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Dust (assuming you meant Dust AET) ran off of the microsoft XNA framework, not unity.
Ultimately, she got stuck in the wall. The thing is.. I have a fast computer. Disabling vsync might have helped a bit.... But, the sudden "pauses" really pull you out of the immersion.
Despite using an external frame limiter as suggested, I could never get it to run as smooth as vsync on. It would always microstutter. So I'm keeping vsync on and dealing with the hitches and lag until I need to disable it for timing purposes. Unfortunate but the game is so incredibly good apart from the tech I'm fine dealing with it for now. I'll probably finish the game before any fixes come, if they in fact come, though.
They should use the money from all of our purchases and just pay for a Unity consultant and have them fix the performance issue.
GTX 970, FX-8350, 8GB RAM
No, unity is an engine that requires proper tuning to work correctly.
Its like xcom2 or arkham knight on the unreal 3: the stuttering they get is awful, yet games like dmc are smooth as butter. Granted, I'm comparing current gen with last gen, but that marely implies that engines have their limits.
Unity though is worse than the unreal for stutter and especially optimisation in general.
Not so much as a word.....?
Sadface.....
They released a public beta build with performance optimizations you can try.
http://steamcommunity.com/app/367520/discussions/0/135510669591274372/
In my case (beefy pc with gtx 1070) it did not fix the intermittent micro stutter issues :-(
Edit: I tried the public beta, worked for a few minutes then back to stutter land.