a mod is an updated version which forces the game to render the world so you can actually play with no fog.

The vanilla game with just the fog disabled look like this

https://www.youtube.com/watch?v=EeY-Mkkxqsw

As you can see, the game DOES NOT render anything in the distance beyond the fog. You can see the chunks of the world poping up in front of you.


You may have seen this one:
https://www.youtube.com/watch?v=YmfxZAGo3dM

Which further mods the game to extend the draw distance.


Originally posted by V I D A L:
Originally posted by Tazor:
And I have to say this is probably the worst decision I have ever seen in a AAA game in the last 20 years. The sheer amount of incompetence and laziness is on another level.

For those who are unaware, the game renders EVERYTHING. Everything inside the fog. At maximum LOD on top of that. Why would you do that? That stuff shouldn't even be rendered at all. It is invisible to the player because of the fog.

Here's a fun fact. That's part of why they implemented the fog in the og. To help with performance on the limited hardware of the time. Because guess what? In the og stuff does NOT render inside the fog. Good, simple and effective idea to boost performance.

It boggles my mind as to why the remaster renders everything. This game should be able to run on a potato r9 270x, if you even know what card that is. It only needs to render a few meters around the player. That's it.
Calm down. That is not true. The video you saw of a mod is an updated version which forces the game to render the world so you can actually play with no fog.

The vanilla game with just the fog disabled look like this

https://www.youtube.com/watch?v=EeY-Mkkxqsw

As you can see, the game DOES NOT render anything in the distance beyond the fog.
I won't lie, I knew about Sunny Hills and this makes sense, because if it did load everything in at once in the base game, what's with all the traversal stutters? It also makes sense with the loading and dumping thing I wrote about.

But I wonder, have you tried Sunny Hills youself?
How's the overall performance and what's the stuttering situation with it in effect?
Good post
Originally posted by Sh. Fred:
Originally posted by V I D A L:
Calm down. That is not true. The video you saw of a mod is an updated version which forces the game to render the world so you can actually play with no fog.

The vanilla game with just the fog disabled look like this

https://www.youtube.com/watch?v=EeY-Mkkxqsw

As you can see, the game DOES NOT render anything in the distance beyond the fog.
I won't lie, I knew about Sunny Hills and this makes sense, because if it did load everything in at once in the base game, what's with all the traversal stutters? It also makes sense with the loading and dumping thing I wrote about.

But I wonder, have you tried Sunny Hills youself?
How's the overall performance and what's the stuttering situation with it in effect?
Exactly, if the game loaded everything in town like an open world, maybe it would actually be better? The game would be more demanding, but perhaps it wouldn't have the stutters so many people complain about. You can see the chunks popping in, which can be what causes the stutters.

If so, you can't even blame the devs for that. They did what they were supposed to, but U5 engine is this forever experimental project Epic funds with money taken from children. lol

No I have not tried the mod myself.
Jester farm
Originally posted by V I D A L:
Originally posted by Sh. Fred:
I won't lie, I knew about Sunny Hills and this makes sense, because if it did load everything in at once in the base game, what's with all the traversal stutters? It also makes sense with the loading and dumping thing I wrote about.

But I wonder, have you tried Sunny Hills youself?
How's the overall performance and what's the stuttering situation with it in effect?
Exactly, if the game loaded everything in town like an open world, maybe it would actually be better? The game would be more demanding, but perhaps it wouldn't have the stutters so many people complain about. You can see the chunks popping in, which can be what causes the stutters.

If so, you can't even blame the devs for that. They did what they were supposed to, but U5 engine is this forever experimental project Epic funds with money taken from children. lol

No I have not tried the mod myself.
I think the game does kinda load everything when you start the game.

Even GTA 4 had loading screens before you started a mission cutscene while Silent Hill 2 remake doesn't have any loading screens if you don't get killed.

Let's bring Resident Evil 4 remake into this. That game had traversal stutters as well when you entered from one area to another and that game had removed the loading screens that were in original RE 4.

And I don't think it's Unreal 5's fault. Dead Space remake and Dragon's Dogma 2 also had lots of stutters despite not using Unreal.
Originally posted by dprog1995:
Originally posted by V I D A L:
Exactly, if the game loaded everything in town like an open world, maybe it would actually be better? The game would be more demanding, but perhaps it wouldn't have the stutters so many people complain about. You can see the chunks popping in, which can be what causes the stutters.

If so, you can't even blame the devs for that. They did what they were supposed to, but U5 engine is this forever experimental project Epic funds with money taken from children. lol

No I have not tried the mod myself.
I think the game does kinda load everything when you start the game.

Even GTA 4 had loading screens before you started a mission cutscene while Silent Hill 2 remake doesn't have any loading screens if you don't get killed.

Let's bring Resident Evil 4 remake into this. That game had traversal stutters as well when you entered from one area to another and that game had removed the loading screens that were in original RE 4.

And I don't think it's Unreal 5's fault. Dead Space remake and Dragon's Dogma 2 also had lots of stutters despite not using Unreal.

As for Silent Hill 2, any sort of level change occurs when you enter a cutscene after which the path you came from is now permanently blocked.

Think of any massive environment changes when you are forced to proceed into the next area.
Or any otherworld shifts .

But even then, there's no loading bar or wait.
While it's entirely possible that our NVMe drives are fast enough that it can load everything during those cutscenes, it still doesn't load in "everything".

If it did, traversal stutters literally would not exist because there's 0 traversing.

You would only have one very large loading upfront and them nothing.
It could also very well mean a massive but at least very stable FPS drop all across the board for everyone because every single thing would be rendered and using your resources up to two floors above or below you in every single direction.

As for Re4 and Dragon's Dogma 2, those are made in the RE Engine.
I'm surprised to hear about the stutters because Capcom's in-house engine is famous for how stable and streamlined it is.

But then again I'll try it and see Re4 once I get done with 7 and 8.

As for Dead Space Remake, that nightmare is specifically made with Unreal Engine 5.
Same as the disastrous Hogwarts Legacy.

I'm not interested to play the new Hellblade because it's just not my thing, but I've read many comments point out this one too has stutters here and there.
That would be the most ironic thing because Hellblade games are even more linear than The Journey and more of an interactive movie anyway, so I'd expect there to be absolutely 0 performance issues there.
But that's Unreal Engine 5 too anyway.
Oh, and btw Dead Space 1 from 2008 still holds incredibly well anyway.

I'd prefer it over the remake for a few reasons, even if the remake was perfect.
One that it's very cheap, then there's the grave boot sections which I like more for the extreme tension, and most importantly, Isaac just not saying anything other than making noises and speaking only once at a very very important moment (unless my memory is playing tricks on me).

Also the OG ending can still make me jump even when I know it's coming, whereas the remake ending hits like a wet noodle.

Also also, Isaac's face is just way to nostalgic and iconic too completely redo.
I read that they used the actual voice actor's face for the remake and I love that for him, but he looks a little funny in that atmosphere to me, I just can't take him serious (sry!)

I've gone too far already considering what forum we're on, but I lived my whole life thinking the OG Hammond looked and sounded EXACTLY like Colin Salmon.

I found out only after the remake that it had nothing to do with him.
Still, the OG Hammond was way more charismatic and cool than the new Hammond.
Still can't get over his death...

P.S: ♥♥♥♥ autocorrect, I hate typing on phones.
Interesting read.

Dead space 1 remake uses frostbite engine from what i have read online though.
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Date Posted: Jan 13, 2025 @ 2:55pm
Posts: 34