Completely disagree. DX12 is by far the most powerful and modern 3D API available on PC, and probably consoles as well. The implementation is what is lacking, not the API itself. Also, Dead Space Remake stutters are traversal stutters which are a result of the Frostbite engine not being optimized for seamless gaming and will likely need to be fixed engine side. Jedi Survivor and Hogwarts Legacy are both incompetent DX12 implementations. The reason why the shader compilation takes so long for The Last of Us is likely a developer decision to compile and cache all of the games PSOs before the game begins, which ensures the smoothest gameplay. Most developers don't do that and prefer to build a much smaller PSO cache before gameplay which takes a couple of minutes but results in more in game stutters.
@kx11, I see you got a new RAM kit. I was thinking about getting a 48GB kit as well. Have you noticed any improvements in performance or smoothness since going from a 32GB kit to 48GB? If you have Aida64 I wouldn't mind seeing some memory benchmarks.
it would be hard to notice little improvements, nothing to write home about so far but generally smoother in YUZU emulator and BF2042 by 1% also i'm on stock cooling so i can't push anymore Voltage into them to lower the latency
I agree, shader compilation is a disgrace for PC gaming, and people who are OK with it are probably only saying that because they don't know any better. TLoU Part 1 on my 400 Euro (!!!) PS5 loads in a few seconds, no shader compilations, no stutters, ever. PCs that cost 2000-3000-4000 Eur shouldn't have worse experience, they should have much much better experience than PS5.
When the alternative is stutters from shader compilation, then having a process to compile shaders when the game starts for the first time, is the better option. I can deal with waiting a few minutes for shaders to compile, as in most games it takes only a couple of minutes. Only on bad ports like TLOU, do we get so compilation times that last 15-30 minutes.
Yes, but since DX12 we seem to have more in the way of stuttering in *all* games, regardless of the engine used. The weird thing is that it was never an issue before even when we played open world games that were being streamed from hard drives. When I switched to an all SSD system with my new PC last December I expected that issues such as stuttering and texture pop in would become a thing of the past. Sadly that isn't the case and it seems like almost every PC game has stuttering of some kind, whether it is related to traversal, shader compilation or both because it not a great look for their engine. My understanding is that the way DX12 works requires a lot more work by the developers rather than it being done through the graphics drivers as with DX11 and earlier. This seems to be the crux of the problem on PC as many developers are either not competent enough to code games properly for the API or they just don't care about it. The less said about Unreal Engine 4, the better, because that engine plus DX12 has been an absolute embarrassment for the PC and I am surprised that Epic haven't stepped in to comment on it or help address it. As for The Last of Us: Part 1: that game has a (last time I played it) 20+ minute shader compilation step which was originally 30-35 minutes on my system. In comparison, Dead Island 2, which released around the same time as that game and is more open world-ish with more characters on-screen, has a shader compilation step that takes, literally, seconds yet that game has virtually no stuttering at all. It is Unreal Engine 4 as well which makes it all the more surprising. So if Dead Island 2 can run great without stuttering on UE4 and without a 20+ minute shader compile then why can't The Last of Us: Part 1? Don't tell me that Sony's game looks a lot better than Dead Island 2 because, if you ask me, they are both visually very good and The Last of Us: Part 1 is actually a much more linear game. I guess the problem is that it runs on an engine made for PS5 not PC but, if so, then that means we may say more of these lengthy shader compilation steps in future PS5 ports, e.g. Ratchet & Clank: Rift Apart. I really hope not because they actually put me off wanting to play the games...
Shader compilation is a bit annoying, and yes... I do agree that taking 10 to 15 minutes is... again, annoying. But, the tradeoff... is worth it. I will gladly wait a few minutes so I can have a smoother gameplay experience. And, I didn't play TLOU at release. So I can't comment on how it used to be. I can only speak for the last couple of patches. First time was 14 minutes and a little bit (I timed on my phone just to see), and this time was roughly the same. A bit quicker. I've played other games where it's much, much faster. And that should be the goal. But not every game is going be able to do it quickly or within a few seconds to a few minutes. Hell, the worst I've personally ever experienced is still the first time I started Modern Warfare 2019. I would love it if every game compiled shaders as quickly as Dead Island 2 does the first time you start it (after the first time, every time you start it's not compiling, it's just checking the cache)... But, I know that won't happen. I can live with 10 to 15 minutes. I don't play games when I'm pressed for time, so waiting a little bit is fine. For me. I know other people feel strongly and very differently about this.
i didn't mind waiting for it, again.. game was worth it. i would be bothered if i had game breaking crashes or if it was a meh game.. but yeah.. depends just how much im enjoying it.
Wow, I didn't think the latency would be that high. This is mine. I haven't finished tweaking the secondary and tertiary timings yet though: How much voltage are you using? Up to 1.5v is safe for air cooling if you ask me.
Of the DX12 games I've played, Spider-Man Remastered, A Plague Tale Requiem, Gears 4, Gears 5, Metro Exodus Enhanced Edition, Forza Horizon 4 and 5, Forza Motorsports had zero stuttering issues. I've heard good things about Atomic Heart, Lies of P, CBP 2077, Hitman 3, Shadow of the Tomb Raider and several others. Shader stuttering has always been a thing on PC gaming. It's more noticeable now though because of the high bar of skill required to use DX12 effectively, and also because ray tracing is much more prevalent now than it used to be and ray tracing increases CPU, RAM and VRAM usage. Still, it is getting better as developers become more and more skilled at using it. Lies of P, Dead Island 2 and Atomic Heart all use DX12 and have gotten excellent feedback on this forum for performance and smooth gameplay. It's a developer decision, as I already explained. But it has improved tremendously since launch according to several forum members.
What case are you using? I've got a Fractal Torrent RGB and my voltage at 1.49v and temps never go above 43C. The most important setting for latency is tREFI from what I've seen. That one has a big impact on latency as it scales with frequency.
I've just updated the new graphics card drivers & the game itself and now it's all done within 9 minutes for both shader compilations.
I played a little TLOU a couple of nights ago and didn't have any issues. To be frank it was smooth as butter. Is there a particular level that suffers?