Deus Ex: Human Revolution - Director's Cut

Deus Ex: Human Revolution - Director's Cut

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Stuttering Problem
I load up a save, try to move the camera, and it lags for a second before moving. It'd be fine if it were only at the start of each area, but it continually stutters while advancing through an area, too, especially if I turn the camera sharply. The game runs completely fine outside of these stutters, which is the most frustrating part. I'm testing this in Detroit, shortly after finishing the first mission, where you can easily load in and out of the police station, which I use to test if the stutters are gone.
I have tried nearly every fix suggested in the threads here, the guides on Steam and Gog, and on PCGamingWiki. Those fixes include:
-Three registry edits (D3D11, AllowJobStealing, and AtiForceFetch4)
-Disabling SSAO
-Disabling Triple Buffering
-Changing Texture Filtering to Trilinear
-Changing my NVIDIA Vsync setting to Fast
-Changing from fullscreen to windowed, then pressing Alt+Enter to fullscreen it
-Resetting NVIDIA control panel settings back to default
-Setting max FPS to 58 (??? seemed to cause the UI misalignment bug, which was strange, but funny)
-Opening Google Chrome beforehand (?????)
-Turning all in-game settings off or putting them as low as possible, for good measure
And maybe a few more. None of these made any noticeable difference, unfortunately. Is there anything else I can try? I'm using a GeForce RTX 2060 graphics card, AMD Ryzen 5 2600X process, ROG STRIX B450-F motherboard, and have 16 GB of RAM, for reference.
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Showing 1-7 of 7 comments
Game is simply poorly optimized. Unfortunately, there's not much you can do about this. I had those stutters too and I simply endured.
Last edited by ༄ˡᵛ᭄✿ᴋᴀᴡᴀɪɪ; Apr 3, 2021 @ 5:36pm
ScottishRanger Apr 5, 2021 @ 10:41am 
It's werid i have a slightly different setup everything you have only difference is i have a Ryzen 2700X and a RTX 2060 super and i only get stuttering in the cut scenes with everything at high and vsync and DOF are off.
Taele Apr 6, 2021 @ 3:04am 
i7-10700 and an RTX 2060 and I get random stutters which pause the game for a split second. Not super frequent but just enough to make aiming and movement annoying sometimes.
EnZyMe van Chris Apr 24, 2021 @ 7:02am 
Same stutter issues here... most if i go from indoor to outdoor or shortly after videosquences. For me it solved by set vsync in the nvidia driver to "fast". With this it runs here smooth & stable.
Deadeye May 2, 2021 @ 2:06pm 
I only stutter when I' am outside Detroit level. But every other level is stable.
Lucifer17761945 May 11, 2021 @ 1:32pm 
https://www.youtube.com/watch?v=cnAqGX21uSA&t=3s

Allow me to advance your shader complexities. Its all free and easy to use with a complete guide, including CPU optimization for this title. Remember hyperthreading being turned off to get better performance historically in some cases? That is a cave mans way of solving the problem. You dont have to do all that. Use my method. Its superior.

You dont need particularly powerful hardware. In fact with modern igpus older games like this are going to hold up the game and a side of raytracing, because I took the time to trade the in games computationally cheapened ssao for actually proper raytracing implementation, and that processing power requirement can be satisfied by choice of resolution. That and the fact I have 3 options. Retro GPUs (IGPUs), slower GPUs, and basically a GTX 1660 Ti or better. Modern igpus can probably use reshade effects just fine.

I have graciously provided my fellow PC Master Race the power to take back some of that lost CPU cycle overhead that comes with the "software raytracing" territory. If you dont have RT cores or the equivalent, full precision instead of the raytracing optimized half compute, works just fine. This is so, because this although being path based raytracing, the most computationally demanding, is for the timebeing screenspace only just like SSAO. Full blown RTX titles will keep track of light sources off screen to some extent.

Now in theory someone could program up a tool that scanned the depth buffer like texmod does, and place light sources and their values throughout the entire level in a very manual way in a sort of detects whats going on, runs alongside the game sort of way. This would give us the power to enhance retro games far beyond what I have and will be doing.

In the long game im seeking to change this, if only slightly. It requires programming skill and the trade off of less than 1% FOV is going to be baller because im already using multiple AO radii to essentially stabilize the instability of screenspace only since I care a lot about not having the edge of the screen shadows basically pop in out out of existence which is super ugly if you are looking for it specifically, trust me.
Lucifer17761945 May 11, 2021 @ 1:33pm 
Originally posted by EnZyMe van Chris:
Same stutter issues here... most if i go from indoor to outdoor or shortly after videosquences. For me it solved by set vsync in the nvidia driver to "fast". With this it runs here smooth & stable.

This is included as with other bug workarounds in my guide. This game doesnt like windows 10, but I conquered its fussiness on literally multiple builds to get a more well rounded feel for its jankery.
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Date Posted: Mar 29, 2021 @ 1:21pm
Posts: 7