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I suspect the cause may be related to either the camera or some types of particle system, shader compilation shouldn't be the cause, as we are on dx11, with all shaders pre-compiled - but I think shader cache became an issue with dx12?
Could you let me know your specs? and if possible record a video - can be really handy in diagnosing these things.
I'll have a read up on if there could be an issue with dx11 shaders, and look over the more suspect areas of Europa meanwhile.
Specs: i9-10900k, RTX 3080 10GB, 32GB DDR4-3600
I'm running the demo with Vsync off and the in-game frame limiter enabled on a VRR display.
Here's a video of the start of the demo with a cold shader cache. You can see the frame time graph spiking at the first foot steps, the first jump, glide and the first power-jump. Some stutters are more noticable than others, mind you. And I bet many players won't notice them at all. I've learned that much.
https://www.youtube.com/watch?v=iBGIkNxXl0Y
It's even more pronounced with water splash effects:
https://www.youtube.com/watch?v=xnoX9AcAdXk
Restarting the demo and running these segments again doesn't cause the same stutters, which is why I still suspect shader compilation to be the issue.
I'm having trouble replicating stutter though - What method are you using to clear your shader cache (or otherwise cold-start?)
I could've also cleaned the Nvidia folder in %localappdata% or cleared the DirectX Shader Cache via Windows Disc Cleanup but that doesn't seem be needed. Disabling/re-enabling Shader Cache Size in the NVCP before and after.
Now thinking about it, the issue could of course be driver related, too. I'm on 551.86 still. Probably should update those.
Most of the things I've read to do with handling this are related to ue5/dx12. If there's not a sensible way to fix it, I may be able to do some sort of workaround like firing off all effects in the level right between streaming it in and the camera fade... but hope to find a simpler solution.
Thanks again for the report, details and extra info! Will hopefully post here soon with an update
OK! We should now have shader pre-compilation. I enabled some engine settings to handle a good deal of in-level shaders, but didn't find a working automated method to handle spawned effects that worked with our toolset, ended up manually listing these for Ue to pre-compile.
Surprised I didn't find a more normal way to handle this, I can see why it's an issue in so many games - though hopefully wont be in Europa anymore, or in newer UE5 games which have a more supported path for shader precompile.
you may be able to avoid a good deal of stutter in other ue4 games by adding these to the games user config (often something like "%localappdata%\GAMENAME\Saved\Config\WindowsNoEditor\Engine.ini" )
Will likely help with large areas and regular shaders, but not likely to help with spawned effects
No, thank you!
I've just pushed a demo update, so this issue should be fixed in the demo and in the full game when it's released in a couple of weeks!
What hardware are you running on?