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In the screen shots you can see that the frametimes are ~16.75 MS per frame instead of ~16.683 (like it should be considering a 59.94 frame rate lock)
If anyone has a way to completely unlock the framerate (for gameplay only, I haven't noticed any frame time issues with the cutscenes) please let me know. Being able to unlock the framerate and setting my own cap will be the only solution to the stutter.
You could try using the new Frametime (instead of framerate) limiter that Rivatuner included.
I tried using special k's limiter by setting both 60 and 59.94, but to no avail.
What happened was that the fps indeed went up to 59.94, but after a few seconds, dropped again to 59.7. That's why I'm hoping Kaldaien would be able to find a way to completely uncap the framerate like NieR:Automata (another locked 60 FPS game)
I tried modifying the refresh rate sent to the display but never thought to try 59.7.
You are right, seems to be a problem in some of platinum's games (wonder if it's the same in Transformers: Devastation). I don't know if NieR is just using a newer version of the same engine or if it's a new engine, I just hope that if Kaldaien sees this, he might be able to help (NieR had an option to unlock framerate in addition to Special K's frame limiter).
I just don't want to have to exit and re launch the game every 30 minutes, and the only way to do so is by using an alternative frame limiter instead of the game's broken one.
Bonkers: You are correct, Metal Gear Rising has almost the exact same issue -But at least you can trick it a couple of ways -
A) Use RadeonPro or SpecialK to force the game/display into a 50 hz refresh rate. I use RadeonPro for this (easiest, most stable, less hassle), and there is no perceived stutter after any amount of play time.
or
B) Unlike a lot of other games, this one does a check for available display modes and seems to do its own thing *except* for in situation A described above. Use CRU (Customer Resolution Utility) to delete every-single-damned display mode for your preferred resolution except for 59 hz. If you can get this to work, you'll get slightly better performance than option A, but it's a huge pain for nVidia Surround users because you're likely to have to reset Surround when the table that nVidia stores available display modes in gets corrupted (usually on reboot). So you have to disable/re-enable Surround each time in order to reestablish that table again.
The above tricks do *NOT* work for Bayonetta.
I have tried to create a custom display mode with CRU for exactly 59.94 and 59.7, but the micro stutter returns after 0.5 - 1 hours no matter what.
This whole situation blows my mind. Like, Bayonetta is heralded as one of the best action fighting games of all time, but if you think about it, there is not a single platform that we can play it on correctly:
Xbox 360? Adaptive VSync that hardly ever gets locked in.
PS3? We shall not speak of this again.
Nintendo Platforms? Right. Like I'm gonna walk away from my HD triple-monitor setup to play this at 720p -when these ports have their own issues with smoothness.
For the love of God and all that is holy, please help us Kaldaien!
Actually, Even though you are right - It's close to be playable in Cemu (I noticed some visual bugs but it ran at 60 fps for the entire duration and there weren't any audio issues), and funnily enough: in RPCS3, the PS3 version of Bayonetta can run in 60 FPS!
but yeah, No matter what custom refresh rate you will set with CRU, after ~ 30 minutes of play the frame limit will always go down and the stutter will start (and even cutscene frame rate will change from 29.97 fps to ~30.1 fps, which will introduce stutter in cutscenes in addition to regular gameplay)
MGR:R seems to be locked to 59.5 fps, using RTSS to cap it to 60 works for a few minutes but then in drops again to ~ 59.5.