It's ingame, shit runs, and audio and video playback is buttery smooth, but for some reason the ingame tickrate is absurdly low? The FPS counter is clearly running full throttle, but the graphics look like they're playing at 5-10fps. On the other hand, if you're playing a character with PhysX effects (eg: King Gainer's mecha-dreadlocks) the PhysX seems to run at full framerate between hiccups.
Fiddled with the config, but the only tweak that seemed to make a difference was capping the framerate at 30fps; it seemed slightly less stuttery, but that's just my unscientific observation.
EDIT: Added log file
This post was last modified: 08-18-2018, 06:57 PM by Aldracity.
Extreme stuttering at both menus and gameplay despite the FPS counter says the game runs at full FPS. The game then freezes at random period during gameplay.
I think Gundam UC shares similar issue with this title.
This post was last modified: 01-17-2021, 12:46 PM by gespenst.
I think this is Playable now? I'm only on level 3 of the SRW OG route and the level's kicking my ass, but it did serve as a pretty good way to benchmark things.
SPU Block Size: Giga
- Makes a very big difference, no apparent compatibility issues.
Renderer: OpenGL
- Vulkan is stuck in the 15-20 fps range, but barely makes GPU calls? Resolution Scale works, but I've had spotty results, possibly because of my hardware.
Framelimit: 30
- Just like 3.5 years ago it's really glitchy/stuttery at 60 cap, but that's completely gone at 30 cap. 60 cap works flawlessly in maps where there's only a handful of enemies though, so maybe someone with better hardware might have better luck than me.
Write Color Buffers On
- Not 100% sure if this did anything, but I did notice weird lighting at one point.
(01-13-2022, 07:23 AM)Aldracity Wrote: I think this is Playable now? I'm only on level 3 of the SRW OG route and the level's kicking my ass, but it did serve as a pretty good way to benchmark things.
SPU Block Size: Giga
- Makes a very big difference, no apparent compatibility issues.
Renderer: OpenGL
- Vulkan is stuck in the 15-20 fps range, but barely makes GPU calls? Resolution Scale works, but I've had spotty results, possibly because of my hardware.
Framelimit: 30
- Just like 3.5 years ago it's really glitchy/stuttery at 60 cap, but that's completely gone at 30 cap. 60 cap works flawlessly in maps where there's only a handful of enemies though, so maybe someone with better hardware might have better luck than me.
Write Color Buffers On
- Not 100% sure if this did anything, but I did notice weird lighting at one point.
Sorry for the wait, I was redoing testing stuff. Is a video an appropriate replacement for screenshots? (EDIT: Eh, whatever, have both. I forgot I printscreened them years ago) Also, sorry about the gigantic log file this time, but I wanted to resubmit since I swapped the driver and updated RPCS3.
ZCULL Accuracy: Relaxed (Fastest)
- This seems to do something without causing problems.
Framelimit: 30 OR Off.
- The game has a built-in frame limit of 60 while set to OFF, limits to 30 during cutscenes. There are mad audio stutters when the framerate drops below ~50fps, but as far as I can tell my setup is GPU bottlenecked by my GPU's boost clock.
Resolution Scale (Disable Strict Mode): 150% (1920x1080)
- For some reason, this isn't affected by my aformentioned GPU bottleneck; I get the same stutters in the same places at 100% scale.
One more thing! I figured out how to get Vulkan working.
Preferred SPU Threads: 1
That's it. Default, then just that one change. That's all it took to fix the stuttering issue, and it also dropped CPU usage so much that I could go from from 90% CPU usage while all core turboing to 4.0 GHz, to 50-60% with turbo disabled (~2.6 GHz).