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I'm running a 9900k/4070 Super system getting 105 - 160 fps, high settings/DLSS quality/framegen/1440p and it's been solid the entire time, even with a 2018 CPU which shows this is a very GPU heavy game. The only weirdness I seem to notice is cutscenes are locked at 60 fps but the gameplay is unlocked and it can take a few seconds after a cutscene is finished to ramp up to my full fps.
It's more that Bloober Team didn't have the required time to develop the PC port, Konami didn't follow Sony's example by giving them a year to rebuild the game for vastly broader hardware compatibility profile. They were forced to release the port at the same time. They admitted they had only a couple of hardware config resources to work with, and the given min/recc specs are - for all intents and purposes - a measure of a blind swing based on their testing with low end and upper end hardware.. if it works, awesome, but even if you meet or exceed the recommended specs there isn't even a guarantee the game will run properly (if at all).. the ♥♥♥♥♥♥♥ UE5 crash from launch is a HUGE METRIC for just that fact.. if you're making a game on UE (any version) and most configs cause it to pop that error, there are some "yeah, this shouldn't have been released, it's not done baking" issues that need worked on
forcing it to DX11 api to run just further shows that there are graphical features (many in the menu of the game) which won't and can't be used without DX12.. lol
Even when you get the game running, and fairly well, there are still specific sections of the game where you get asset load trips.. where you're rocking 120fps, then it tanks suddenly around 60, and it takes about ten seconds to fully settle back in.. which is also the cause for the shuddering even when you're playing buttery smooth
The PS5 version has these spots, but they're not very noticeable with the visual settings put to Performance - on Balanced they're a bit more apparent, some are just as jarring, and on Quality... you'll be happy to know those trigger chug spots are identical to the PS5 version.. so, that is a problem with the overall code and build of the game itself, it isn't specific to this port
The only ones I can explain fully are the asset hangups, which are very much a bad code and engine communication issue.. basically, the game is straining to load the assets with the pace the player is moving.. not as bad (but still notable) when walking, but when running, wooo, you experience that strain.. using the mod to remove the fog, you can literally WATCH the game struggle to load assets as you're running down the street.. some areas are FAR better examples.. the forest path at the beginning leading to the graveyard is a good example of this.. but the best I've found is still the road beside the canal leading into Brookhaven itself.. ♥♥♥♥♥♥♥♥♥ are there two very distinct spots where it will asset trigger and the draw distance (this is with no fog) is incredibly inconsistent.. there is a spot where the fog generation makes it so you can only see about five feet in front of James during one of those spots, it literally gets really dark and heavy.. and it's to mask the fact that street texture assets aren't loaded just twenty feet up the road and they clearly never figured out how to actually fix it.. so they dropped heavy fog spawn triggers lol
The game was focus developed with the limitations of the PS5 in mind, super specific hardware... they didn't have the resources or time to build and test the PC port, though, so.. we have this "Will it run? Can it run? Will it crash? Who ♥♥♥♥♥♥♥ knows!" port