i just bought the game for my ps4 (vanilla Version)
i experience lags quite often especially in towns and at night when running around with a torch. Is this normal?
i just bought the game for my ps4 (vanilla Version)
i experience lags quite often especially in towns and at night when running around with a torch. Is this normal?
Welcome to playing KCD on console. Xbox one X has the same problem.
well i must say that i´m impressed by the game on the one hand but on the other hand those technical issues somehow really kills it for me. i waited some time to not get it right at release so that there is time to improve it but a 60€ title with lags like that on a console months after realeas is disgusting
I think they should have released this like other Indy games. Maybe as a Beta and then ask for more money once they got the bugs ironed out.
What do you mean by lag?
When on horse and riding into town, I sometimes get a 1 sec lag or pause. But never have had persistent lag and haven’t had a night time torch related lag. For context I have ~350h on single vanilla PS4 playthrough
Save files are the devil’s work. Gotta keep them trimmed. And restarting the sys doesn’t hurt too. Once lost sound. The NPCs didn’t mouth anything but their lines displayed. Trimmed, restarted. Problem resolved.
Pop-ins and texture lags exist. Buildings seem better in 1.3; NPCs a little worse
i experience consistent stuttering when walking around in a town and as mentioned espacially at night or when running
Pretty the same history here. Insane stuttering and sometimes the game even freezes. I love the game but for now I’m not able to play it. Right now the game is running with solid 7 fps. lol
@TheCountryPicker @Sir1 that sucks. truthfully, if wanted that, I’d go back to FO4… at least there (except for Cambridge) I know the reason for the lag is the number of NPCs and items I’ve added to settlements
tips - defrag your drives (quick and dirty way is to delete and re-download app), trim saves, restart sys. if you haven’t already, try them
just installed it yesterday so i guess that reinstalling won´t have a big impact
I get it sometimes on Ps4 Pro, But if they implement Screen Tearing instead of optimizing the game… I will delete it off the console. I really hate screen tearing.
probably not. that said, i’ll delete and redownload every update going forward. the WH-cryengine updates seem to invite defragged data. hope your PS4 memory isn’t full.
try the others.
Hmmm I was under the impression. Screen tearing happens when your FPS go over the Hz of what ever display you are using. Example when you get 100 FPS on a 60hz monitor. That is why v sync caps the FPS. gsync /freesync cancels it out.
If this is true consoles don’t need worry. Or am I missing something.
V-sync (vertical sync) adds a delay to make sure that you draw full frames to the screen. Without v-sync you draw them as quick as you can.
Dynamic sync (freesync/g-sync) each has pros and cons; I prefer freesync as it doesnt hold a frame (like g-sync does) and at the 40ish frame lows I tune for… not having to wait another 20ms to see my actions carry out is my preference. 75hz freesync feels like 100hz (and is perfect).
For twitch reflex /professional fast paced games- high refresh rate and screen tearing is often the preference.
If using v-sync adds noticable lag, then for many game types a user can get away with turning it off.
On my loungeroom tv- and using ‘enhanced sync’ (nvidia and amd both have new flavours of sync tech to offer) i only see screen tearing if I go below 30 frames per second (like running at 1440 in ultra+ with anti aliasing does for me) and it isnt as bad as the controller delay in my opinion.
If I were driving down the road at 200 miles per hour I would hate screen tearing. Limited camera turn speed in KCD isnt such a bugbear…
It’s much better since I moved it to SSD (PC), but it’s not really smooth like other games when riding through a city.
Maybe the game loads some stuff synchronously, which leads to stuttering. This can only be fixed by the developers themselves, but they’ll be busy with the mess 1.4 caused quite some time.
The draw distance for objects in town appears to be a little too close for horse riding… what I mean by that is when I race from south gate of Rattay to and across north bridge out of upper castle, sometimes the bridges don’t render till I enter that space… a few times Warhorse Jenda ran on air [surface is there (didn’t fall) but color/texture not rendered]
People popins are similar (clothing, hats)
Wonder how much tweaking of distance the engine-system-memory can handle
I have the exact same problem on ps4. I hope they can do better than this in a future patch without screwing everything else up
@A1GAM3R said this before. will say again. wish one mandatory test pass for all releases was the Rattay racing horse test (S gate to upper castle and across N draw bridge) any noticeable building, bridge, people pop-in lag is a test fail; everybody within arrow distance should be fully rendered
I agree. With War horse jenda racing trough Rattay from one end of the city to another is a sure failure lol headless npc´s, missing textures on walls and floor, missing arena and bridge at the end. I don´t understand why they released the game on consoles in this state, imho a delay would have made sense in the state the game is right now even after all these patches.
{Talking gameengine and tech- not relevamt to the ps4 or ‘topic’}
So far I have no doubt that it has been reduced (a couple of patches ago when they gave a big performance boost)
It wasnt much but does seem more agressive in dumping assets now as well.
They are tuning for the lowest common denominator and whatever can smooth things.
All the complaining is making the game more basic at a range of levels.
Fortunately us peeps running ultra + (all sliders maxxed) have thick skin and a lil patience and hope in time modders or WH will restore to us what is being gimped.
The improvements would help on more systems than they hinder.
Eg I am on a six core/twelve thread Intel CPU that has power to burn.
Pre 1.3.x I had one-two cores maxxed and the rest doing 25-33% utilisation.
Then they spread the two primary threads out (way better distributiom) and then none of my cores were maxxed. At this point I removed the 1.2Ghz overclock I had on each of my PC cores. No loss in doing so.
The engine has a lot of cleverness going on (and is by far the best present use of modern tech I have seen)… it also has a few spots that havent been reviewed and have double workloads going on (first shop in Skalitz as an example) and framerate bombs.
After a handful of buildings in the game get redone and the dynamic lighting engine in a few areas gets the trigger zone lessened (entering Rattay from the west)(all the building we cannot immeadiately enter are causing huge fps costs as we ‘walk around the corner’)
A lot of this will be easily remedied in the first few patches.
In my mind the game has only had a couple (of patches). I dont count hotfixes (thats due to patch rollout speed) nor the high frequency of patches over the first six weeks. They day 1 patch in my eyes is ‘launch state’.
The dedication to this product is of the likes that Divinity Original Sin (2) making videos convey… we have a very dedicated team to a product that isnfun and unique and a landmark in gaming history.
Might even be a high watermark if investors ever cotton on to how impossible open world games (especially with diverant conversation arcs) are to make ‘perfect out the gate’…
In the meantime we have devs desperately scrambling to make this game run so darn well on even the original xbone (the S was built to be ‘competitive’ to the PS4, rather than the 20%less resolution and 20% less framerate that the xbone actually mustered).
Once the game settles- we will have a beaut new world to sharw with everyone. In the meantime -experienced open world RPG gamers need only apply.
Open world RPGs typically had a big world and shit graphics (eg Stalker). Or they could do nice graphics and not be as open world (Skyrim, ahem -=load zones=-)
Finally got the GF to move on from Skyrim (with 100 mods including open cities) to Witcher 3.
She stopped playing when told to ‘turn back’. . It wasnt open world… but large load zones akin to Dragon Age Inquisition etc…
True open world… hmmmm not many titles doing this.
So when peeps quote 'no other games in my collection have issues with ‘my highly fragmented drive’,‘system’(as an example)… its cause no other games are pushing hardware this hard.
In the PC sphere only a few games show benefits from tightening memory timingz (GTA and Bethesda Gamebryo (fallout and elder scrolls)).
KCD does.
In the PC spehere we havent needed a CPU improvement for nearly a decade (for gaming, unless at 144hz)
KCD uses newer CPUs (well).
In PC sphere many gamers need to know whether a game will benefit from beimg on a SSD (many games dont need one)…
Kingdom Come comes along and turns the PC world on its head.
First game in yonks to push my hardware.
Yes I play Battlefield multiplayer…
The Witcher 3 with everything maxxed (and hairworks) in 21:9 - my machine is practically sleeping… I can run my video card fans at 1400rpm and my PC is virtually silent.
Just like when Crysis came out -this game pushes and makes for some nice hardware testing.
Unlike Crysis- that everyone knew it was a trick to run…
We are all demanding that our PCs run every other game on Ultra - so KCD is poorly optimised.
KCDs High setting is last gens Ultra setting.
This is the next wave.
Shame we are demanding it to be tonned down to fit on present hardware cause we assume Ultra is our minimum…
OT - PS 4 will be the system that this game istargetted for.
Market demographics dictate this.
Playstations way outsold XBones, and Xbones have fragmented their install base with differing power levels, the jump being so drastic it can require different optimisations.
PS4 base is more powerful than Xbone and is lion share of console market. (For ‘next gen’)
The PS4 Pro is easily optimised for (and Sony has stringent guidelines).
Optimising for Xbox X? They went for 1400 res (no doubt what microsoft wants- claiming the X is a ‘4k’ console),… and so the game runs at low framerate when it could have been the best console version.
Given 95% of consumers TV dont render 800 lines of MOTION RESOLUTION going beyond 1080 resolition is silly. (Heads Up Displays can be overlayed at native res easily and do net visual benefits).
The PC is used as the platform to iron out the kinks.
Once kinks ironed, real PS4 tweakage (optimisation) will happen.
I would expect a very polished KCD on PS4 by midyear.
I wouldnt expect it on launch- but then I grew up with these sorts of things…
Alright let me try and distill. KCD has a lot going on but if you look under the hood the engine is doing some good stuff that should yield superior (graphics) performance in the future.
That future is on hold pending resolution to immediate needs (squeaky wheel).
Now, design wise. Segmenting landscape (creating load zones) would appear to have some advantages for making location specific changes. Change mgmt at universe level would seem to require really good diagnotic tools or a lot of time investment. If true, that could explain some of the inertia and ‘oh sh*t’ releases we’re seeing.
As an end user, I appreciate not running into a good number of cobbled together load zones. Annoying as heck with FO, Skyrim and Dragon Age. But, one of the WH devs said something interesting: we don’t have fog because it would fill the caves as it would above ground.
Back to mods. if mods are created for new areas, i’d imagine they’d set up to be load zones (new segmented landscapes). If so, does it mean we’re going to lose something?