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AMD Ryzen 5 3550H
16go DDR4 Dual channel
Nvidia GTX 1650 with drivers ver. 466.77 (not last)
Windows 10 ver. 21H1 Build 19043.1165
Using Fov@85
Vsync OFF
Shadow LOW (at least 15-20% fps gain from HIGH)
Performance are way better than previous build.
3080 + Ryzen 5600X + 32 gb.
Game scaling at 15, FOV 90, Vsync and other options on.
I used to hover between 110 and 140 fps but it was very unstable. Now it works very well at almost stable 144 fps.
There are some fps drops here and there that maybe can still be ironed out. They happened mostly in the first building (for whatever reason) but not so much in the forests/caves.
Keep up the good work!
With the new shadows tweak (from high to low) in Borderless Mode (Fullscreen mode tanks my framerate for some reasons), i'm able to target +80FPS most of the time on my rig (R7 1700 + RX 580).
I've still yet to see this stuttering issue myself, so hopefully someone is able to provide some specific reproduction steps so I can better target the issue.
I'm not sure I see the issue presented in this clip
Demo is really great by the way
I would assume the stutter is caused by the difference between Unity's FixedUpdate and Update tick rates, if the player movement is done with the help of Rigidbody it needs to be called in FixedUpdate which runs at whatever the fixed timestep is set at (50 times per second by default iirc) and if the camera is called inside Update loop it's updated as often as user frame rate goes. This causes stutter because the player character and the camera is not updated in sync. Unfortunately there are no proper easy fixes for this that I'm aware of. Changing the rigidbody's interpolation setting might help but last time I tried it doesn't get fully rid of the stutter. Throwing the camera controller script inside FixedUpdate is also not a good option because then you lock the user to a frame rate set by the fixed timestep. If you want to get fully rid of the stutter and you have time and funding then I would probably rewrite the player's movement script using CharacterController. Then you can have the player character and the camera both in the Update loop.
Performance is MUCH lower than i expected.
Getting 100-155fps @1080p, with some drops to 80ish.
FPS drops are unrelated to system usage, CPU and GPU very rarely go over 50% usage.
Playing on a 144hz panel, but even with the lowest FPS being in the 80s, the game is nearly unplayable due to the severe stutter/blur/shimmering when moving and aiming.
Hardware will only burn if it is improperly cooled, flawed, tampered with, poorly maintained or just terrible cheap junk.
A game cannot burn hardware.