When I played it, it had the same bug as DS3. Every now and then a very short stutter and it had nothing to do with the pc it was running on, it was an engine issue, I think. Don’t know if it is fixed by now but that one really hurt, because a stutter can mean death in those worlds.
Seems likely. It only stutters on Windows - run it through Proton on Linux, where it’s translating it all to Vulkan, and it’s silky smooth. Maybe off by a frame or two as well of course, but it’s pretty much locked to 60 fps in either case on my machine and can’t really check. DirectX seems quite bad for hitching when a new shader is loaded - they’d all be pre-compiled on a console since the devs know exactly what the target hardware is, so if you don’t rewrite your engine on Windows to accommodate it, then you’ll have problems.
When I played it, it had the same bug as DS3. Every now and then a very short stutter and it had nothing to do with the pc it was running on, it was an engine issue, I think. Don’t know if it is fixed by now but that one really hurt, because a stutter can mean death in those worlds.
I thought that is a shader building issue.
Seems likely. It only stutters on Windows - run it through Proton on Linux, where it’s translating it all to Vulkan, and it’s silky smooth. Maybe off by a frame or two as well of course, but it’s pretty much locked to 60 fps in either case on my machine and can’t really check. DirectX seems quite bad for hitching when a new shader is loaded - they’d all be pre-compiled on a console since the devs know exactly what the target hardware is, so if you don’t rewrite your engine on Windows to accommodate it, then you’ll have problems.