SILENT HILL 2

SILENT HILL 2

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You can play at 120 FPS!!! WITHOUT ANY FUNYBUSINESS
but its only at the canteen in toluca's prision zone, that being said, can somebody go to bloober team office and explain to me why tf is the game running so bad if i got the "Recommended specifications" ( Ryzen 5 5600x - RTX 3060 ti - 64 gb ram), i mean, Re 4 Remake didnt struglged running on 120 frames, high quality, 1080p.
Lastly i want to recommend setting these options if you are having the same problem as i do(and the same pc of course lol):
Your new favorite resolution will be 1600 x 900
Disable the Ray traicing
unlimited framerate cap (or leave it at 60 fps, tbh, its the same bro)
disable dynamic resolution
enable v-sync
panini projection off
Supersampling ill go for Dlss
DLSS presset i recomend quality but if you want to earn a few fps, then try balanced (performance will be ugly, dont do it)
Renderer quality preset go for low (or any quality preset you want but dont put it on custom, for some reason, the game starts to act weird
This settings made the game go "nice and softly" until they fix this nightmare
Pd: Not joking about playing 120 fps in the bottom of the canteen section at the toluca prision zone
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Showing 1-4 of 4 comments
Or use lossless scaling.
Reyeme Jan 1 @ 8:37am 
The reason the game isn't running well is your GPU only just hits the 1080p/60 fps recommended requirements (a 2080 and 3060Ti are basically equivalent), your GPU only has 8gb of VRAM which is barely enough these days for 1080p, Unreal Engine 5 is still in it's early days so isn't as optimised as UE4, the game uses either software or hardware ray tracing which is very GPU heavy and because you're using a last-gen card you don't have DLSS frame generation which really helps.

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.
Last edited by Reyeme; Jan 1 @ 8:38am
it is very badly optimised. thats why
BWSS84 Jan 1 @ 5:22pm 
Originally posted by Reyeme:
The reason the game isn't running well is your GPU only just hits the 1080p/60 fps recommended requirements (a 2080 and 3060Ti are basically equivalent), your GPU only has 8gb of VRAM which is barely enough these days for 1080p, Unreal Engine 5 is still in it's early days so isn't as optimised as UE4, the game uses either software or hardware ray tracing which is very GPU heavy and because you're using a last-gen card you don't have DLSS frame generation which really helps.

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
Last edited by BWSS84; Jan 1 @ 5:26pm
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Date Posted: Jan 1 @ 6:39am
Posts: 4