If there's a secret to Hi-Fi Rush's success, then, it's simply going above and beyond how Unreal Engine 4 works by default to ensure that any shaders or assets that could come up during gameplay are cached before the game asks for them. ![]() ![]() Hi-Fi Rush uses DirectX12 (but unlike with FF7 Remake, you don't have to switch to DirectX 11 to avoid stuttering). In another one of our UE4 titles, Ghostwire: Tokyo, we currently preload problematic assets in the title screen background to minimize hitching and try to provide a better gamer experience." In Hi-Fi Rush, some hitches remain, but they are mostly during certain cutscene transitions that don’t affect gameplay. "UE4 misses some cases such as certain lighting shader combinations, computer shaders, Niagara VFX, and these may still cause hitches. "Hi-Fi Rush uses Unreal Engine 4’s PSO Caching functionality to avoid large hitches," Tanaka wrote. Why is Unreal Engine 4 so notorious, then? The engine has a feature in place to cache shaders and prevent those stutter-causing in-the-moment shader calls, but it doesn't cover everything. ![]() There are other reasons games can stutter, but this is one of the most common culprits right now, and is why stuttering will be at its worst early in a game and lessen over time as you build up a shader compilation, like Tanaka mentioned. This is why using a new ability or entering a new area is most likely to cause stuttering: the game's basically caught off guard and takes a few hundred milliseconds to pull the new shader out of its pocket. Here's a very quick explanation of what a shader actually is, but the main thing you need to know for this problem to make sense is that your graphics card will compile and store shaders once a game uses them for the first time.
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