![]() ![]() Forza Horizon 4 and 5 are both popular examples of this in action on PC. Avid PC gamers have likely run into games that pause either upon their first boot or after any major changes (patch downloads, manual graphics toggles) to compile shaders. ![]() The same thing can happen in games that lean on the Vulkan API, as well. ![]() the responsibility of the game's memory management threading away from the driver." As his team at Digital Foundry has comprehensively shown in the past, a game that has not been "fully baked" before it starts running can send players into a universe of constant shader-compilation stutter. How is that happening on a thousands-of-dollars PC? As Battaglia says, Elden Ring exclusively runs on Windows 10's DirectX 12 API, which "takes. Even his highest-end PC (Intel Core i9 10900K, RTX 3090), running the game at a paltry 720p resolution with all settings at their lowest, suffered from the same stuttering. Shortly after Elden Ring's launch last month, Digital Foundry correspondent Alex Battaglia delivered a comprehensive look at Elden Ring's PC version and found that, no matter what PC he tested with, Elden Ring exhibited frequent, erratic frame-rate stuttering. In Elden Ring's case, however, the fix comes courtesy of an unlikely source: Valve, the massive company that runs the Steam storefront.Īnd Valve's fix, so far, only works on Steam Deck. Usually, this kind of PC gaming story comes thanks to enterprising modders from the gaming community at large. In the case of one unoptimized aspect of the game's PC version, someone outside FromSoftware has swooped in to save the day. Even on the newest Xbox and PlayStation consoles or the highest-end PCs, Elden Ring still manages to turn in a somewhat unsteady performance for various reasons. We cache such allocations more aggressively now, which seems to have helped a ton.Further Reading Elden Ring review: Come see the softer side of punishing difficultyWhile Elden Ring's recent launch has been a massive critical and commercial success, it continues developer FromSoftware's streak of leaving players in a technical lurch. The recent example we've highlighted has more to do with the game creating many thousand resources such as command buffers at certain spots, which was making our memory manager go into overdrive trying to handle it. "Shader pipeline-driven stutter isn't the majority of the big hitches we've seen in that game. When the game is trying to issue a shader compile through its graphics API of choice, those are usually skipped, as we find the pre-compiled cache entry on disk. "On the Deck, we take this to the next level, since we have a unique GPU/driver combination to target, and the majority of the shaders that you run locally are actually pre-built on servers in our infrastructure. "On the Linux/Proton side, we have a pretty extensive shader pre-caching system with multiple levels of source-level and binary cache representations pre-seeded and shared across users," Griffais said. Using this same thought process, the Steam Deck also "has an advantage, because it is a fixed piece of hardware, just like a console." This is a much bigger issue to solve on PC as the range of hardware specs on systems are obviously a lot greater than seen on console. ![]()
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