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however I'm using a 5900x ryzen 9..
This is yet another case of an Unreal 4 Engine game that is having issues with microstutters or hitching, its usually to do with texture streaming or how the engine loads in new data from what im lead to believe.
Not really any fixes except the Devs doing better to optimise their game.
Ohh, you mean the microstutter when loading new areas. That's not what they said, stutter, like a constant stuttery framerate, or 60FPS with stutter is what I thought..
Fair point, I hope they expand on what their actual issue is
Step 2. Enable FSR2 to regain performance.
Open %LOCALAPPDATA%\Scorn\Saved\Config\WindowsNoEditor\Engine.ini
and paste this at the end of the file:
[/script/engine.renderersettings]
r.MipMapLODBias=0
r.SSR.Temporal=1
r.TemporalAA.Algorithm=0
r.TemporalAA.R11G11B10History=1
r.TemporalAAFilterSize=0.7
r.TemporalAAPauseCorrect=1
r.TemporalAACatmullRom=1
r.TemporalAACurrentFrameWeight=0.3
r.TemporalAASamples=8
r.TemporalAASharpness=0.7
r.PostProcessAAQuality=6
r.ScreenPercentage=100
r.TemporalAA.Upsampling=1
r.Upscale.Quality=5
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.MotionBlur.Max=0
r.LensFlareQuality=0
r.MotionBlurQuality=0
r.Tonemapper.Quality=1
r.Tonemapper.GrainQuantization=0
r.TonemapperGamma=0
r.TessellationAdaptivePixelsPerTriangle=64
r.DefaultFeature.LensFlare=0
r.TriangleOrderOptimization=1
r.Shaders.Optimize=1
r.OptimizeForUAVPerformance=1
r.AOAsyncBuildQueue=1
r.AOComputeShaderNormalCalculation=1
r.MaxAnisotropy=16
r.VirtualTexture=1
r.FastVRam.BokehDOF=1
r.FastVRam.CircleDOF=1
r.FastVRam.CombineLUTs=1
r.FastVRam.Distortion=1
r.FastVRam.HZB=1
r.FastVRam.Histogram=1
r.FastVRam.SSR=1
r.FastVRam.ShadowPointLight=1
r.FastVRam.Tonemap=1
r.FastVRam.Upscale=1
r.DX11NVAfterMathEnabled=0
D3D12.PSO.DiskCache=1
D3D12.PSO.DriverOptimizedDiskCache=1
D3D11.AFRSyncTemporalResources=1
D3D11.AFRUseFramePacing=1
D3D11.AdjustTexturePoolSizeBasedOnBudget=1
D3D11.AsyncDeferredDeletion=1
D3D11.ForceThirtyHz=0
D3D11.InsertOuterOcclusionQuery=1
D3D11.ResidencyManagement=1
D3D11.StablePowerState=0
D3D11.SyncWithDWM=1
D3D11.TexturePoolOnlyAccountStreamableTexture=1
D3D11.UseUpdateTexture3DComputeShader=1
D3D11.ZeroBufferSizeInMB=32
D3D12.AFRSyncTemporalResources=1
D3D12.AFRUseFramePacing=1
D3D12.AsyncDeferredDeletion=1
D3D12.ForceThirtyHz=0
D3D12.InsertOuterOcclusionQuery=1
D3D12.ResidencyManagement=1
D3D12.ResidencyManagement=1
D3D12.StablePowerState=0
D3D12.StablePowerState=0
D3D12.SyncWithDWM=1
D3D12.SyncWithDWM=1
D3D12.TexturePoolOnlyAccountStreamableTexture=1
D3D12.UseUpdateTexture3DComputeShader=1
D3D12.UseUpdateTexture3DComputeShader=0
D3D12.ZeroBufferSizeInMB=32
D3D12.ZeroBufferSizeInMB=128
D3D12.MaximumFrameLatency=0
r.ShaderPipelineCache.PreOptimizeEnabled=1
r.ShaderPipelineCache.SaveUserCache=1
r.ShaderPipelines=1
r.Shaders.ZeroInitialise=1
r.Shadow.CachePreshadow=1
r.Shadow.CacheWPOPrimitives=1
r.SceneRenderTargetResizeMethod=2
r.SceneRenderTargetResizeMethodForceOverride=1
r.ShaderComplexity.CacheShaders=1
r.ShaderPipelineCache.StartupMode=3
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.LogPSO=1
r.ShaderPipelineCache.SaveBoundPSOLog=1
r.ShaderPipelineCache.ReportPSO=1
r.ShaderPipelineCache.GameFileMaskEnabled=1
r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1
r.ShaderPipelineCache.BatchSize=10
r.Vulkan.PipelineCacheFromShaderPipelineCache=1
r.D3D.ForceDXC=1
r.GTSyncType=1
niagara.CreateShadersOnLoad=1
r.ShaderPipelineCache.AlwaysGenerateOSCache=0
r.XGEShaderCompile=1
r.XGEShaderCompile.Mode=1
r.XGEShaderCompile.Xml.BatchGroupSize=256
r.XGEShaderCompile.Xml.BatchSize=16
r.XGEShaderCompile.Xml.JobTimeout=0.500000
r.RHICmdAsyncRHIThreadDispatch=1
r.RHICmdBalanceParallelLists=2
r.RHICmdBalanceTranslatesAfterTasks=1
r.RHICmdBasePassDeferredContexts=1
r.RHICmdCollectRHIThreadStatsFromHighLevel=0
r.RHICmdDeferSkeletalLockAndFillToRHIThread=1
r.RHICmdPrePassDeferredContexts=1
r.RHICmdShadowDeferredContexts=1
r.RHICmdSpewParallelListBalance=0
r.RHICmdTranslucencyPassDeferredContexts=1
r.RHICmdUseDeferredContexts=1
r.RHICmdUseParallelAlgorithms=1
r.RHICmdVelocityPassDeferredContexts=1
r.RHICmdUseThread=1
r.RHICmdWidth=12
r.ParallelRendering=1
r.ParallelShadows=1
r.ParallelTranslucency=1
r.ParallelVelocity=1
r.SkeletalMeshLODBias=-2
r.HighQualityLightMaps=1
r.CreateShadersOnLoad=1
r.HZBOcclusion=0
r.AllowOcclusionQueries=1
[/script/engine.engine]
FrameRateLimit=0.000000
bEnableMouseSmoothing=False
r.OneFrameThreadLag=0
bAllowMultiThreadedShaderCompile=true
[ConsoleVariables]
AllowAsyncRenderThreadUpdates=1
AllowAsyncRenderThreadUpdates=1
AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
AllowAsyncRenderThreadUpdatesEditor=1
AllowAsyncRenderThreadUpdatesEditor=1
s.AsyncLoadingThreadEnabled=True
[TextureStreaming]
r.Streaming.Boost=1
r.Streaming.FullyLoadUsedTextures=1
r.Streaming.HLODStrategy=2
r.bForceCPUAccessToGPUSkinVerts=True
r.Streaming.FramesForFullUpdate=1
r.Streaming.UseBackgroundThreadPool=1
r.Cache.UpdateEveryFrame=1
r.Streaming.DropMips=0
r.Streaming.LimitPoolSizeToVRAM=0
r.Streaming.MaxTempMemoryAllowed=1024
r.Streaming.MinMipForSplitRequest=0
r.Streaming.HiddenPrimitiveScale=1
r.DetailMode=3
r.LODFadeTime=0.2
r.Streaming.MipBias=0
r.Streaming.UseAllMips=1
r.Streaming.UseMaterialData=1
r.Streaming.UseNewMetrics=1
r.Streaming.UsePerTextureBias=1
r.Shaders.Optimize=1
r.Shaders.FastMath=1
r.UseShaderCaching=1
r.UseShaderPredraw=1
FX.AllowGPUParticles=1
FX.AllowAsyncTick=1
FX.EarlyScheduleAsync=1
r.ForceAllCoresForShaderCompiling=1
FX.BatchAsync=1
FX.BatchAsyncBatchSize=1
r.Emitter.FastPoolEnable=1
FX.AllowGPUSorting=1
FX.AllowCulling=0
GeometryCache.InterpolateFrames=1
GeometryCache.OffloadUpdate=1
r.UseAsyncShaderPrecompilation=1
r.AmbientOcclusion.AsyncComputeBudget=1
r.HZB.BuildUseCompute=1
r.MultithreadedLightmapEncode=1
r.MultithreadedShadowmapEncode=1
r.RDG.AsyncCompute=1
RHI.MaximumFrameLatency=3
r.TargetPrecompileFrameTime=2.00
r.PredrawBatchTime=13
r.AccelPredrawBatchTime=0
r.AccelTargetPrecompileFrameTime=0
r.Streaming.DefragDynamicBounds=1
s.AsyncLoadingThreadEnabled=True
s.AsyncLoadingThreadEnabled=1
r.Streaming.PoolSize=0
r.VirtualTextures=1
r.Streaming.AmortizeCPUToGPUCopy=1
r.Streaming.MaxNumTexturesToStreamPerFrame=3
r.Streaming.NumStaticComponentsProcessedPerFrame=3
s.AsyncLoadingTimeLimit=2.0
s.LevelStreamingActorsUpdateTimeLimit=1.00
s.UnregisterComponentsTimeLimit=0.00
s.AsyncLoadingUseFullTimeLimit=0
s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=1
s.PriorityAsyncLoadingExtraTime=10.00
s.IoDispatcherCacheSizeMB=2048
s.LevelStreamingComponentsRegistrationGranularity=1
s.LevelStreamingComponentsUnregistrationGranularity=1
s.MaxIncomingRequestsToStall=100
s.MaxReadyRequestsToStallMB=0
s.MinBulkDataSizeForAsyncLoading=1000
Then use MSI Afterburner/RTSS ( https://www.guru3d.com/files/index.html ) to limit the framerate to 60 to fix the bad framepacing and you should have an almost perfect game experience without stutter now, even when loading new areas.
Only for you, I have a "worse" computer and never dropped from 111 fps and had no issue regarding it, might be a thing regardind your system, maybe?
TV 60hz as monitor
RTX 3060 12GB
i7 10700F
64GB DDR4
SSD
ofcs you are getting stutter lol.
Don't forget to downsample from a higher rez (preferably using a DLDSR rez) and then enabling FidelityFX in-game (it's FSR2).
Best visuals for Best performance.
Doesn't matter, you can cap FPS globally within driver or RivaTunner, you don't need to do it per profile.