Holy shit I did that a week ago because the carrying case wasn't fully zipped shut & mine fell out onto carpet over concrete, thankfully it wasn't a far drop yikes
Don't worry, the thing is built like a fucking fortress. I dropped mine a few months back on a hard tile kitchen floor and it was just fine, I think one of the bumper buttons is slightly further in by like a micrometer but nothing else was harmed. Impressive build quality.
@@christiansmemefactory1513 couch gaming was literally the start to all multiplayer gaming. Do you know how boring it is to hang out in person and game when everyone has to bring their own rig to even play multiplayer? PC gaming and even CONSOLE gaming has shifted into an online only format and it's really lame. I guess if you never hang out it's whatever but it's sad that if I'm wanting to order a pizza and crack some drinks it's pretty much down to old titles like smash bros, Mario party, Mario kart, etc. Nintendo is the only company anymore who makes couch gaming a good point in their titles.
@@R0FLC4T5 couch gaming was more a console thing, hence why I got a PS2 back in the day. But otherwise couch gaming doesn't have much to do with PC, unless you got 2!
With their unique problems, at least Nintendo is great at optimization. Breath of the Wild 1/2 look great for PS3 hardware and have massive maps, run well, and are full of details and things to do.
I think optimization is only one of the key issues. The other key issue is that the new consoles are pretty beefy in terms of performance and have pushed what games aim for on both pc and console leading to steeper hardware requirements. The new consoles increased unified memory has made pcs need more RAM and VRAM which is why the gpu requirements feel ridiculous as the games need the VRAM on those cards. The new consoles SSDS also have made several pcs running slow storage runs games a lot worse. It was inevitable that the minimum requirements go up eventually, but the playstation and xbox going all out in hardware this gen really amplified the transition.
It’s usually the same at the start of each generation. The minimum specs are always heavily increased as the new console hardware becomes the baseline. Consoles have their own advantages as well in terms of APIs, in particular related to storage.
@@Edmundostudios don't forget about their unified memory, this has pushed vram and ram requirements up tremendously, with several gpus not receiving enough vram causing ridiculous gpu requirements.
@@ItsEmbers I don't think you can call specs the sole issue, when Gen 4 SSDs with a 4090 and a top-tier modern CPU are having stuttering and poor performance. Such hardware, on paper, is already MUCH faster than consoles. Even upper-mid range PCs with something like a 12600k + RTX 3080 *should* be outperforming consoles and then some. AFAIK DirectStorage is either not fully implemented via API or developers don't know how to implement it properly, which could alleviate some of these issues. I think Forspoken is the first game to officially support it on PC but all it improves is loading times. GPU-accelerated decompression / asset streaming is not supported like it is on consoles. I mean just consider that Hogwart's Legacy uses nearly 9GB VRAM at 1600 x 900 resolution. That's absolutely horrendous optimization. Where's the benefit? It looks no better texture wise than games released years ago. So I'm left with the only assumption left -- poor optimization. Whether that's engine, API, driver, or a combination I couldn't tell you.
I miss the 1998-2012 era of gaming, when we mostly got finished products, regardless of PC or Console, but yeah the stutter issues are really bad lately. Shader stutters are a big oof
Many people see this a huge issue and have done for a while - the last AAA game I bought was over a decade ago, the one exception being Fallout 4 in 2015. Unfortunately, the gaming community is riven with "gamers" (I use the term loosely) who care more about "comparing d*ck sizes" over who has the most expensive graphics card, the most CPU cores and the most simultaneous 4K screens in use. As long as their rig is high up on a comparison chart somewhere, who gives a toss about game content? Modern gamers are consumers with FOMO - "a fool and his money are easily parted".
@@terrydaktyllus1320 Agreed. I typically wait for games to go on sale before I get them unless it's a multiplayer game. I upgraded my computer for games like COD because if you want to play multiplayer on PC you HAVE to stay up to date, but my friends and I are getting bored of COD again so it's time to cool it with that stuff. Very few games I'm actually into nowadays, I'm mostly playing through older ones I like.
@@Spladoinkal yea, this is why games are dogshit because you're all throwing money at Activision who's now sharing their cut with blizzard an even worse company
Happy you covered this, I’ve been screaming about it since Jedi: Fallen Order (which stutters horribly) and everyone at the time didn’t seem to care or notice. Hopefully with the attention this topic is getting lately we’ll be close to complete solution
It has been 1.5 years and counting since my old franken PC crashed and I haven't been able to get it up and running. Been console gaming ever since and it's...nice to not have to tinker with stuff all the time when I just want to spend 5 minutes jumping into a game quick.
I honestly haven’t had problems like this because the games I play aren’t graphically demanding. Outer wilds, satisfactory, factorio, hades, signalis, and several others prefer a great art style as opposed to insane graphics. I think that’s why I’m still on the pc side because I never had these issues, or they were so small that I didn’t care. Did people in this comment section watch the video?
Congrats. However, some people do want the best of the best graphics and its inexcusable for remakes like Dead Space. We pay top dollar for our parts and they charge top dollar for their games, so there should be an underlying agreement between gamers and devs that a certain amount of quality should be expected. Paying $70 for a game that runs shit on the fastest hardware is a problem
@@RedFlannelReviews best is an opinion style is all that matters. Resolution is something they use to abuse you by pretending it's more expensive to make. It's marketing gobbledygook and nothing more.
I will always 100% take a longer first load if it means its compiling the correct shaders for my system so I can have a stutter free experience in the long run
This is why I'm a big advocate of a unified/standardized GPU ISA. That way we can bypass the drivers/APIs entirely (which are getting too bloated anyway) and compile our GPU code once and ship it once without shader compilation stutters. Kinda like how we have a unified CPU ISA for desktops. You don't need to recompile your program every time you upgrade to a new CPU, so why should you have to for your GPU?
because most games use general purpose engines like Unreal and Unity that compile all possible shaders to cover all bases - and devs simply can't be assed to cut stuff that isn't needed. Because that would take time and effort and people buy it anyway. What you can possibly need 20000 unique shaders for in a typical game today? this is why focused engines run so fast compared - look at Doom Eternal - where IdTech7 was made specifically to run this single game.
Actually compilers for CPU uses multiple feature-specific code paths. So the EXE file has the same code compiled multiple times for different CPU architectures. The fastest/compatible path is chosen at runtime. Code could also be compiled for a single generation of CPUs. E.g. use the "/QaxSKYLAKE" with Intel C++ compiler and the software will crash with "Illegal Instruction found" error if run on a non-Skylake CPU.
@@L9MN4sTCUk Right, but that's only because CPU vendors standardized the instruction sets and released the specs. Not to mention, compilers add a fallback in case the instruction doesn't exist (or just don't use the instruction). In theory, if vendors allowed you to upload assembly to the GPU, you could compile a shader for each GPU vendor you think customers will want, but then you run into the problem of enumerating each and every GPU ISA in existence. You can't even have a fallback path because each GPU vendor uses a completely different ISA, which may even change depending on the generation. This means that your program wouldn't be forward compatible. What I'd like is for the industry to agree on a way to talk to GPUs directly, and a standardized base ISA. There can be a driver, but it should be very thin, and only to facilitate communication between the app and the GPU. Each vendor can add their own extension set if they want but programs can always rely on a certain set of instructions to exist.
10:14 it cuts off right there, but I totally agree with your point, plus I've been checking out the emulation of the Metroid Prime trilogy because while the Prime remaster was amazing and out of the blue, I'm still just admittingly impatient to wait for Nintendo to remaster 2 more of these fucking things while also trying to simultaneously get Metroid Prime 4 finished, like that seems like a lot on Nintendo's plate, so I'm just making it easier on both them and me in my eyes ;)
I think you missed the point that modern api's like D3D12 and Vulkan move a lot of the part dealing with these stuttering issue out of the driver onto the application developers side. My impression is that a lot of other graphics programmers view D3D12 and vulkan mostly as a more verbose form of D3D11/OpenGL and completely miss the part where the drivers for the older apis did more under the hood optimizations, like moving work to other threads, compile non optimized shaders for the gpu first, before compiling more optimized versions over time, etc.
@@ItchHeSay Guarantee you most of them don't, Tech Debt is a very real thing for a reason, the few workplaces I've been in where coding is being done, it's a fucking mess, like even the people who know what they're doing seem like don't know what they're doing half the time.
@NachozMan because learning how to do everything in software really well is practically impossible. Coding as a job has a lot to it outside of just knowing how to code or use the tech stacks you're making software with. There's a lot more of an emphasis now on learning lots of things to an adequate degree rather than becoming a specialist in a couple of things (t-shaped people), because for the vast majority of what devs will be doing is not just working with a couple of things. This often means that the average dev is going to have a tougher time tackling anything technically complex unless they have more experience in that thing. Combine this with changing jobs every few years and likely tech stacks as well means the t-shaped people idea is further solidified but people also don't have the built up knowledge of working on a codebase(s) for a longer period of time.
Sometimes I play on console just because of the fact that setting up pc games and dealing with driver issues is a pain in the ass. It’s a shame because I’ve spend a couple thousand dollars on my setup over time.
@Angry_Snipes420 most console player has a working gaming pc , so we do have a opinion on why console actually is good. Most people has pc to work on most of the stuff that required.
I have never really experienced shader compilation on my pc outside of emulation, and even that, as you said, now has asynchronous shader compilation via vulkan. The only issue I've ever had is setting my monitor to a rated hertz (120), only for it to have frame pacing issues, a stutter that you can set your clock to. Setting it to 119hz fixed the issue.
I've been a PC gamer for about a year and a half now, it's epic but I genuinely don't believe it's worth the trouble. It's more trouble and tinkering than actual gaming
@@FourDozenEggs Sure its not every single game, but consoles are closest to PCs now than ever, and their cheaper. console gaming is just the best option overall, PC is nice if you want to go overkill and have the money to spend. Or the many games that are exclusive to PC is a good reason to switch to. If you just want to play video games and nothing more spend the $400-$500 on a console that will give the ALMOST the same experience as a PC minus some minor features
@@Setogayamari fuck consoles bruh no mods? no pirating? consoles will never top pc gaming if there are no mods or ways to pirate your games the only issue is shader shutter
@@EruCannotPass it's always been that way some people just love to spread this stupid argument games back in the day had their audiences just like today
Shader stuttering on EVERY SINGLE DAMN AAA GAME these days make me honestly want to quit PC gaming for AAA titles, shit's trash. Like actually inexcusable. I'm debating getting a PS5 or something just to have games that actually ya know, run how they should.
Having a console or consoles next to a PC is the goal of a true gamer. If you read about performance issues online for PC. Play the console version. If there's little to no stuttering on PC. Play that superior version instead. Or you can always wait to buy the game for cheaper a year or 2 down the line. But then again that's not guaranteed as devs may actually never resolve issue since there's too many softwares and hardwares to address. Just my 2 cents. Recently got into PC gaming myself and it's been a struggle here and there. But when it performs the way it supposed to. It's hard to go back to console at times.
Emulation is honestly about 70% of the time i spend gaming on pc for the last 2 years now, we're really taking it for granted these days but some years ago i couldn't wait to run games like mgs hd collection or rdr1 through emulation from start to finish without experiencing fps drops or glitches.
I think devs, because of publishers, don't take the time to optimize their games around dx12. It's not really a hardware variety issue, it always has been like this on PC. Why does this stutter issues exist on all PC with different parts?
Yes its a hardware and software communication issue . ps5 and SX I/O can move data around much more effeciently than a PC today (thats still using legacy methods). Thats why pc despreately needs Direct Storage, thats the key to make these games run smoothly. It doest matter if ur 4090 can push 120fps if it constantly stutters.
Regarding Returnal, Digital Foundry has covered the PC port. At around 20 minutes they elaborate on frame-time instability. They found stutter and traversal issues to not be due to shader comp. Instead Ray-Tracing causes stutter. They got in contact with the developer team and found the issue to be 'geometry mesh creation'. Importantly they aim to address this in a future patch. They recommend turning off RT to avoid stutters. But, if you're CPU isn't good enough it will likely still stutter
Its not a hardware spec problem , its a PC I/O problem. The new consoles are still way ahead of pc when it comes to moving huge chunks of data around effeciently, bypassing the cpu. We need direct storage on pc to mitigage this problem
Gamed on console my entire life up until just a couple years ago and what I noticed is games tend to run like garbage for months on pc before they're fixed while it always worked fine on console on release.
It’s mostly do to the more broad range of hardware and it’s impossible to find everything wrong with every unique hardware configuration where as on console it’s tailored to the hardware that will never change on the console so it’s easier to optimize it. Of course not ever studio either does it right or even optimize it at all but it’s not as common of things going wrong then on pc because of the more broad differences on pc hardware.
Well i mean... console may "function" well... But its stuck at 60 or 120fps I've accostumed playing a 144+ fps, and playing the ps4 makes my eyes bleed
@@FurryestX Yeah, I play the same. At 144fps and I've noticed that once you play past 60fps for so long, It's stupid hard to go back to console lol. It looks very jittery.
I don’t get the obsession behind framerate, unless your on mouse and keyboard close up to a monitor. It is near impossible to notice the framerate unless its very inconsistent. Stable framerates with good frame pacing/timing can even make 30fps look smooth. 120+ fps is reserved for ultra competitive shooters, i see no benefit on gaining such frames on a singleplayer experience.
I've been a PC gamer and programmer for at least 25 years. I've seen the evolution from writing your own interface to the dozens of cards out there (at the time - I know there are more now). You had to write your own application drivers in many cases for these cards. Then Microsoft came along and invented DirectX and things got a little easier. DirectX had a rocky start, and it didn't always have support, so you still had to actually write your own drivers many times. It wasn't until DirectX hit around 7 or 8 that card manufacturers started paying attention, and they started making their cards DirectX compliant. Then Unity and Unreal came along (not the first engines by far, but by far the most popular) and changed the landscape even more. Honestly, it's easier than ever to write a cross platform game for Android, iOS, XBox, and Windows then it ever was before. I realize that the landscape is wide, but a good developer will recognize that and provide scaling options in their game to compensate. It requires more work on the developer's part, but that's not a fault of the landscape. In many cases in this business as well (and I worked in it briefly when I started my career) deadlines are ridiculous and they are set in stone. I was a lead developer, and defacto manager, and I can't tell you how many times I argued with the producers about needed more development or QA time before we shipped something. I almost always lost those arguments, and consequently we shipped sh!t many times. We were a small shop that mostly did platform conversions (and occasionally rewrites) and since we had a contract with Disney we had a couple of in-house mobile titles. If you played J2ME games in the Y2K days and you swear it ran better on another handset than the one you were playing on then it was probably one of our ports :P. The problem you lament about is both a blessing and a curse though, and the primary reason why PC gaming will always > console gaming. Consoles are obsolete when they are released. There is no way, in many cases, to upgrade the console to take advantage of newer technology. You have to wait for the next generation, which, when it's released, will also be obsolete. In the meantime with PC gaming, if I have the money, I can upgrade my memory, my hard drive to an SD drive, and I can buy a better card. I can even go so far as upgrading my motherboard to take advantage of the next generation of CPUs. As long as the memory technology doesn't change (from DDR4 to DDR5 for example), then everything else is reusable. Even if memory technology changes, then that would be considered part of the upgrade cost.
It’s also a positive that consoles can’t be upgraded because you actually get a tailored experience for a single platform as opposed to all the things that can come up on PC. In the case of bad ports throwing better hardware at the issue only goes so far if there are underlying issues. I really don’t think either is better than the other, both have pros and cons.
@@Edmundostudios it means as the generation goes on the console version will be running of even lower graphics settings, perform at lower res and/or frames to keep up. Also it sucks how classic games are stuck at the same performance on a ps5 or series as it did on the previous gen console - for example 30fps at 1080p for arkham knight on a ps5.
@@Edmundostudios how about the complex titles designed from scratch taking complete advantage of the hardware. Your BoTWs, Ocarina of Time, Super Mario 64, Last of Us PS3 etc.I’d argue we wouldn’t have real games any of the true greats without these limitations. This guy is just making the same old tired arguement of oh 64gbs of ram is better. New SaM feature new so better so must have it. It’s flawed reasoning.
Now that you bring up negotiating development time and contracts Do you think agile aproaches like scrum had a hand at the current phenomenon of games being released in a so called "unfinished" state? Do you think this might be an indirect consequence of the "shippable" product increment approach? It's a genuine question born from curiosity. I've been recently studying agile methodologies and I couldn't help but wonder about that. I obviously don't expect it to be as simple as that
Great discussion. Personally I've always been a console gamer, but only coz i enjoy gaming on the couch laid back. I like the game preservation and the wonders and performance that PC gives but I don't think it'll ever bring me over when it comes back to the laid back convenience of just picking up a controller and bumming on the couch gaming without all the permutations
this issue happened allot to me when Fortnite went unreal 5. ever since i've swapped to a series X. i've been converted back to a console gamer because of how inconsistent it was to play games on pc. my pc is now an emulation and indie game machine
I wanted to stream Xenoblade X for a friend so I finally set up Cemu, and that was a huge issue. My computer could beast through the game, but all of the shaders would make it a complete mess. The biggest recommendation was just to start a dummy file, cheat a mech and flight module early, and fly over every goddman area and every enemy you can, and then the only ones left to compile would be effects, npcs, and locations exclusive to battles and story events.
Stutter on PC vr is the only reason why I bought the psvr2, the stutters bother me so much, and its nice that the ps5 doesn't have any stutters at all. Also RE8 might be the most fun vr game I've ever played
@15:10 I agree 100%, this is a brilliant idea that companies should embrace. If they pay for DRM and that DRM gets cracked, at that point it only serves to inconvenience the paying customers and should be removed entirely. On top of that, that should create an incentive between publishers and DRM developers to haggle how much DRM is actually worth in dollars. Maybe have a contract where they have to guarantee the game won't be cracked for a certain amount of time and if it is, the DRM devs get penalized somehow. Maybe it will eventually make the entire DRM market die.
Crazy the range of FPS I get in Hogwarts, 90 here, 110 there, 45 THERE. Real fun. Stuttering can be an issue too in that game, I just hope they patch it to perform more consistently.
Patching wont fix it. Its an asset streaming issue. You can reduce the stutters somewhat by lowering the texture quality. We need Direct Storage or else every game is gonna turn into stuttering messes cuz pc legacy I/O isnt equipped to handle this massive level of data effeciently.
@The wanderer That's also a great way to look at it, I also like how I can make the games look and sometimes run better than on their original hardware.
Dayum, as a console pesant I can't really relate, as I couldn't picture myself affording a 2000+$ rig just to deal with an unoptimezed game, I really would support yall in this, but the same way PC players tell me "Just get a PC" when I advocate for gaming companies to integrate M&K support on console games, my uncharitable reaction to PC players dealing with unoptimized games is... "Just get a Console" CONTEXT: this comment is supposed to be ironic and sarcastic, more so just a slight jab at the the few PC players that are arrogant and gatekeepy!
I've been using hacks like limiting the frame rate and turning down settings to minimize stutter, but some games I won't even play because the stuttering is so bad. And I have a 5800x3d with tuned 3733 ram and an undervolted 3080 so it's not my pc. This stuttering crap has got to be addressed and fixed industry-wide because it can't keep going on forever.
Definitely there are issues with all the variables that play to make shader compilation stutter a thing. However also there's the problem that I came across learning to develop games and is the speed that some projects are made. Unreal Engine is a great target to point at because (in my opinion) the way that the UE5 puts in front of you tools to develop a game. Stuff like putting in a single project thousands of elements and the engine "takes care" of everything else. Is a great technology, yes. But at the speed of development come something to sacrifice, (at least I and the youtuber @CodeAesthetic thinks so) what comes to sacrifice is either adaptability or performance. UE5 have great tools to take great care of the the 3 things (performance, adaptability and speed of development) but the easiest way to either start making something or make a huge game in not much time (and sometimes care) is focus only in the speed of development, adaptability comes almost automatically if the devs have a minimum idea what they are doing. But performance, require a lot more work that can not be done at the same time that having a ultrasonic developing, at least in the style that a lot of games seems to take. By taking a concept, making a mockup or something and then expand in the mockup or go full speed head first to developing something that sounds catchy. The result always seems to be a lot of assets, a lot of modular pieces smooshed together to try economize time and effort. Instead of investing some time to think how the game should work, use what is necessary and making things at the size of the need. Sugar honey ice tea. Again I'v wasted 15 min to put a comment in the sea of the internet. Who cares? LOL
thats why im happy that ive got the steam deck. for some reason i spend more time fixing some stuff in pc just to get the game working and finding the sweet spot experience but most of the time still cant get it. on the other hand with steam deck it feels like just plug and play, although its not powerful to play aaa games but i realized i enjoy more indie games and discovering more good games from them. and that just gave me joy
Glad someone brought it up also it seems like every game im interested in had issues on pc so i just moved to ps5. I was a pc gamer for quite long but things are just ridiculous now.
I'm of the mind that I don't need to play a new game __immediately__. As much as I love games that aren't broken at launch, I'm fine playing them a year late too. And also 2 decades later. And because of that I'll never go back to console gaming.
@@bikechan9903can’t help but agree. Used to be a hardcore console gamer for YEARS. I got into over gaming around the early 2010s and never looked back. I still have my ps4 I brought back then and have a few games for it, but it sits and collects dust. I do love my ps3 though, play it ever once and awhile for nostalgia reasons.
4090 and experience stutter ingame. The data storage use is so inefficient generally on all pcs to the point that it just drives me insane that a console runs better than a good PC.
this is one of my biggest pet peeves in PC gaming - why are all the increases in relation to raytracing, shadows, shaders, and lighting effects. I just care about level of detail and texture, I typically turn all the lighting settings to low if not off, but many AAA games of late have only had a few options available outside of raytracing, which is just ridiculous
This is why my gaming PC (5800X3D, RTX 3080) is mostly used for web browsing, TH-cam, and stuff like that... I game mostly on my PS5. Yes I know I will get far less fidelity and lower framerates on the PS5, but it just works. Then again I also work in front of computers 8 hours a day, so the idea of coming home and turning on yet another computer to game on isn't really that alluring - which is a major reason as to why I prefer consoles honestly.
I think the next step in PC gameing hardware in general will be a more integrated architecture where CPU, GPU and RAM chiplets are on a single package. This will reduce the amount of pc combinations developers will now only optimise for known hardware combinations, insted of thousads.
Honestly why I never got into PC. In general you have to pick and fiddle with all the settings to see what makes it work and look best. Console is just plug n play.
@@hazelcrispAnd if something goes wrong, I know the console is at fault. If I'm on the PC and something goes wrong, guess I'm doing some work to find the problem before playing the actual game
I'm sad you didn't talk about Dolphin's shader stutter solution beyond that brief mention. I think their solution has some value; having a sort of intermediary shader cache that can be used for compilation across multiple different system configurations would help mitigate the stutter a lot. Sure, that might not be feasible to implement on a per-game basis, but if it's available as an engine-level feature, that really could help. Of course, how much that would help is subject to whether or not the devs actually do the work of caching all the shaders, but if they don't we'd be able to share our caches with one another without worry.
2020 muda: i dont like playing on console 2021 muda: i emulate old games on my pc 2022 muda: pirate games that are gonna be lost forever 2023 muda: pc gaming is becoming problematic Me: very confused
I love that you are out here preaching the importance of game preservation and online communities that work to keep these games alive and well as tech evolves. Not necessarily the point of this vid in particular, but god bless you and keep you.
One of my favourite things about pc gaming is that all of my controllers from 1996 to current work. I dont loose access to those controllers every time a new console / pc upgrade is invented.
Really great video. Thank you for sharing this knowledge. It really will help me in deciding my next move towards pc gaming or console gaming. I have a mid range gaming pc and have faced this shader compilation issue a lot. I have been thinking that a faster or better configuration will be helpful. But it looks like as games get frequent updates and patches, there is no escaping for this reality. I think this is where steam deck (current or future versions) can play a big role to address this pain point for pc gaming.
Honestly emulators are amazing it allows fans better access to the games they love by being able to play them on newer hardware, if you don't have certain hardware to play new games this is a good option
I have a low end pc (I5 with integrated graphics) and can't play Hogwarts Legacy at all. Even with the low end settings of the game I wouldn't be able to even stream it on Twitch without it giving my pc issues. I can play Sims 4 really no problem on moderate settings. So I haven't even seen much gameplay of that game besides to get the redeems from Twitch so when my copy on ps4 comes in the mail I will be able to actually experience the game for myself. A lot of people tell me just buy a new pc but to get a basic gaming pc I would need to spend minimum of $1k and I don't have that kind of money lying around (and I don't recommend doing rent to own or payment plans because of interest rates)
In South East Asia, interest in PC gaming nosedived. The new generation of kids stick to their mobile phones and have less interest in building a PC dedicated to gaming. I stopped at 1070 Ti, after that everything is expensive. I just bought a PS5, saved a lot of money. I miss the amazing old days where an average person like me can easily update my graphics card because it doesn’t cost an arm and leg.
I’d argue you’re more of a console gamer (because of your love for emulators of console games) at heart and enjoy the perks of PC gaming. That’s not an accusation because I’m the same way. It still blows my mind how well the MGS HD collection runs on my Steam Deck. Everything has it’s perks and trade offs. But I’m not you so maybe it’s different for you. Also I think every Steam Deck owner made the same face at 2:53 lol
I don't see this problem going away, I only see it getting worse. A lot of PC gamers don't want to accept that the biggest strength of our platform, building your own box, is simultaneously the biggest downfall of it. I game primarily on my Switch and PS5 and pretty much only use my PC as a multimedia device or to play cool indies on Steam. I feel for anyone who built a super beefy gaming rig to only be greeted with microstutters and other problems. Cyberpunk 2077 runs great though, and I love all of the horny mods for it. So that's something.
100% agree, I play on PS5 and pc so notice it all the time. I sometimes buy games on steam play them think to myself it is stuttering, end up refunding it and buying on PS5 only to notice its smooter instantly. Cant see this issue going away anytime soon either
Muta pulling a Linus like a pro. About stutter, yeah, I lost a gunfight yesterday on WZ2 because my game stuttered the moment red alert triggered, I flicked the mouse, a huge stutter and I was already getting shot, no chance of reaction. I watched the kill cam, my character didnt fluidly moved, it just instantly spinned from back to front and died. Its a game Im seriosly considering playing on PS5. A game that did an amazing job on shader compilation is HiFi Rush, since the game is based on levels and a lot of level have loading zones when walking between doors, a lot of the shader compiling is done during the door transition animation, where you dont control the character, there is a massive stutter, yes, but on those few seconds you just walk thru a door and its stutter free until the next loading zone
Strangely, in Hogwarts Legacy specifically i am having more of a asset loading FPS drop (down to 20-30 at 1% and 0.1% low on specific time frames...), rather than stutter. Happens at same places or same actions (quick turn in crowded place) every time.
They did do a patch which helps alot and actually makes the game playable. But framerates are a bit all over the place still. But i don't actually get entite freeze frames. Just low fps rarely now.
I’ve heard it said that Denuvo is being emulated in the background of the hogwarts legacy scene release. Stuttering isn’t alleviated in it, it’s an issue there too. I think we did see in the scene release of RE8 some stuttering issues relieved from removing Denuvo. But yeah this is a great video, saying out loud what I’ve been thinking the past couple years. Considering a PS5 now, already with a high end system and I’ve been PC gaming for 20 years
The problem is optimization. Companies dont give a fuck recently. It was bad PC port after bad PC port for half a decade now. In fact it was bad PC ports for a LOOOONG time now. Been PC gamer since 2001. Before when game was not working, that was it for PC. People would hear about it and mostly avoid the game. Since internet speed increased and DLC, patches and shit became norm, developers are always like release as is and if we get insane outlash we will fix, if not, who cares. The games we got in last two years are not better looking at all. Like people praise hogwarts because its their fan fantasy, but seriously, the game looks just decent in terms of graphics. Nothing special. I mean it runs worse than cyberpunk. Like cyberpunk had its big troubles, that is true, but it puts to shame these new games in terms of graphics and performance. Its simply that developers dont give a fuck. Buy 2000 euro GPU and shut the fuck up is their moto. Also the advancment of DLSS and FSR made developers dont give a fuck even more. Slap an FSR code in, its done. FSR and DLSS were made to increase even more FPS and make it go from high 120-130 fps to 180+ and with that high frame rate you wont even notice small artifacts. It was not made so your unoptimized broken game shit can go from unplayable 30 fps to 60 fps whilr running it in performance mode. But fanboys will stay fanboys. No one cared for elden ring and how dare you can say it is horrendous port, same for hogwarts and for COD. Like how the fuck does COD MW2 run so much worse than COD MW2019 when they are 99% same graphics? Like literally go watch Nick930 video comparing graphics. Nothung changed except that performance went to garbage. How? Since they didnt change engine and graphics, shouldnt it run even better now since they had years to further optimize? I guess not. Its the developers, they are at fault. PC players get shafted all the time and i honestly blame PC gamers mindset. When someone complains that the game is running poor on their decent system, usually PC master race retards just bash the people with "you should buy 4090 you poor shit". Its that mentality that makes it even worse and makes people complain less because they only have 3060 and because of that the fps should be complete and utter ass.
Cemu, the WiiU emulator, implemented asynchronous shaders that just renders the game without shaders until the shaders are compiled, not pausing the game like many other games
There's a cut at 10:14 which might not be on purpose, might want to check it out Great video tho, agree your thoughts, however people chase after convenience, and shader loads are an issue for them all the time
I'm fed up with PC gaming in general. Sometimes, it just works, and it's great. Had a great experience with Dead space remake. After that, I got Hogwarts legacy, and I immediately regretted not buying it on my PS5. FPS went anywhere from 90 to 11. My series X controller started losing connection in the most unfortunate moments until it just shut off completely every other minute, so I had a fun time troubleshooting that. With some recent patches, it seems fine now, except for the controller. It was always a piece of shit. Haven't finished Doom eternal since its textures are glitching out for some reason. When I decided to replay Wolfenstein instead, it didn't work. Driver reinstall fixed it, but the next day, it was dead for good, and after some googling, I found out that the gamepass version is busted, so I just torrented that shit and started over. Plague tale crashed once and deleted all of my progress, haven't touched it since. That's just from recent months. I really doubt that I'll ever spend another 2k on a PC if the game devs can't be arsed to release an optimized port or do some upkeep on their games after a few years. At this point in my life, I just want things to work, and I would prefer to spend my free time playing a game instead of troubleshooting.
Just a heads-up the Hogwarts legacy crack by empress does not strip the game of the dreaded denuvo DRM. It only bypasses it. The DRM checks and trigger-points are still present in the executable. So it did not in fact gain any performance from the crack unfortunately.
Yeah, but his 2nd point is valid, once a game has been cracked why bother keeping the Denuvo license from that point? You're only worsening the product for the actual paying customers, it serves no purpose.
PC Gaming is really hard to optimize. I believe it not only comes down to the developers optimizing the games for every hardware, but it's also the fact that windows out of the box is awfully optimized for gaming, there is so much shit going on in the background, telemetry, no updates for some drivers, its default power plans are trash, how interrupts are configured is trash... Basically, the user has to tweak his own system if stuttering is really bothering. It's not just the shaders it's people's PC's running Windows and their hardware at stock configurations.
Im just a 3d artist/modeler but man it's no wonder any pc is brought to its knees for a few milisecs, shaders are super elavorate pieces, from ornate walls with full debris layers reactive to damage to steamy ramen bowls with edible noodles, none of that is (if done as shader) statically/tradiotionally modelled with textures added, it's all math and nodes and lots of parametric calculations it's honestly impressive. The liquid inside the bottles in half life alyx that reacts to physics is all just shader trickery too iirc. I imagine the more games advance the more heavy they get in complex shaders, while the way to compress/decompress/handle them has likely not advanced as much. We were stuck in the ps4 era for very long and its funny that now when the new gen of consoles finally start to take off pcs that were already more powerful when those consoles come out find themselves struggling with how things work.
ohhh dear!! is the steam deck ok?? 😱😱Shader stutter is a new one, I've not heard of that, thanks muta!! I've always been a hardware chaser only to find out its not the hardware but other things to take into consideration when some games don't run as i expect them to! i don't hardware chase anymore 🤣🤣
Couldn't agree more...I have a fairly high end system with a 5900x, 32GB RAM, dual 1TB NVME and an RTX 4090 and with this kind of hardware I would expect to be able to have the "definitive" gaming experience. To a degree, I do, but these stutters drive me absolutely mental and it makes it really hard, if not impossible to enjoy and get fully immersed in a game. It ALMOST makes me want to go back to being a console gamer again (haven't used one since Xbox 360/PS3), but I just love the freedom a PC gaming experience can give me. I'm also a tinkerer, so I sometimes don't mind having to go and modify config files and install mods or whatever to get a game running up to my standards. But it's getting to the point that almost no amount of dicking around with files will fix some games anymore. I also agree wholeheartedly that once the game is cracked/pirated, the developers should remove the DRM from the game, especially if it's been shown to be contributing to a games performance problems, like in the case of Hogwarts Legacy. Supposedly the whole point of having Denuvo on a game was in order for it to survive the initial launch phase to hopefully maximize sales. But honestly I think Denuvo hurts sales more than bolsters it. Most people that pirate games weren't ever going to buy your game regardless, they'll just wait until it inevitably gets cracked. But there are tons of people out there that 100% WILL NOT buy your game just because Denuvo is attached to it.
I don't know why, but Warframe on Wine/Proton is exceptionally terrible when it comes to shaders. It seems like it has to recompile the shaders every other day for some reason, it takes hours to process everything unless I skip Steam's own thing, and in the process it generates GIGABYTES of data.
13:42 I disagree with this entire take. As I mentioned in my other comment, Shader compilation has been an issue since shaders were introduced with DirectX 8 and OpenGL 1.5 a whopping 20 years ago. If the developers/publisher can't be arsed to even preload/precompile where appropriate (e.g. the loading screen), like *everyone* knew to do a decade ago, it is 100% entirely their fault. While Steam's workaround for it by shipping captured openGL/Vulkan shaders is neat, that is just valve doing the job the developer/publisher should have done in the first place. On a side node, most drivers are working on a vulkan pipeline feature called 'fast link'. Nvidia's implementation is currently able to do 250 links per ms. Yes, that's 250k shaders per second, if you devote the entire second to just linking shaders.
I have a 3080ti and Ryzen 9 and my pc has been collecting dust because I'm tired of stuttering. I've considered selling it at this point. Been using my PS5 with no issues. Absolutely ridiculous
What I don’t understand is why don’t games have an option to let you precompile all the shaders in the game? Or compile shaders asynchronously as various emulators like Cemu and RPCS3 let you do.
When DLSS and FSR came out. I said it was a bad thing and horrible as a whole. Why? Well, it’s not DLSS and FSR themselves that I hate. The reason why I dislike them however is because I KNEW that rather than being supplementary to products it was going to be used as a replacement instead. No optimizing needed, just slap on DLSS/FSR and call it a day. And look where we are. God I *HATE* being right as a pessimist.
It's ironic that DX12 and Vulkan were supposed to provide more performance by getting developers closer to the "metal". And that lower level programming is why shaders need compiling in the first place. UE4 perhaps being the worst offender for how it handles this, but there's not many other engines that exactly get a gold star. But if you've been PC gaming for as long as I have, you've been through this whole song and dance before. Seems to happen during each console generational transition. 2005 to 2008(ish) had some legendarily awful PC ports. Strait up broken with DRM that makes Denuvo look like an obese mall cop. I'd keep an eye on UE5. It's supposed to fix the problem. I haven't heard people complaining about stuttering issues in Fortnite.
Last generation was more of an exception because the hardware was so weak on consoles that many older PCs were still able to compete and surpass those systems for many years which might be why people see that time as a good time for PC ports. PS5 and SX are fairly decent machines and match mid spec systems now and with optimisations can often pass them, as seen again meh ports like Forspoken etc where 8GB 3070 will fall behind the consoles even though that GPU alone still costs more than the console itself.
Supposedly Fortnite still has slight stuttering on PC and it uses UE5.1. Epic says they are working on it but if it’s taking them (the engine makers) this long then it might not be an easy fix. How DX12 is built is another part of the problem as well not just UE.
9:30 Every time I launch Hogwarts Legacy I see "Preparing Sharers...." There were no changes to anything. No driver updates, no game updates, no hardware changes. It does this EVERY TIME I launch the game, but only takes like
My solution is just ignore new games for a year or two so they have time to patch out all the bugs I got into cp2077 2 years after it released and had a great time
This is really smart, obviously most people don't have the patience but if you can do it, you will have a great experience and save a lot of money in the process.
@@KingcoleIIV Most games can be completed in 10 hours or less and usually don't have much replay value when it comes to games based more on a story than gameplay. It's definitely not worth paying full price especially since games where I live went up by $10, so now all retail for $90. I have a friend who wastes money on these new games... pays $90 for each, plays it once, and never plays it again
Thank you brother. Im about to buy a ps5 pro because you convinced me that even if I will buy 2k usd pc setup i might not be happy due to stuttering etc. I would feel terrible if my 4080 didnt perform...
it is not because most PC gamers don't hop from one new 60$ game to another but rather stick with one or a handful of games for thousands of hours. way different habits than console gamers.
I have no idea why devs can't just have one size fits all approach to PC hardware when it comes to shaders. There are set hardware standards on what hardware can do and "shader model 6" is "shader model 6" on every single DX12-compliant GPU. Assembly code will work the same for most graphics cards out there, apart from maybe a few edge cases where you just want your shader to do specific things that are known to run faster on, say, Radeon. But you can pre-compile even for that case most of the time. I think things are also made worse due to "general purpose" engines like Unreal and Unity which are made so that you can make all kinds of wildly different stuff with them and, coupled with what is written above, devs just don't want to bother focusing on cutting out unneeded things during development time - if the system will take care of these things automatically... at game time. Every time. Irony is that devs do just that for mobile - they gut Unity and Unreal hard - and, look, "compiling shaders" isn't ruining your experience! But mobile gaming is trash, fu-
I was going to counter argue this but then realized that "20 years ago" is no longer the 90s where intel was pretty much the only way to go for PC gaming.
No, they are not less stable. I remember constantly tweaking config files during the mid-2000s to make games run properly. Also, if you're on Steam the shader cache is automaltically shared between users with the same GPUs so there is no problem.
@@GaliosUA Tweaking config files does not compare to entire games releasing in unplayable states for every single computer with no real solution on the user side. It's one thing to improve performance, but stability as a whole is about crashes and freezes. Not the general performance. Hardware at the time was much more modular and complicated. And tech in it's infancy. Now things are pretty standardized. For most PC's they just need a GPU. There's no all kinds of weird components and cards plugged into other cards. SLI is even dead. It should be easier, it was easier for a while, but lately it's not. IMO I think PC gamers should stop tolerating the need to have to make games work themselves. I feel like that lead to this problem.
I seriously don't understand why games don't offer a "Pre-Compile Shaders" option before you play the game. I don't care if I have to wait an hour before my first launch, it already takes tons of time for Blu-rays to install on consoles to begin with.
As I said in my comment, I LOVED DX12 and especially Vulkan at first because this was a feature and some devs were using it, and now for some reason it feels like no one is using it except emulators
Check out the newest episode of the Podcast: th-cam.com/video/8UA7k8Kdja8/w-d-xo.html
Hello Mutahar Anus
Nice
Ah, yes the bots...
Your GAWD is Fake News
@Did ⸜⁄ nope
Muta: "I'm all about game preservation"
Also Muta: *Drops Steam Deck*
Holy shit I did that a week ago because the carrying case wasn't fully zipped shut & mine fell out onto carpet over concrete, thankfully it wasn't a far drop yikes
@@IAmTheBugInsideYou these things are strong AF!
Yeah it's was so deliberate.......
Don't worry, the thing is built like a fucking fortress. I dropped mine a few months back on a hard tile kitchen floor and it was just fine, I think one of the bumper buttons is slightly further in by like a micrometer but nothing else was harmed. Impressive build quality.
Couch gaming and offline gaming are essential to the longevity of video games.
Not really lol. Offline gaming sure. Not couching game necessarily.
@@christiansmemefactory1513 couch gaming is how many get into gaming
Yoooo no way
@@christiansmemefactory1513 couch gaming was literally the start to all multiplayer gaming. Do you know how boring it is to hang out in person and game when everyone has to bring their own rig to even play multiplayer? PC gaming and even CONSOLE gaming has shifted into an online only format and it's really lame. I guess if you never hang out it's whatever but it's sad that if I'm wanting to order a pizza and crack some drinks it's pretty much down to old titles like smash bros, Mario party, Mario kart, etc.
Nintendo is the only company anymore who makes couch gaming a good point in their titles.
@@R0FLC4T5 couch gaming was more a console thing, hence why I got a PS2 back in the day. But otherwise couch gaming doesn't have much to do with PC, unless you got 2!
2:50 to watch Muta see his whole life flash in front of him.
😂
@@trippwilsonphoto he just did Linus on his steam deck.
plot twist: muta's reaction after he looks at dat lcd screen after flippin it bak over and had to cut camera to react in irate
The face of a man who almost had $800 crumble in front of him
He watches Linus so much that he felt Linus coming inside of him
I wonder if this has a part in why a lot of PC games have steep hardware requirements. Optimization feels like a lost art at this point.
With their unique problems, at least Nintendo is great at optimization. Breath of the Wild 1/2 look great for PS3 hardware and have massive maps, run well, and are full of details and things to do.
I think optimization is only one of the key issues. The other key issue is that the new consoles are pretty beefy in terms of performance and have pushed what games aim for on both pc and console leading to steeper hardware requirements. The new consoles increased unified memory has made pcs need more RAM and VRAM which is why the gpu requirements feel ridiculous as the games need the VRAM on those cards. The new consoles SSDS also have made several pcs running slow storage runs games a lot worse. It was inevitable that the minimum requirements go up eventually, but the playstation and xbox going all out in hardware this gen really amplified the transition.
It’s usually the same at the start of each generation. The minimum specs are always heavily increased as the new console hardware becomes the baseline. Consoles have their own advantages as well in terms of APIs, in particular related to storage.
@@Edmundostudios don't forget about their unified memory, this has pushed vram and ram requirements up tremendously, with several gpus not receiving enough vram causing ridiculous gpu requirements.
@@ItsEmbers I don't think you can call specs the sole issue, when Gen 4 SSDs with a 4090 and a top-tier modern CPU are having stuttering and poor performance. Such hardware, on paper, is already MUCH faster than consoles.
Even upper-mid range PCs with something like a 12600k + RTX 3080 *should* be outperforming consoles and then some.
AFAIK DirectStorage is either not fully implemented via API or developers don't know how to implement it properly, which could alleviate some of these issues. I think Forspoken is the first game to officially support it on PC but all it improves is loading times. GPU-accelerated decompression / asset streaming is not supported like it is on consoles.
I mean just consider that Hogwart's Legacy uses nearly 9GB VRAM at 1600 x 900 resolution. That's absolutely horrendous optimization. Where's the benefit? It looks no better texture wise than games released years ago. So I'm left with the only assumption left -- poor optimization. Whether that's engine, API, driver, or a combination I couldn't tell you.
I miss the 1998-2012 era of gaming, when we mostly got finished products, regardless of PC or Console, but yeah the stutter issues are really bad lately. Shader stutters are a big oof
I'm extending that era to 2018 after that Gaming became worse
@@theoutsiderjess1869ya games where always amazing before
Rose tinted glasses
There were dogshit games and ports since the dawn of PC gaming
You are only rembering the good ones
@@g2jxGhF5G8z1gL7S the golden era of horrid controls, crashes, glitches oh look not much has changed
are you serious? PC ports were horrible between 2007-2014. It got better after that
I just wish companies could take more stylized approaches like indie games... So sick of realism at this point
Nintendo still chooses stylization that’s why all there games age well graphically
@@fusion1203 Pokémon scarlet and violet says otherwise…
Miles Morales
@@RaspyCh Those are practically 3ds games, bad example
Many great games are stylised. You probably aren't looking hard enough.
Finally someone else who also sees this as a huge issue.
Digital foundry is there for you
@@HarshJha ikr they've been talking about this for a long time
Many people see this a huge issue and have done for a while - the last AAA game I bought was over a decade ago, the one exception being Fallout 4 in 2015.
Unfortunately, the gaming community is riven with "gamers" (I use the term loosely) who care more about "comparing d*ck sizes" over who has the most expensive graphics card, the most CPU cores and the most simultaneous 4K screens in use. As long as their rig is high up on a comparison chart somewhere, who gives a toss about game content?
Modern gamers are consumers with FOMO - "a fool and his money are easily parted".
@@terrydaktyllus1320 Agreed. I typically wait for games to go on sale before I get them unless it's a multiplayer game. I upgraded my computer for games like COD because if you want to play multiplayer on PC you HAVE to stay up to date, but my friends and I are getting bored of COD again so it's time to cool it with that stuff. Very few games I'm actually into nowadays, I'm mostly playing through older ones I like.
@@Spladoinkal yea, this is why games are dogshit because you're all throwing money at Activision who's now sharing their cut with blizzard an even worse company
Happy you covered this, I’ve been screaming about it since Jedi: Fallen Order (which stutters horribly) and everyone at the time didn’t seem to care or notice. Hopefully with the attention this topic is getting lately we’ll be close to complete solution
Mutas face after he dropped the steam deck is gonna be a new meme
When was it?
@Logan Floor KingCobraJFS is better. King of Content.
@Detector ⸜⁄ bye
@Logan Floor goodbye! :)
@Detector ⸜⁄ bye
It has been 1.5 years and counting since my old franken PC crashed and I haven't been able to get it up and running. Been console gaming ever since and it's...nice to not have to tinker with stuff all the time when I just want to spend 5 minutes jumping into a game quick.
I honestly haven’t had problems like this because the games I play aren’t graphically demanding. Outer wilds, satisfactory, factorio, hades, signalis, and several others prefer a great art style as opposed to insane graphics. I think that’s why I’m still on the pc side because I never had these issues, or they were so small that I didn’t care.
Did people in this comment section watch the video?
This this this
Congrats. However, some people do want the best of the best graphics and its inexcusable for remakes like Dead Space. We pay top dollar for our parts and they charge top dollar for their games, so there should be an underlying agreement between gamers and devs that a certain amount of quality should be expected. Paying $70 for a game that runs shit on the fastest hardware is a problem
@@RedFlannelReviews best is an opinion style is all that matters.
Resolution is something they use to abuse you by pretending it's more expensive to make.
It's marketing gobbledygook and nothing more.
@@TessaBain Do you still play on a crt?
@@RedFlannelReviewsstop saying devs, you don’t know what devs even are
I will always 100% take a longer first load if it means its compiling the correct shaders for my system so I can have a stutter free experience in the long run
Maybe not if you have to wait 5 min every time a driver updates
@@daniellima4391 completely fine... Just don't download new drivers till you get a new game or has passed.
It's not a security issue is it?
This is why I'm a big advocate of a unified/standardized GPU ISA. That way we can bypass the drivers/APIs entirely (which are getting too bloated anyway) and compile our GPU code once and ship it once without shader compilation stutters. Kinda like how we have a unified CPU ISA for desktops. You don't need to recompile your program every time you upgrade to a new CPU, so why should you have to for your GPU?
because most games use general purpose engines like Unreal and Unity that compile all possible shaders to cover all bases - and devs simply can't be assed to cut stuff that isn't needed. Because that would take time and effort and people buy it anyway. What you can possibly need 20000 unique shaders for in a typical game today?
this is why focused engines run so fast compared - look at Doom Eternal - where IdTech7 was made specifically to run this single game.
Actually compilers for CPU uses multiple feature-specific code paths. So the EXE file has the same code compiled multiple times for different CPU architectures. The fastest/compatible path is chosen at runtime. Code could also be compiled for a single generation of CPUs. E.g. use the "/QaxSKYLAKE" with Intel C++ compiler and the software will crash with "Illegal Instruction found" error if run on a non-Skylake CPU.
@@L9MN4sTCUk Right, but that's only because CPU vendors standardized the instruction sets and released the specs. Not to mention, compilers add a fallback in case the instruction doesn't exist (or just don't use the instruction). In theory, if vendors allowed you to upload assembly to the GPU, you could compile a shader for each GPU vendor you think customers will want, but then you run into the problem of enumerating each and every GPU ISA in existence. You can't even have a fallback path because each GPU vendor uses a completely different ISA, which may even change depending on the generation. This means that your program wouldn't be forward compatible. What I'd like is for the industry to agree on a way to talk to GPUs directly, and a standardized base ISA. There can be a driver, but it should be very thin, and only to facilitate communication between the app and the GPU. Each vendor can add their own extension set if they want but programs can always rely on a certain set of instructions to exist.
@@MrSplosiondude I was talking about CPUs. I don't care about GPUs. A GPU is just an overpriced ego stroke for entitled teenagers
10:14 it cuts off right there, but I totally agree with your point, plus I've been checking out the emulation of the Metroid Prime trilogy because while the Prime remaster was amazing and out of the blue, I'm still just admittingly impatient to wait for Nintendo to remaster 2 more of these fucking things while also trying to simultaneously get Metroid Prime 4 finished, like that seems like a lot on Nintendo's plate, so I'm just making it easier on both them and me in my eyes ;)
I think you missed the point that modern api's like D3D12 and Vulkan move a lot of the part dealing with these stuttering issue out of the driver onto the application developers side. My impression is that a lot of other graphics programmers view D3D12 and vulkan mostly as a more verbose form of D3D11/OpenGL and completely miss the part where the drivers for the older apis did more under the hood optimizations, like moving work to other threads, compile non optimized shaders for the gpu first, before compiling more optimized versions over time, etc.
So giving more control to the programmers by allowing them to tail their own optimizations has backfired ?
@@danielhiguita5511 Pretty much, yes. Having more control can be useless and even detrimental if you don't know how to utilize that control.
@@ItchHeSay Guarantee you most of them don't, Tech Debt is a very real thing for a reason, the few workplaces I've been in where coding is being done, it's a fucking mess, like even the people who know what they're doing seem like don't know what they're doing half the time.
@NachozMan because learning how to do everything in software really well is practically impossible. Coding as a job has a lot to it outside of just knowing how to code or use the tech stacks you're making software with. There's a lot more of an emphasis now on learning lots of things to an adequate degree rather than becoming a specialist in a couple of things (t-shaped people), because for the vast majority of what devs will be doing is not just working with a couple of things. This often means that the average dev is going to have a tougher time tackling anything technically complex unless they have more experience in that thing. Combine this with changing jobs every few years and likely tech stacks as well means the t-shaped people idea is further solidified but people also don't have the built up knowledge of working on a codebase(s) for a longer period of time.
@@ItchHeSay And the mainstream game engines don't provide solutions. The fact this is so common with unreal engine games is unnacceptable.
Sometimes I play on console just because of the fact that setting up pc games and dealing with driver issues is a pain in the ass. It’s a shame because I’ve spend a couple thousand dollars on my setup over time.
U wanna say that's ps5 better
So In short you're saying consoles are superior
@Angry_Snipes420 most console player has a working gaming pc , so we do have a opinion on why console actually is good. Most people has pc to work on most of the stuff that required.
Setting games to work on PC it's a pain, even if i have the requiered hardware to run It.
I have never really experienced shader compilation on my pc outside of emulation, and even that, as you said, now has asynchronous shader compilation via vulkan. The only issue I've ever had is setting my monitor to a rated hertz (120), only for it to have frame pacing issues, a stutter that you can set your clock to. Setting it to 119hz fixed the issue.
Play a newly released unreal 4 game and U gonna see it
@@dante19890 i played mw2 when it came out. the shaders were shitting itself.
2:48 will become a future meme one day
I've been a PC gamer for about a year and a half now, it's epic but I genuinely don't believe it's worth the trouble.
It's more trouble and tinkering than actual gaming
Most underrated statement ever!
Heavily disagree. I just download games and play them. Simple as that.
@@FourDozenEggs
Sure its not every single game, but consoles are closest to PCs now than ever, and their cheaper.
console gaming is just the best option overall, PC is nice if you want to go overkill and have the money to spend. Or the many games that are exclusive to PC is a good reason to switch to.
If you just want to play video games and nothing more spend the $400-$500 on a console that will give the ALMOST the same experience as a PC minus some minor features
@@FourDozenEggs Shader Stutter Shader Stutter Shader Stutter Shader Stutter
@@Setogayamari fuck consoles bruh
no mods?
no pirating?
consoles will never top pc gaming if there are no mods or ways to pirate your games
the only issue is
shader shutter
I miss the old days where they actually cared about making games for everyone to enjoy.
I remember when Rockstar Games had problems with PC Ports back on GTA 4. It was hilarious.
The old Nintendo days can't be beat they dominated the market.
No that's the problem you can't make a game for everyone. You can't please everyone. When everyone is super, no one will be.
Brrrrrrrrrrrrrr Brrrrrrrrrrrrrr Brrrrrrrrrrrrrr
@@EruCannotPass it's always been that way some people just love to spread this stupid argument games back in the day had their audiences just like today
Shader stuttering on EVERY SINGLE DAMN AAA GAME these days make me honestly want to quit PC gaming for AAA titles, shit's trash. Like actually inexcusable. I'm debating getting a PS5 or something just to have games that actually ya know, run how they should.
Having a console or consoles next to a PC is the goal of a true gamer. If you read about performance issues online for PC. Play the console version. If there's little to no stuttering on PC. Play that superior version instead. Or you can always wait to buy the game for cheaper a year or 2 down the line. But then again that's not guaranteed as devs may actually never resolve issue since there's too many softwares and hardwares to address. Just my 2 cents. Recently got into PC gaming myself and it's been a struggle here and there. But when it performs the way it supposed to. It's hard to go back to console at times.
Emulation is honestly about 70% of the time i spend gaming on pc for the last 2 years now, we're really taking it for granted these days but some years ago i couldn't wait to run games like mgs hd collection or rdr1 through emulation from start to finish without experiencing fps drops or glitches.
What emulators do you recommend for people to use?
Emulation and source ports of older games are two of the best things about PC gaming imo.
@@turtato2155 ppsspp > psp
desmume > nds
mgba > gba
dolphin > gamecube + wii + also gba
@@yewtewbstew547 Source ports are pretty amazing but only exist if a game's code is released or leaked
@@turtato2155 MAME64, Flycast, Domustation, PCSX2, RPCS3, Xemu & cxbx Reloaded, Xenia, Masen, Snes9x, Project64, Dolphin, Cemu, Ryujinx & YUZU
I think devs, because of publishers, don't take the time to optimize their games around dx12. It's not really a hardware variety issue, it always has been like this on PC. Why does this stutter issues exist on all PC with different parts?
Yes its a hardware and software communication issue . ps5 and SX I/O can move data around much more effeciently than a PC today (thats still using legacy methods). Thats why pc despreately needs Direct Storage, thats the key to make these games run smoothly. It doest matter if ur 4090 can push 120fps if it constantly stutters.
My main concern right now is the lifespan of your steamdeck muta. @2:55 looked very traumatizing. I felt that look whole heartedly
2:50*
Regarding Returnal, Digital Foundry has covered the PC port. At around 20 minutes they elaborate on frame-time instability. They found stutter and traversal issues to not be due to shader comp. Instead Ray-Tracing causes stutter. They got in contact with the developer team and found the issue to be 'geometry mesh creation'. Importantly they aim to address this in a future patch.
They recommend turning off RT to avoid stutters. But, if you're CPU isn't good enough it will likely still stutter
2:52 man looks like he dropped the nuke on accident
real talk I've had the same reaction almost dropping my steam deck
Oof, dropping an expensive item that there's a 50/50 chance you might've destroyed does that.
I agree, I just played dead space on a rtx 4080 and it ran at high frame rates, but had terrible stuttering issues
Its not a hardware spec problem , its a PC I/O problem. The new consoles are still way ahead of pc when it comes to moving huge chunks of data around effeciently, bypassing the cpu.
We need direct storage on pc to mitigage this problem
Gamed on console my entire life up until just a couple years ago and what I noticed is games tend to run like garbage for months on pc before they're fixed while it always worked fine on console on release.
Yeah pretty much always been like this. Coin flip if a game works well on release.
It’s mostly do to the more broad range of hardware and it’s impossible to find everything wrong with every unique hardware configuration where as on console it’s tailored to the hardware that will never change on the console so it’s easier to optimize it. Of course not ever studio either does it right or even optimize it at all but it’s not as common of things going wrong then on pc because of the more broad differences on pc hardware.
Well i mean... console may "function" well...
But its stuck at 60 or 120fps
I've accostumed playing a 144+ fps, and playing the ps4 makes my eyes bleed
@@FurryestX Yeah, I play the same. At 144fps and I've noticed that once you play past 60fps for so long, It's stupid hard to go back to console lol. It looks very jittery.
I don’t get the obsession behind framerate, unless your on mouse and keyboard close up to a monitor. It is near impossible to notice the framerate unless its very inconsistent. Stable framerates with good frame pacing/timing can even make 30fps look smooth. 120+ fps is reserved for ultra competitive shooters, i see no benefit on gaining such frames on a singleplayer experience.
When you dropped the steam deck at 2:51, I also made the same face when I dropped mines lmao
I've been a PC gamer and programmer for at least 25 years. I've seen the evolution from writing your own interface to the dozens of cards out there (at the time - I know there are more now). You had to write your own application drivers in many cases for these cards. Then Microsoft came along and invented DirectX and things got a little easier. DirectX had a rocky start, and it didn't always have support, so you still had to actually write your own drivers many times. It wasn't until DirectX hit around 7 or 8 that card manufacturers started paying attention, and they started making their cards DirectX compliant. Then Unity and Unreal came along (not the first engines by far, but by far the most popular) and changed the landscape even more.
Honestly, it's easier than ever to write a cross platform game for Android, iOS, XBox, and Windows then it ever was before. I realize that the landscape is wide, but a good developer will recognize that and provide scaling options in their game to compensate. It requires more work on the developer's part, but that's not a fault of the landscape. In many cases in this business as well (and I worked in it briefly when I started my career) deadlines are ridiculous and they are set in stone. I was a lead developer, and defacto manager, and I can't tell you how many times I argued with the producers about needed more development or QA time before we shipped something. I almost always lost those arguments, and consequently we shipped sh!t many times. We were a small shop that mostly did platform conversions (and occasionally rewrites) and since we had a contract with Disney we had a couple of in-house mobile titles. If you played J2ME games in the Y2K days and you swear it ran better on another handset than the one you were playing on then it was probably one of our ports :P.
The problem you lament about is both a blessing and a curse though, and the primary reason why PC gaming will always > console gaming. Consoles are obsolete when they are released. There is no way, in many cases, to upgrade the console to take advantage of newer technology. You have to wait for the next generation, which, when it's released, will also be obsolete. In the meantime with PC gaming, if I have the money, I can upgrade my memory, my hard drive to an SD drive, and I can buy a better card. I can even go so far as upgrading my motherboard to take advantage of the next generation of CPUs. As long as the memory technology doesn't change (from DDR4 to DDR5 for example), then everything else is reusable. Even if memory technology changes, then that would be considered part of the upgrade cost.
Very informative post. Thank you for sharing your POV
It’s also a positive that consoles can’t be upgraded because you actually get a tailored experience for a single platform as opposed to all the things that can come up on PC. In the case of bad ports throwing better hardware at the issue only goes so far if there are underlying issues. I really don’t think either is better than the other, both have pros and cons.
@@Edmundostudios it means as the generation goes on the console version will be running of even lower graphics settings, perform at lower res and/or frames to keep up. Also it sucks how classic games are stuck at the same performance on a ps5 or series as it did on the previous gen console - for example 30fps at 1080p for arkham knight on a ps5.
@@Edmundostudios how about the complex titles designed from scratch taking complete advantage of the hardware. Your BoTWs, Ocarina of Time, Super Mario 64, Last of Us PS3 etc.I’d argue we wouldn’t have real games any of the true greats without these limitations. This guy is just making the same old tired arguement of oh 64gbs of ram is better. New SaM feature new so better so must have it. It’s flawed reasoning.
Now that you bring up negotiating development time and contracts
Do you think agile aproaches like scrum had a hand at the current phenomenon of games being released in a so called "unfinished" state? Do you think this might be an indirect consequence of the "shippable" product increment approach?
It's a genuine question born from curiosity. I've been recently studying agile methodologies and I couldn't help but wonder about that. I obviously don't expect it to be as simple as that
Great discussion. Personally I've always been a console gamer, but only coz i enjoy gaming on the couch laid back. I like the game preservation and the wonders and performance that PC gives but I don't think it'll ever bring me over when it comes back to the laid back convenience of just picking up a controller and bumming on the couch gaming without all the permutations
this issue happened allot to me when Fortnite went unreal 5. ever since i've swapped to a series X. i've been converted back to a console gamer because of how inconsistent it was to play games on pc. my pc is now an emulation and indie game machine
10:13 Wish I could have seen that epic battle between future Muta and past Muta to see who would finish the vid.
It gets serious when Muta doesn't laugh at this serious matter regarding PC gaming in general.
I wanted to stream Xenoblade X for a friend so I finally set up Cemu, and that was a huge issue. My computer could beast through the game, but all of the shaders would make it a complete mess. The biggest recommendation was just to start a dummy file, cheat a mech and flight module early, and fly over every goddman area and every enemy you can, and then the only ones left to compile would be effects, npcs, and locations exclusive to battles and story events.
cemu has an async shader compilation option so you shouldnt have any stuttering issues, ive played xbx myself on cemu and it didnt stutter
Stutter on PC vr is the only reason why I bought the psvr2, the stutters bother me so much, and its nice that the ps5 doesn't have any stutters at all. Also RE8 might be the most fun vr game I've ever played
@15:10 I agree 100%, this is a brilliant idea that companies should embrace. If they pay for DRM and that DRM gets cracked, at that point it only serves to inconvenience the paying customers and should be removed entirely. On top of that, that should create an incentive between publishers and DRM developers to haggle how much DRM is actually worth in dollars. Maybe have a contract where they have to guarantee the game won't be cracked for a certain amount of time and if it is, the DRM devs get penalized somehow. Maybe it will eventually make the entire DRM market die.
2:50
we MUST know what the thing that fell was
The Steam Deck
@@Soup-man Oof
Crazy the range of FPS I get in Hogwarts, 90 here, 110 there, 45 THERE. Real fun. Stuttering can be an issue too in that game, I just hope they patch it to perform more consistently.
Patching wont fix it. Its an asset streaming issue. You can reduce the stutters somewhat by lowering the texture quality. We need Direct Storage or else every game is gonna turn into stuttering messes cuz pc legacy I/O isnt equipped to handle this massive level of data effeciently.
My only issue is how people will react to my personal decision of emulating old games.
I do the same, and personally I think it's really cool
Bruh
I’ve got no issue with that.
Those people are stupid just do it
@The wanderer That's also a great way to look at it, I also like how I can make the games look and sometimes run better than on their original hardware.
Dayum, as a console pesant I can't really relate, as I couldn't picture myself affording a 2000+$ rig just to deal with an unoptimezed game, I really would support yall in this, but the same way PC players tell me "Just get a PC" when I advocate for gaming companies to integrate M&K support on console games, my uncharitable reaction to PC players dealing with unoptimized games is... "Just get a Console"
CONTEXT: this comment is supposed to be ironic and sarcastic, more so just a slight jab at the the few PC players that are arrogant and gatekeepy!
They are getting the KARMA 😂😂😂
What was that solution at 10:15 Muta, you cut yourself off trying to explain it lol
I've been using hacks like limiting the frame rate and turning down settings to minimize stutter, but some games I won't even play because the stuttering is so bad. And I have a 5800x3d with tuned 3733 ram and an undervolted 3080 so it's not my pc. This stuttering crap has got to be addressed and fixed industry-wide because it can't keep going on forever.
Definitely there are issues with all the variables that play to make shader compilation stutter a thing. However also there's the problem that I came across learning to develop games and is the speed that some projects are made. Unreal Engine is a great target to point at because (in my opinion) the way that the UE5 puts in front of you tools to develop a game. Stuff like putting in a single project thousands of elements and the engine "takes care" of everything else. Is a great technology, yes. But at the speed of development come something to sacrifice, (at least I and the youtuber @CodeAesthetic thinks so) what comes to sacrifice is either adaptability or performance. UE5 have great tools to take great care of the the 3 things (performance, adaptability and speed of development) but the easiest way to either start making something or make a huge game in not much time (and sometimes care) is focus only in the speed of development, adaptability comes almost automatically if the devs have a minimum idea what they are doing. But performance, require a lot more work that can not be done at the same time that having a ultrasonic developing, at least in the style that a lot of games seems to take. By taking a concept, making a mockup or something and then expand in the mockup or go full speed head first to developing something that sounds catchy. The result always seems to be a lot of assets, a lot of modular pieces smooshed together to try economize time and effort. Instead of investing some time to think how the game should work, use what is necessary and making things at the size of the need.
Sugar honey ice tea. Again I'v wasted 15 min to put a comment in the sea of the internet. Who cares? LOL
Lol that sudden self awareness at the end 😂😂😂 was very informative though
thats why im happy that ive got the steam deck. for some reason i spend more time fixing some stuff in pc just to get the game working and finding the sweet spot experience but most of the time still cant get it. on the other hand with steam deck it feels like just plug and play, although its not powerful to play aaa games but i realized i enjoy more indie games and discovering more good games from them. and that just gave me joy
Glad someone brought it up also it seems like every game im interested in had issues on pc so i just moved to ps5. I was a pc gamer for quite long but things are just ridiculous now.
I'm of the mind that I don't need to play a new game __immediately__. As much as I love games that aren't broken at launch, I'm fine playing them a year late too.
And also 2 decades later. And because of that I'll never go back to console gaming.
@@bikechan9903can’t help but agree. Used to be a hardcore console gamer for YEARS. I got into over gaming around the early 2010s and never looked back. I still have my ps4 I brought back then and have a few games for it, but it sits and collects dust. I do love my ps3 though, play it ever once and awhile for nostalgia reasons.
That episode where Muta broke his Steam deck.
4090 and experience stutter ingame. The data storage use is so inefficient generally on all pcs to the point that it just drives me insane that a console runs better than a good PC.
100% true.
14:49, whoa, Denuvo DRM wasn't removed, it was simply bypassed. Performance is still identical across both versions.
this is one of my biggest pet peeves in PC gaming - why are all the increases in relation to raytracing, shadows, shaders, and lighting effects.
I just care about level of detail and texture, I typically turn all the lighting settings to low if not off, but many AAA games of late have only had a few options available outside of raytracing, which is just ridiculous
This is why my gaming PC (5800X3D, RTX 3080) is mostly used for web browsing, TH-cam, and stuff like that... I game mostly on my PS5. Yes I know I will get far less fidelity and lower framerates on the PS5, but it just works. Then again I also work in front of computers 8 hours a day, so the idea of coming home and turning on yet another computer to game on isn't really that alluring - which is a major reason as to why I prefer consoles honestly.
I think the next step in PC gameing hardware in general will be a more integrated architecture where CPU, GPU and RAM chiplets are on a single package.
This will reduce the amount of pc combinations developers will now only optimise for known hardware combinations, insted of thousads.
It’s to the point now where the PC version of new AAA games is the one you DONT wanna play at launch. Case and point Wo-long fallen dynasty.
As a PC gamer I've been thinking about getting a PS5 just to enjoy new games the way developers intended to.
Honestly why I never got into PC. In general you have to pick and fiddle with all the settings to see what makes it work and look best. Console is just plug n play.
@@hazelcrispAnd if something goes wrong, I know the console is at fault.
If I'm on the PC and something goes wrong, guess I'm doing some work to find the problem before playing the actual game
bruh this was a perfect video to talk about the tarkov problem along with these other games too and you fumbled the bag :(
damn
I'm sad you didn't talk about Dolphin's shader stutter solution beyond that brief mention. I think their solution has some value; having a sort of intermediary shader cache that can be used for compilation across multiple different system configurations would help mitigate the stutter a lot. Sure, that might not be feasible to implement on a per-game basis, but if it's available as an engine-level feature, that really could help. Of course, how much that would help is subject to whether or not the devs actually do the work of caching all the shaders, but if they don't we'd be able to share our caches with one another without worry.
This is actually what Steam does with OpenGL and Vulkan games. If you have a given PC config it will actually sync the shaders with the steam cloud.
2020 muda: i dont like playing on console
2021 muda: i emulate old games on my pc
2022 muda: pirate games that are gonna be lost forever
2023 muda: pc gaming is becoming problematic
Me: very confused
I love that you are out here preaching the importance of game preservation and online communities that work to keep these games alive and well as tech evolves. Not necessarily the point of this vid in particular, but god bless you and keep you.
One of my favourite things about pc gaming is that all of my controllers from 1996 to current work. I dont loose access to those controllers every time a new console / pc upgrade is invented.
Really great video. Thank you for sharing this knowledge. It really will help me in deciding my next move towards pc gaming or console gaming. I have a mid range gaming pc and have faced this shader compilation issue a lot. I have been thinking that a faster or better configuration will be helpful. But it looks like as games get frequent updates and patches, there is no escaping for this reality. I think this is where steam deck (current or future versions) can play a big role to address this pain point for pc gaming.
Honestly emulators are amazing it allows fans better access to the games they love by being able to play them on newer hardware, if you don't have certain hardware to play new games this is a good option
@Detector ⸜⁄ nah
I have a low end pc (I5 with integrated graphics) and can't play Hogwarts Legacy at all. Even with the low end settings of the game I wouldn't be able to even stream it on Twitch without it giving my pc issues. I can play Sims 4 really no problem on moderate settings. So I haven't even seen much gameplay of that game besides to get the redeems from Twitch so when my copy on ps4 comes in the mail I will be able to actually experience the game for myself. A lot of people tell me just buy a new pc but to get a basic gaming pc I would need to spend minimum of $1k and I don't have that kind of money lying around (and I don't recommend doing rent to own or payment plans because of interest rates)
In South East Asia, interest in PC gaming nosedived. The new generation of kids stick to their mobile phones and have less interest in building a PC dedicated to gaming. I stopped at 1070 Ti, after that everything is expensive. I just bought a PS5, saved a lot of money. I miss the amazing old days where an average person like me can easily update my graphics card because it doesn’t cost an arm and leg.
6:42 in the kill feed.. 'PowerBottomDad' HAHAHA
I’d argue you’re more of a console gamer (because of your love for emulators of console games) at heart and enjoy the perks of PC gaming. That’s not an accusation because I’m the same way. It still blows my mind how well the MGS HD collection runs on my Steam Deck. Everything has it’s perks and trade offs. But I’m not you so maybe it’s different for you.
Also I think every Steam Deck owner made the same face at 2:53 lol
He's also sworn off pc gaming in a previous video.
I don't see this problem going away, I only see it getting worse. A lot of PC gamers don't want to accept that the biggest strength of our platform, building your own box, is simultaneously the biggest downfall of it. I game primarily on my Switch and PS5 and pretty much only use my PC as a multimedia device or to play cool indies on Steam. I feel for anyone who built a super beefy gaming rig to only be greeted with microstutters and other problems.
Cyberpunk 2077 runs great though, and I love all of the horny mods for it. So that's something.
100% agree, I play on PS5 and pc so notice it all the time. I sometimes buy games on steam play them think to myself it is stuttering, end up refunding it and buying on PS5 only to notice its smooter instantly. Cant see this issue going away anytime soon either
Muta pulling a Linus like a pro.
About stutter, yeah, I lost a gunfight yesterday on WZ2 because my game stuttered the moment red alert triggered, I flicked the mouse, a huge stutter and I was already getting shot, no chance of reaction. I watched the kill cam, my character didnt fluidly moved, it just instantly spinned from back to front and died. Its a game Im seriosly considering playing on PS5.
A game that did an amazing job on shader compilation is HiFi Rush, since the game is based on levels and a lot of level have loading zones when walking between doors, a lot of the shader compiling is done during the door transition animation, where you dont control the character, there is a massive stutter, yes, but on those few seconds you just walk thru a door and its stutter free until the next loading zone
Strangely, in Hogwarts Legacy specifically i am having more of a asset loading FPS drop (down to 20-30 at 1% and 0.1% low on specific time frames...), rather than stutter. Happens at same places or same actions (quick turn in crowded place) every time.
They did do a patch which helps alot and actually makes the game playable. But framerates are a bit all over the place still. But i don't actually get entite freeze frames. Just low fps rarely now.
Make sure u have it installed on an NVME or at least an ssd
@@JailerGamer Some obvious things you telling me.
Of course it is on NVME... UE4 is just shit
I’ve heard it said that Denuvo is being emulated in the background of the hogwarts legacy scene release. Stuttering isn’t alleviated in it, it’s an issue there too. I think we did see in the scene release of RE8 some stuttering issues relieved from removing Denuvo. But yeah this is a great video, saying out loud what I’ve been thinking the past couple years. Considering a PS5 now, already with a high end system and I’ve been PC gaming for 20 years
The problem is optimization. Companies dont give a fuck recently. It was bad PC port after bad PC port for half a decade now. In fact it was bad PC ports for a LOOOONG time now. Been PC gamer since 2001. Before when game was not working, that was it for PC. People would hear about it and mostly avoid the game. Since internet speed increased and DLC, patches and shit became norm, developers are always like release as is and if we get insane outlash we will fix, if not, who cares. The games we got in last two years are not better looking at all. Like people praise hogwarts because its their fan fantasy, but seriously, the game looks just decent in terms of graphics. Nothing special. I mean it runs worse than cyberpunk. Like cyberpunk had its big troubles, that is true, but it puts to shame these new games in terms of graphics and performance. Its simply that developers dont give a fuck. Buy 2000 euro GPU and shut the fuck up is their moto. Also the advancment of DLSS and FSR made developers dont give a fuck even more. Slap an FSR code in, its done. FSR and DLSS were made to increase even more FPS and make it go from high 120-130 fps to 180+ and with that high frame rate you wont even notice small artifacts. It was not made so your unoptimized broken game shit can go from unplayable 30 fps to 60 fps whilr running it in performance mode. But fanboys will stay fanboys. No one cared for elden ring and how dare you can say it is horrendous port, same for hogwarts and for COD. Like how the fuck does COD MW2 run so much worse than COD MW2019 when they are 99% same graphics? Like literally go watch Nick930 video comparing graphics. Nothung changed except that performance went to garbage. How? Since they didnt change engine and graphics, shouldnt it run even better now since they had years to further optimize? I guess not. Its the developers, they are at fault. PC players get shafted all the time and i honestly blame PC gamers mindset. When someone complains that the game is running poor on their decent system, usually PC master race retards just bash the people with "you should buy 4090 you poor shit". Its that mentality that makes it even worse and makes people complain less because they only have 3060 and because of that the fps should be complete and utter ass.
I miss the good old times of CS 1.6 and only two GPUs on the market.
Cemu, the WiiU emulator, implemented asynchronous shaders that just renders the game without shaders until the shaders are compiled, not pausing the game like many other games
There's a cut at 10:14 which might not be on purpose, might want to check it out
Great video tho, agree your thoughts, however people chase after convenience, and shader loads are an issue for them all the time
I got my first pc on Christmas, and I’ve learned so much from you, thank you❤
I'm fed up with PC gaming in general. Sometimes, it just works, and it's great. Had a great experience with Dead space remake. After that, I got Hogwarts legacy, and I immediately regretted not buying it on my PS5. FPS went anywhere from 90 to 11. My series X controller started losing connection in the most unfortunate moments until it just shut off completely every other minute, so I had a fun time troubleshooting that. With some recent patches, it seems fine now, except for the controller. It was always a piece of shit.
Haven't finished Doom eternal since its textures are glitching out for some reason. When I decided to replay Wolfenstein instead, it didn't work. Driver reinstall fixed it, but the next day, it was dead for good, and after some googling, I found out that the gamepass version is busted, so I just torrented that shit and started over. Plague tale crashed once and deleted all of my progress, haven't touched it since. That's just from recent months. I really doubt that I'll ever spend another 2k on a PC if the game devs can't be arsed to release an optimized port or do some upkeep on their games after a few years. At this point in my life, I just want things to work, and I would prefer to spend my free time playing a game instead of troubleshooting.
Just a heads-up the Hogwarts legacy crack by empress does not strip the game of the dreaded denuvo DRM. It only bypasses it. The DRM checks and trigger-points are still present in the executable. So it did not in fact gain any performance from the crack unfortunately.
Yeah, but his 2nd point is valid, once a game has been cracked why bother keeping the Denuvo license from that point? You're only worsening the product for the actual paying customers, it serves no purpose.
@@steviewonder0850 contracts with Irdeto
@@mihailcirlig8187 ok?
2:50 gave me flashbacks of the gfuel tower
PC Gaming is really hard to optimize. I believe it not only comes down to the developers optimizing the games for every hardware, but it's also the fact that windows out of the box is awfully optimized for gaming, there is so much shit going on in the background, telemetry, no updates for some drivers, its default power plans are trash, how interrupts are configured is trash...
Basically, the user has to tweak his own system if stuttering is really bothering. It's not just the shaders it's people's PC's running Windows and their hardware at stock configurations.
Im just a 3d artist/modeler but man it's no wonder any pc is brought to its knees for a few milisecs, shaders are super elavorate pieces, from ornate walls with full debris layers reactive to damage to steamy ramen bowls with edible noodles, none of that is (if done as shader) statically/tradiotionally modelled with textures added, it's all math and nodes and lots of parametric calculations it's honestly impressive. The liquid inside the bottles in half life alyx that reacts to physics is all just shader trickery too iirc.
I imagine the more games advance the more heavy they get in complex shaders, while the way to compress/decompress/handle them has likely not advanced as much. We were stuck in the ps4 era for very long and its funny that now when the new gen of consoles finally start to take off pcs that were already more powerful when those consoles come out find themselves struggling with how things work.
ohhh dear!! is the steam deck ok?? 😱😱Shader stutter is a new one, I've not heard of that, thanks muta!! I've always been a hardware chaser only to find out its not the hardware but other things to take into consideration when some games don't run as i expect them to! i don't hardware chase anymore 🤣🤣
Couldn't agree more...I have a fairly high end system with a 5900x, 32GB RAM, dual 1TB NVME and an RTX 4090 and with this kind of hardware I would expect to be able to have the "definitive" gaming experience. To a degree, I do, but these stutters drive me absolutely mental and it makes it really hard, if not impossible to enjoy and get fully immersed in a game. It ALMOST makes me want to go back to being a console gamer again (haven't used one since Xbox 360/PS3), but I just love the freedom a PC gaming experience can give me. I'm also a tinkerer, so I sometimes don't mind having to go and modify config files and install mods or whatever to get a game running up to my standards. But it's getting to the point that almost no amount of dicking around with files will fix some games anymore.
I also agree wholeheartedly that once the game is cracked/pirated, the developers should remove the DRM from the game, especially if it's been shown to be contributing to a games performance problems, like in the case of Hogwarts Legacy. Supposedly the whole point of having Denuvo on a game was in order for it to survive the initial launch phase to hopefully maximize sales. But honestly I think Denuvo hurts sales more than bolsters it. Most people that pirate games weren't ever going to buy your game regardless, they'll just wait until it inevitably gets cracked. But there are tons of people out there that 100% WILL NOT buy your game just because Denuvo is attached to it.
I don't know why, but Warframe on Wine/Proton is exceptionally terrible when it comes to shaders. It seems like it has to recompile the shaders every other day for some reason, it takes hours to process everything unless I skip Steam's own thing, and in the process it generates GIGABYTES of data.
You're trying to do something besides web browsing on Linux. You expect it to work well? lol
13:42 I disagree with this entire take. As I mentioned in my other comment, Shader compilation has been an issue since shaders were introduced with DirectX 8 and OpenGL 1.5 a whopping 20 years ago.
If the developers/publisher can't be arsed to even preload/precompile where appropriate (e.g. the loading screen), like *everyone* knew to do a decade ago, it is 100% entirely their fault.
While Steam's workaround for it by shipping captured openGL/Vulkan shaders is neat, that is just valve doing the job the developer/publisher should have done in the first place.
On a side node, most drivers are working on a vulkan pipeline feature called 'fast link'. Nvidia's implementation is currently able to do 250 links per ms.
Yes, that's 250k shaders per second, if you devote the entire second to just linking shaders.
I wanna know if the steam deck is okay
I have a 3080ti and Ryzen 9 and my pc has been collecting dust because I'm tired of stuttering. I've considered selling it at this point. Been using my PS5 with no issues. Absolutely ridiculous
What I don’t understand is why don’t games have an option to let you precompile all the shaders in the game? Or compile shaders asynchronously as various emulators like Cemu and RPCS3 let you do.
For me it's Hogsmead. That place is like a no-zone when it comes to stuttering.
When DLSS and FSR came out. I said it was a bad thing and horrible as a whole. Why? Well, it’s not DLSS and FSR themselves that I hate. The reason why I dislike them however is because I KNEW that rather than being supplementary to products it was going to be used as a replacement instead. No optimizing needed, just slap on DLSS/FSR and call it a day. And look where we are.
God I *HATE* being right as a pessimist.
You jinxed us! ( get em guys !) *proceeds to act like RE4 remake mobs*
2:15 Don't forget mods Muta
The PC modding community is way larger than mods on other systems
It's ironic that DX12 and Vulkan were supposed to provide more performance by getting developers closer to the "metal". And that lower level programming is why shaders need compiling in the first place. UE4 perhaps being the worst offender for how it handles this, but there's not many other engines that exactly get a gold star. But if you've been PC gaming for as long as I have, you've been through this whole song and dance before. Seems to happen during each console generational transition. 2005 to 2008(ish) had some legendarily awful PC ports. Strait up broken with DRM that makes Denuvo look like an obese mall cop. I'd keep an eye on UE5. It's supposed to fix the problem. I haven't heard people complaining about stuttering issues in Fortnite.
Last generation was more of an exception because the hardware was so weak on consoles that many older PCs were still able to compete and surpass those systems for many years which might be why people see that time as a good time for PC ports. PS5 and SX are fairly decent machines and match mid spec systems now and with optimisations can often pass them, as seen again meh ports like Forspoken etc where 8GB 3070 will fall behind the consoles even though that GPU alone still costs more than the console itself.
Supposedly Fortnite still has slight stuttering on PC and it uses UE5.1. Epic says they are working on it but if it’s taking them (the engine makers) this long then it might not be an easy fix. How DX12 is built is another part of the problem as well not just UE.
When I saw the deck I was thinking "I wonder if they make cases for the steam deck, I imagine they don't react well to dro-"
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You jinxed him….
9:30 Every time I launch Hogwarts Legacy I see "Preparing Sharers...." There were no changes to anything. No driver updates, no game updates, no hardware changes. It does this EVERY TIME I launch the game, but only takes like
My solution is just ignore new games for a year or two so they have time to patch out all the bugs
I got into cp2077 2 years after it released and had a great time
they will also be dirt cheap on steam sales, I have not paid full price for a pc game in a long time, it helps being a mostly single player gamer
This is really smart, obviously most people don't have the patience but if you can do it, you will have a great experience and save a lot of money in the process.
@@KingcoleIIV Most games can be completed in 10 hours or less and usually don't have much replay value when it comes to games based more on a story than gameplay. It's definitely not worth paying full price especially since games where I live went up by $10, so now all retail for $90. I have a friend who wastes money on these new games... pays $90 for each, plays it once, and never plays it again
@@finkamain1621 time you enjoyed is not wasted money
Thank you brother. Im about to buy a ps5 pro because you convinced me that even if I will buy 2k usd pc setup i might not be happy due to stuttering etc. I would feel terrible if my 4080 didnt perform...
Along with the way optimisations are going, it truly is a grim future for PC gamers.
it is not because most PC gamers don't hop from one new 60$ game to another but rather stick with one or a handful of games for thousands of hours. way different habits than console gamers.
@@baraka629 fr im so jealous of pc gamers 😂
I have no idea why devs can't just have one size fits all approach to PC hardware when it comes to shaders. There are set hardware standards on what hardware can do and "shader model 6" is "shader model 6" on every single DX12-compliant GPU. Assembly code will work the same for most graphics cards out there, apart from maybe a few edge cases where you just want your shader to do specific things that are known to run faster on, say, Radeon. But you can pre-compile even for that case most of the time.
I think things are also made worse due to "general purpose" engines like Unreal and Unity which are made so that you can make all kinds of wildly different stuff with them and, coupled with what is written above, devs just don't want to bother focusing on cutting out unneeded things during development time - if the system will take care of these things automatically... at game time. Every time.
Irony is that devs do just that for mobile - they gut Unity and Unreal hard - and, look, "compiling shaders" isn't ruining your experience!
But mobile gaming is trash, fu-
Its a shame that we've slid back into a PC darkage. Rip to the early-late 2010's era
There's a lot of hardware configurations, but things are FAR more standardized now than they were 20 years ago. Yet games are less stable.
I was going to counter argue this but then realized that "20 years ago" is no longer the 90s where intel was pretty much the only way to go for PC gaming.
No, they are not less stable. I remember constantly tweaking config files during the mid-2000s to make games run properly. Also, if you're on Steam the shader cache is automaltically shared between users with the same GPUs so there is no problem.
@@GaliosUA Tweaking config files does not compare to entire games releasing in unplayable states for every single computer with no real solution on the user side.
It's one thing to improve performance, but stability as a whole is about crashes and freezes. Not the general performance.
Hardware at the time was much more modular and complicated. And tech in it's infancy. Now things are pretty standardized. For most PC's they just need a GPU. There's no all kinds of weird components and cards plugged into other cards. SLI is even dead.
It should be easier, it was easier for a while, but lately it's not.
IMO I think PC gamers should stop tolerating the need to have to make games work themselves. I feel like that lead to this problem.
I seriously don't understand why games don't offer a "Pre-Compile Shaders" option before you play the game. I don't care if I have to wait an hour before my first launch, it already takes tons of time for Blu-rays to install on consoles to begin with.
As I said in my comment, I LOVED DX12 and especially Vulkan at first because this was a feature and some devs were using it, and now for some reason it feels like no one is using it except emulators