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My time on this planet is coming to an end, but I still work, so any free time I have to game is way more precious than money. Fuck it, I’m buying this and playing it tonight.
It doesn't come out until Tuesday.

Deluxe edition pre-orders get to play it tomorrow, apparently.
 
I thought midnight tonight? Now I have to try to stay awake. LOL
 
I thought midnight tonight? Now I have to try to stay awake. LOL
Midnight is technically tomorrow. If you're west of eastern time in the US or Canada then you can play it tonight.
 
1728221522373.jpeg


I'm 6.5 hours in and just got the hour hand for the grandfather clock.

There is traversal stutter, not major but it's there. Also when you're well into the streets after doing the jukebox it seems to stutter a bit more during the windy bit.

I can tolerate these though as they are no the massive ones like we see on Jedi Survivor.

Playing with mouse and KB feels responsive and intuitive in the game, though I do find the way the inventory is navigated and the map annoying as the movement is with the WASD keys. Enjoying it though, the atmosphere with modern fog and sound is awesome, especially through headphones.

Technical observation
  • There is no frame generation
  • DLSS dll version is 3.5.10, so be sure to manually swap the dll to the latest 3.7.20 and enable Preset E with DLSSTweaks for the best upscale quality
  • DLSS Performance for 4K output is perfectly nice quality, clean and crisp
  • There is no DLAA or NativeAA option, only UE's internal TAA if you opt to not use DLSS/FSR/XeSS.
  • Ray tracing seems to make the most difference on water reflections my removing the screen space reflections that go out of whack when the puddles go out of screen space. Otherwise anywhere else so far RT seems to only make a minimal difference it seems. RT has on average a 24fps hit on a 4090. IMGsli here. And for an indoor scene with light spill where RT on vs off shows a bigger difference, see here.
  • Average framerate for me seems to hover between 85fps and 105fps depending on area, it can fluctuate slightly above or slightly below this range. VRR sorts out the frametime inconsistency. Seems the frametime graph line is never truly flat like in other games, it's always a bit "alive" if that makes sense, see my video below:

  • There is no FOV slider
  • Because there is no Frame Gen, there is no Reflex
  • There is a texture AA mode which has FXAA/TXAA etc, even when you enable DLSS, cannot determine is this is actually being used when an upscaler is enabled
  • FSR1 and FSR3 feature, why the hell does it have FSR1 lol....
  • The FPS cap in game is only 30fps or 60fps and of course uncapped, you'll need to use GPU driver or RTSS to set a custom FPS cap if you want that above 60fps.
  • And 75fps+ the motion smoothness and mouse camera latency is perfectly fine which was nice to see, this is with a 1000Hz mouse
  • The level of texture detail and general lighting etc is excellent. There is some Lumen GI at play but not in all areas, like if you open the doorway in the loo at the start, light floods in and illuminates areas of the walls of the loo that would hit the light
  • In SDR (default gamma) pitch black areas are slightly faded black, not as faded as Wukong, but still faded. in HDR mode with the max luminance set to whatever mode the OLED is set to for HDR, and the "HDR Brightness" lowered slightly but not set to the lowest, pitch black areas are much darker than the faded black in SDR mode, though still not perfectly black which is still fine. In this mode the game looks good as many areas are very dark and this works well, although after further testing in SDR mode, I found I can replicate the HDR black level mentioned by setting the SDR gamma calibration to 1.6. Anyone on an OLED monitor should use either HDR and tweak the HDR brightness slider, or in SDR set the SDR gamma to 1.6 and then both will retain good black levels
  • The weird frametime issues seem to be gone when you get to Bluecreek Apartments and as such it's basically 100fps most of the time there now. This is definitely an optimisation issue as I can see at least 1 CPU core in Wood Side sitting at 1% so is obviously parked. Reminds me of Last of Us when that launched and had CPU optimisation issues until they patched it up. For me the 4090 is brute forcing its way through the lack of CPU multithreaded optimisation I'd say.

^^ The HDR quality version may not have processed yet on YouTube so might be worth checking back later.
  • When I close the game and go back to desktop, UE crash reporter says the game crashed even though it exited fine (weird)
  • No problems with hair, everything maxed out and hair seems to look superb
At present it's a nostalgia-fest and enjoyable, I'd rate it an 8/10 as it is great fun and actually made me jump a bunch of times. Play it with headphones for high quality hifi speakers for the best immersion as the sound is immense.
 
Enabled Ray reconstruction now too hah.

r.NGX.DLSS.denoisermode=1
r.Lumen.Reflections.BilateralFilter=0
r.Lumen.Reflections.ScreenSpaceReconstruction=0
r.lumen.Reflections.Temporal=0
r.Shadow.Denoiser=0
 
robbiekhan : You can get a smooth frametime graph (traversal stuttering excluded of course) by limiting fps with MSI Afterburner/RTSS. I would not recommend using ingame limiter.

From my testing playing with 60fps locked via MSI Afterburner/RTSS also makes the traversal stuttering more bearable and improves frametimes in general.
 
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Yeah 70-75fps locked in RTSS for me for games like this typically if they have optimisation issues but are fine when locked to a nominal average like 75 on my rig

Btw FSR3 FG only works when using FSR upscaling, so you make the image quality look like turd due to FSR's instability to gain more fps. Pass!
 
Sounds like basic PC functions missing or not working.. Will be passing till its 15-20$
 
I'm really looking forward to this one. It looks like they've done a great job with it.
 
I'm really looking forward to this one. It looks like they've done a great job with it.

Agreed.

I’m reading that it takes maybe 15-20 hours to complete though. Hard for me to justify the price tag if there’s not much in terms of replayability, but with how well it’s doing it’ll likely be a long time before we see a decent sale.
 

Was just about to post this myself. I've been kinda torn on picking this up and which platform to if I decide to. But it seems this is another case where we're better off waiting for sale and hopefully the stutter issues are mostly patched up by then. If it performed well at launch, I would be much more inclined to buy now as a huge SH fan that's played through almost all of the mainline games.
 
A performance mod is almost mandatory until the game is patched, there's quite a few to choose from. I've heard there's players with 4090s capping their FPS at 30 to minimize the effect of stuttering - crazy. I'm using this performance mod, seems to work fine so far.
 
The stuttering was really bothering me until I stumbled across a potential fix… things really seemed to settle after I took two Tylenols with codeine. If you have some pot, that might work too.
:ROFLMAO:
 
Kidding aside, Alex from DF is right: ultimately, the game is ruined by the stutter. At first, it didn’t seem too bad… but I’m abandoning this, even though I don’t want to.

Weirdly, gameplay in the outdoor areas is relatively smooth - but if you’re indoors it’s just atrocious. Did the reviewers actually play the game? It’s just plain broken.
 
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Finished the game a couple days ago. Thought they did it justice, though I disliked their other projects. I’ll probably do another playthrough and then go back through the original yet again.

Stutter sucked bad, but that’s been UE games for quite some time in my experience…
 
The stuttering was really bothering me until I stumbled across a potential fix… things really seemed to settle after I took two Tylenols with codeine. If you have some pot, that might work too.
Dude, that's going to send you to Silent Hill in real life...
 
Agreed.

I’m reading that it takes maybe 15-20 hours to complete though. Hard for me to justify the price tag if there’s not much in terms of replayability, but with how well it’s doing it’ll likely be a long time before we see a decent sale.
The original was 7-9 hours your first playthrough. Subsequent playthroughs are 2-3 hours. I played through it for the first time last year in a long time and was able to finish a fresh NG casually in under 5 hours. It takes at least 3 playthroughs to get all the bonuses, and there are six different endings. The remake includes all that and 2 new endings. In other words, there is plenty of replayability.
 
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First patch went live.

https://store.steampowered.com/news/app/2124490/view/4538031421716523316

PATCH 1.04 CHANGELOG:

Technical
- Reduced visual glitches when using the latest version of NVIDIA DLSS.
- Added an option to enable DLSS frame generation in the menu when using DLSS for supersampling.
- NVIDIA Reflex is now active when DLSS frame generation is enabled.
- Added support for AMD FSR 3.1.1.
- Added an option to enable AMD Fluid Motion Frames in the menu when using FSR 3.1 for supersampling.
- Updated Intel Nanites to support upcoming driver updates.
- Improved performance and optimization for Steam Deck.
- Fixed stuttering issues related to sky map generation.
- Added an option to enable/disable HZB culling to fix stuttering on some AMD/Intel GPUs.
- All graphic settings should be saved locally.

Gameplay
- Fixed an issue with translation for UI “High” preset not being translated and displayed correctly
- Fixed an issue with Wooden Plank appearing during James’ death animation
- Fixed streaming issue where staring at the walls inside the Grand Market caused problems with loading all of the environment around James
- Fixed an issue where interacting with the wrong side of the peephole in Brookhaven Hospital teleported James to the other side
- Fixed an issue where breaking windows near Neely’s Bar got James stuck in the window frame
- Fixed an issue that allowed James to access the inaccessible balcony in Blue Creek Apartments
- Fixed an issue with Abstract Daddy’s behavior during boss fight where the enemy was not hitting James properly
- Fixed multiple issues with Abstract Daddy’s 3rd TV – it should now have the correct audio, and the wall won’t interfere with its position
- Fixed an issue with a question mark from the Conference Room not disappearing after obtaining Cinderella figurine in Lakeview Hotel
- Fixed an issue with collision detection with the Dayroom walls in Brookhaven Hospital
- Fixed an issue where James was falling under the map when approaching Laura entering Brookhaven Hospital from the bushes on the left
- Removed debug numbers displayed behind wallpapers in Blue Creek Apartments' Clock Room
- Resolved an issue with James not being able to leave the 3F corridor in the Lakeview Hotel
- Fixed an issue with the lightbulb on the 3rd floor of Blue Creek Apartments constantly switching on and being impervious to destruction
- Resolved an issue with the small coffee table blocking James in the corner of the room located in Woodside Apartments
- Fixed an issue where after completing the Disgust Path in Labyrinth, the player was forced to do it all over again
- Fixed an issue with Spider Mannequins getting stuck when attacking James while he is going through squeeze traversal
- Fixed an issue with James getting stuck in the window frame while attacking Lying Figures located outside of the window
- Added more natural movement for James when switching weapons while aiming
- Fixed an issue with triggering Spider Mannequin event on Fear Path in the Labyrinth multiple times
- Improved the ability to pick up items during the final boss fight
- Fixed an issue with picture frames overlapping in the Moth Room
- Improved the deformation of Nurses’ skirts
- Fixed an issue occurring when displaying the information about unlocking NewGame+ which didn’t appear in the player’s chosen language
- Fixed visible unloading of the door of an abandoned garage in the west side of South Vale
- Fixed question mark on the map during Chute Puzzle in Woodside Apartments
 
Over 30 fixes in one patch.. I'm so glad i don't buy games new anymore lmao...
 
Holy crap… for me (4090-4K) that patch has made the game playable now.

I actually quit playing because of the atrocious stuttering that took place indoors (the big apartment level) but it’s pretty good now.

There’s still traversal stutter, but the other stutter, the continuous stutter, has virtually been eliminated.
 
Still a stuttering mess for me even after the latest patch. 4k DLSS Performance + FG on a 4090.

I'm about an hour and a half in, and the "combat" is absolutely miserable. Repeatedly whacking things with a wooden plank, and a clumsy dodge. Reminds me of Callisto Protocol, just not quite as dumbed down. If I wanted to be "challenged" by pressing the dodge button at the right time, I'd go play a From Software game. Definitely dropping down to easy difficulty next time I play
 
I'm about an hour and a half in, and the "combat" is absolutely miserable. Repeatedly whacking things with a wooden plank, and a clumsy dodge. Reminds me of Callisto Protocol, just not quite as dumbed down. If I wanted to be "challenged" by pressing the dodge button at the right time, I'd go play a From Software game. Definitely dropping down to easy difficulty next time I play
Serious question: did you play the original SH2? Because combat was always kinda intentionally bad in many these survival horror titles. It was often clunky, awkward or unwieldy by design in order to drive tension and merely be a vehicle to help drive the story forward rather than a focal point of the game. I haven't played the remake yet but from what I've seen (and from your description) it appears to be faithful to the original in that regard.

Since this is a remake and not a remaster I suppose you could make the argument that the combat system should have been refined or updated to more modern standards, but I suspect that would've risked dumbing things down or changing the core formula mentioned above. One would think that Bloober Team consulted with the fans or at least did some surveys/research to see what most folks wanted to see in a remake (and thus what would garner more sales), but that is just an assumption on my part. I do know that there was a pretty strong shared sentiment from the community when some folks were apprehensive during the remake's development that the original SH2 was a cherished title and that they better not screw with the source material too much.
 
Serious question: did you play the original SH2? Because combat was always kinda intentionally bad in many these survival horror titles. It was often clunky, awkward or unwieldy by design in order to drive tension and merely be a vehicle to help drive the story forward rather than a focal point of the game. I haven't played the remake yet but from what I've seen (and from your description) it appears to be faithful to the original in that regard.

Since this is a remake and not a remaster I suppose you could make the argument that the combat system should have been refined or updated to more modern standards, but I suspect that would've risked dumbing things down or changing the core formula mentioned above. One would think that Bloober Team consulted with the fans or at least did some surveys/research to see what most folks wanted to see in a remake (and thus what would garner more sales), but that is just an assumption on my part. I do know that there was a pretty strong shared sentiment from the community when some folks were apprehensive during the remake's development that the original SH2 was a cherished title and that they better not screw with the source material too much.

I didn’t play the original game, but I more or less reached the same conclusion.
 
Patch 1.06
https://www.konami.com/games/silenthill/2r/news/eu/en/update_106

Technical
-Fixed interference between saving a game and properly performing vibrations on the controllers
-Improved range and step for mouse sensitivity
-Fixed mouse input issues
-Fixed issues with game controllers

Gameplay
-Fixed door markers in Brookhaven Hospital
-Improved extended movement spots to fix enemies clipping issues
-Fixed audio issues in Ox Section of Toluca Prison
-Fixed soft blocker in labyrinth (player will be no longer permitted to exit neither of the Labyrinth Paths after obtaining a map)
-Fixed map markers in Boar Section of Toluca Prison
-Fixed map markers in Western South Vale
-Fixed issues with Maria’s navigation
-Fixed the issue with triggering some of Maria lines multiple times
-Fixed issues with Final Boss movement and disappearing
-Fixed Mannequins stuck in their ambush state
-Fixed interactions with hard-to-get collectibles
-Improved Boss animation
-Added tooltip for picking up tablets in Toluca Prison final puzzle
-Fixed translation issues for changing difficulty during gameplay
-According to our players feedback, breathing skin walls during Abstract Daddy Boss Fight has been restored
-Fixed blocker after the cutscenes with forced lowest FPS
-Fixed blockers in Brookhaven Hospital
-Fixed some issues with car lights in South Vale during the night
-Fixed issues with Mannequins presenting ragdoll behavior
-Fixed other minor issues with: foliage, collisions, typos, light glitches, visible occluders, loading levels
 
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