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Now I know why pc never got a demo.
i5-11600k, GTX 1660 Ti, 16gb ram
It's still kind of strange how performance degrades so much in the city. I've noticed that the clock speed of the GPU lowers significantly in that area, so I think that has something to do with it. My guess is that, since the city is full of effects and NPCs, the game puts more load on the CPU, but also alleviates load from the GPU at the same time, which has the inadvertent effect of lowering the framerate at the same time. This isn't really a big deal since the city is just a hub area with no fights save for a couple of points in the game (and when those fights do happen, the effects and NPCs are removed, which alleviates CPU load and brings GPU load back up). In almost the whole game, my GPU clock speed remains at 1965~1995 Mhz, at framerates well above 100 fps. In the city, though, the game bumps it down to as low as 1300Mhz. There are a few areas where the framerate does drop to about 90 or so (particularly the abandoned shopping district), but I've noticed clock speeds remain high, so the game is behaving as intended.
Overall, the simplest answer to this performance loss is that the game wasn't designed to be running at very high framerates at all. The only framerate cap options are 30 and 60 fps, and I assume the game targets something like 60fps/900p on base PS4. Even the recommended PC specs are relatively modest. A GTX 970 could probably run this game at 1080p/60fps without a hitch. And I'm also assuming that, taking this into account, it has no 120fps mode on PS5 (though I haven't checked). Simply put, the game targets 60fps, and there isn't a whole lot that can be done about it. We could probably try figuring out some way to keep GPU clock speeds high in the city hub, but that would require fiddling with the code.
How would having an SSD improve performance, though? It would probably get rid of stuttering, but that's not a problem unless you're running on a particularly slow/old hard drive. My HDD is close to 5 years old and I'm experiencing no problems at all.
I've had this happen RE8 of all games, though that one is known for memory leak issues. Maybe SN has a similar problem.
I'm running at 1080p here and my GPU usage doesn't go above 50%, so that's normal. VRAM usage doesn't even go above 2.5GB (the 3060 Ti has 8GB VRAM) It's why I often look at GPU core clock speeds instead of usage. It's more indicative of how the graphics card is performing.
I've noticed my overall framerate increased by about 20%. Areas where I would otherwise get framerates in the 90s, now remain consistently at over 120. Even the construction site, with numerous framerate drops under DX11, now stays at above 140fps consistently. Haven't tested the city hub since I'm at a point in the story where it's inaccessible, but I assume that performance gain there is small due to how the game behaves.
The only downside so far is that the game stutters like crazy for the first few minutes when you boot it up, especially when you load into a new area. I did some research and that's due to how DX12 uses a shader cache, which I guess this game doesn't quite support. After a few minutes, though, the stuttering pretty much stopped. Just give the game a few moments and it'll be alright.
GPU clock speeds also remained consistently high. They do go down for a little bit when you're in the hideout, but that's probably because that area isn't that demanding. I've also manually capped the framerate at 120fps via Riva Tuner, so the game isn't pushing the graphics card too hard (not that it does in the first place :P). GPU usage with uncapped framerate remained consistently above 70%, which makes sense for 1080p. It even went as high as 90%, so it's a sign that the DX12 API is putting more load into the GPU. At a 120fps cap, GPU load naturally gets lower, at about 50% or so, but CPU load remains minimal, indicating there's no bottleneck. I could probably run the game consistently at 1440p/120fps as there's still plenty of headroom at 1080p, but I don't like using DSR. I'd rather have the image quality remain crispy. :P
Keep in mind that your milleage my vary on DX12 since the game doesn't officially support it. Code Vein is one example of a game with unsupported DX12, and forcing it through a command line argument makes it nigh unplayable, crashing within 5 minutes of loading into the game proper. Still, it's nice to have the option. For reference, again, I'm running an RTX 3060 Ti and a Ryzen 5 3600. I've noticed people get even higher framerates with the new Zen 3 CPUs, so I guess Scarlet Nexus is one of those games that really likes having more cores to spare. :P Still, locking the framerate at 120fps in this setup is quite nice. The game is fast, smooth, and responsive. Give it a shot if you have a high end rig.
Another problem is, that CPUs are still not that powerful. CPUs are build around the idea of multithreading, but games don't work too well with that. Multithreading is good for relatively long taking tasks (for a computer, a second would be already fairly long), but we are talking about a game that wants a rendered frame many many times per second. And in the end, single core performance is always going to be important, as using multithreading for certain things is just flat out not performing better. (synchronizing things can end up making things take longer than if you just let it run on one thread)
Modern engines have better and better support for this, but especially when wanting fps past 60, you will get issues her and there, when there's just a lot of information to process. That's not the fault of the game, and won't change anytime soon either.
It's normal that this happens to 3xxx owners I'd say. When one part of a pc suddenly performs twice as good, there's gonna be a bottleneck. And the GPU upgrade to 3xxx is simply gigantic.