![]() ![]() Fixed an issue that resulted in reduced performance when switching between different graphics settings presets without restarting the system.Added a separate option to enable tessellation on tree models within the Graphics settings menu.Fixed an issue that resulted in VRAM usage estimation for pending settings changes to be slightly different to the actual usage once the settings were applied.Fixed an issue that resulted in the game setting a default graphics preset that was unsupported by the amount of available VRAM on some graphics cards, preventing the game from launching.Improved the auto-detection of system hardware so that the recommended default graphics settings will provide higher performance.Fixed an issue that resulted in the game launching in a window larger than the maximum resolution of the attached display when using Windowed display mode.Players who previously encountered these issues should enable HDR through the Windows Display Settings prior to launching the game Fixed issues that resulted in the incorrect detection of devices and problems switching between SDR and HDR modes.Fixed an issue that resulted in the game becoming stuck in Windowed Borderless mode instead of Fullscreen mode if the game lost focus or certain graphics settings were changed under DirectX 12.Fixed an issue that resulted in graphics problems when using Fullscreen mode on systems with multiple displays.Fixed an issue that resulted in audio stuttering and sound drops on some CPUs when using Vulkan.Added improvements for performance and stability on graphics cards with 4GB of VRAM or less when using Vulkan.Added an additional launch argument (-cpuLoadRebalancing) to rebalance workload on the CPU cores and avoid hitting an edge-case in certain NVIDIA graphics card drivers that causes significant stalls on 4-core and 6-core CPUs.Outside of that, the patch brings a tonne of improvements to Vulkan-related issues, and a big fix to the in-game benchmark to resolve some of the crashing that would occur after benchmark runs.ġ.14 also features plenty of interface, stability and general fixes, which we've rounded-up in full below. Rockstar has a support article dedicated to explaining how to to do that, should you run into that particular problem. The workaround is essentially a command line that eases up the CPU load slightly. The patch implements fixes for that, but also adds a workaround while the developer works with Nvidia to solve it permanently. ![]() The biggest is the stuttering issue some players have reported, which Rockstar says is caused by certain configurations of Nvidia GPUs and four and six-core CPUs. The patch weighs in at 2.91GB and tackles a number of problems. ![]() Rockstar has dropped update 1.14 on for all Red Dead Redemption 2 players on PC, as promised. Unreal Engine is used by a massive number of game studios.Red Dead Redemption 2's biggest PC update yet has arrived. Now, why is it that this issue is so important that I have basically thrown PC gaming under the bus?ġ. And because of DX12, it's not only UE4 games with issues - we're also seeing it games running on other engines too, like Elden Ring and Hitman 3. Ghostwire, Stray, Sackboy on release, Callisto Protocol, Final Fantasy 7 in DX12 mode, Shadow Warrior 3 - the list goes on and on and on. So not only do we get UE4 games exhibiting the typical shite we've dealt with for years, we now see even more severe shader compilation stutter too. Now in the last couple of years we throw the DX12 API into the mix, which itself has issues with stutter. The issues have flown under the radar for so long and it's a combination of the shitty engine, developer incompetence, and apologism for all of the above by gamers with low standards (see: the cavalcade of "it runs fine on my PC!" comments whenever it was brought up). Even so-called 'good' releases like Days Gone can have a bit of it. Over the last several years i've seen world streaming hitches in Dragon Quest XI, The Outer Worlds, and Jedi Fallen Order. The trend worsened with Unreal Engine 4, yet no one seemed to really do anything about it for a whole generation. Funny thing is that game's issues just seems like your typical AAA PC release nowadays. Peak UE3 was the Arkham Knight release, which was so terrible Warner Bros had to pull it from sale. We had to put up with some amount of this bullshit all the way back in the Unreal Engine 3 days (I can still remember all the config tweaks for VRAM utilization and texture pooling I had to use back in the early 2010s). Issues with games stuttering and not running well is not a new issue at all. I was primarily a PC gamer for over 10 years (Radeon HD 4890 -> GTX570 -> GTX780 -> GTX1080 -> RTX3070). ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |