MavericK
Zero Cool
- Joined
- Sep 2, 2004
- Messages
- 31,932
Been playing it a bit, there are some occasional hitches but nothing I would consider to be game-breaking or even regular. Just seems like an asset streaming issue or something.
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You have to pay for the "extra" or whatever the hell it is for Stray, however it cost me $20 to get the "extra" and Stray costs $30 so I figured I might as well grab it. I also completely skipped the PS4, so there are a TON of games that I want to play on my PS5 if I ever get time.Apparently my PS+ membership isn't one of the ones that gets free games. I might just drop my membership once it expires at this rate.
Yes, you need at least the Extra tier to get the game.You have to pay for the "extra" or whatever the hell it is for Stray, however it cost me $20 to get the "extra" and Stray costs $30 so I figured I might as well grab it. I also completely skipped the PS4, so there are a TON of games that I want to play on my PS5 if I ever get time.
Are you on minimum settings? That looks terrible compared to the videos.RTX 3090 12900K 5300Mhz 4K
DX11 Runs the game the best
Vulkan is a stuttering mess but may be good on AMD machine
DX12 is a train wreck and just about unplayable
Screenshot of API
View attachment 494235
Nope 4K max settings,it is what it is.I supposed I could have picked a better part of the game.Are you on minimum settings? That looks terrible compared to the videos.
As easy as it is to mod your cat (you literally just drop a single graphic file into a folder), they could have easily offered people the chance to create their own cat. There don't seem to be any visual issues or quirks in doing so, either. I get not allowing people to turn your cat into a dog or a character from San Andreas, but why not allow fur/whisker/eye customization out of the box?
Not sure why. Most other game engines have this figured out. How hard is it to just run through everything in the game that is a shader on boot and do it? Even small independent developers like Unknown Worlds figured this out with their own in-house engine for NS2.Fortnite explicitly has a shader compilation stage on first launch for this reason.
Digital Foundry talked with an engine dev at some point and Epic is definitely aware of the issue, though they expressed that it's not a trivial thing to fix.
UE5 has the exact same issue unfortunately.
I think it is more with "It is hard to fix with how UE does things." It isn't that you can't design an engine to not have the issue, it is just clear that how they've designed UE, it is a problem. Same shit with texture streaming back in the day. UE3 was always having issues with "scene loads then textures load on it in increasing levels of detail." For whatever reason, they designed it such that was how it works.Not sure why. Most other game engines have this figured out. How hard is it to just run through everything in the game that is a shader on boot and do it? Even small independent developers like Unknown Worlds figured this out with their own in-house engine for NS2.
It's the way the engine asynchronously compiles shaders, from what I understand. There is supposedly a compilation option that is supposed to compile all shaders on first boot to cache them, but apparently some developers are not using it? It's not an issue isolated to the PC version of the engine, either. Console games have the same issue.Not sure why. Most other game engines have this figured out. How hard is it to just run through everything in the game that is a shader on boot and do it? Even small independent developers like Unknown Worlds figured this out with their own in-house engine for NS2.