Video Screen Jitter - Makes Combat Almost Unplayable - Stuttering

Just swapped out my 1060 GTX Extreme for a 1080 TI GTX Extreme edition, and although the frame rate is up from an average of 25 - 30 fps to 45 - 50 fps the amount of screen jitter when panning left to right with the mouse renders the game almost unplayable. Has anyone else experienced this problem? Does anyone have any ideas on what might be done to reduce or eliminate the problem.
This is my rig, eyewatering it aint :slight_smile: but its no slouch either:
Windows 8.1 Pro 64-bit
CPU Intel Core i7 4790K @ 4.00GHz 28 °C Haswell 22nm Technology
RAM 16.0GB Dual-Channel DDR3 @ 799MHz (8-8-8-24)
Motherboard ASUSTeK COMPUTER INC. Z97-DELUXE (SOCKET 1150) 28 °C
Graphics LG Ultra HD (3840x2160@60Hz), 3071 MB NVIDIA GeForce GTX 1080 Ti (Gigabyte) 32 °
Storage 476GB NVMe Samsung SSD 950, 476GB Samsung SSD 850 PRO 512G SCSI Disk Device (SSD) 24 °
Optical Drives PIONEER DVD-RW DVR-221L SCSI CdRom Device
Audio NVIDIA Virtual Audio Device (Wave Extensible) (WDM)

Any guidance or advice would be much appreciated, thank you.
Harry

hi what a great game

I cant speak with regards to modding.

Your reported video card RAM seems a wee bit off but probably nothing to worry about as Windows oftens gets that stuff wrong.
At a machine level windows does do automath for assignong certain pools and the rules that made sense/worked well in the early/mid nineties have little to no relevance today; yet by microshaft using them artificially raises the requirements on all gaming PCs (from their point of view- helps sell xboxes).
So locking up 2.5x the video cards RAM from a pool of main/system memory is stupid. (Their console magically enjoys not having to do this)

This is windows stuff though and is an ‘always thing’.
Microsoft will desperately try to make ninja PCs (like the Original Posters) to deliver worse performance than they can.
Is why an xbox outperforms (by sales points) my rig in a game like forza horizon 3.
Decisions microsoft makes at a software level to ‘hold back’ PC isers from a superlative experience (we dont pay for their licensed peripherals and yearly subscription service to have net access)(nor do PC game sales net them one iota).
So now microsoft uses direct x 12 as a way of holding PCs back

Most developers have held off direct x 12 due to the odd way it plays (doesnt perform as expected).
Early developers even held back releasing benchmarks- simply saying ‘something is very wrong’.

We know microsoft, with their first party releases (stuff they direct control over, although presently distancing themself from this using press chanels (surprise, surprise)) will do stupid stuff like make a 5Gb texture pack that is stored as AES encrypted file. Direct x 12 allows mapping One large texture onto every ingamr surface.
It is about the only actual direct x 12 feature they use and they use it to be anticompetitive as their xbox can reconfigure its 8GB ram into 5Gb texture pool and 3Gb system ram (its what they recommend to devs)

As vast majority of PCs graphics cards, until recently had 3Gb or less RAM, and then 4s and 8s hit the market.

They shouldnt be needed for full high def gaming, but microshaft makes an oversized video card memory pool the solutuon to one problem (5gb texture pool) and the cause of another (2.5 x 8 = 20gb being assigned by windows for texture swap file (COMPLETELY UNECESSARY), creating bandwidth issues, potentially, for cutting edge hardware
)

Microshaft do actively go after great working PC titles; sometimes they introduce a hiccup to a game and then on official forum to said game- tell everyone ‘not to worry’ “we’ve contected the video card company and a fix is inbound”,
 then months later wgen users still have an ongoing issue that should have been instafixed- users do the work
 (only to find out microshaft played smoke and mirror games to delay the fix and had not in fact done anything to resolve the issue. This is what they did with Forza Horizon 3 on PC. Magically had a ten minute load time even from m2 drives whilst they ‘sorted stuff out’.
Also did nice things like change up direct x input commands (standard affair for over a decade), just so last years (unlicensed) wheels could use manual shifter (eg swap gear 1 and 6).
Every other week they gimped the software using a variety of methods. Only the PC version.
If a user tried a non standard resolution most gimpings stopped worked. They were evidently programmed to be that way.
Using Game Mode they held the game back from ever firing up reliably three times in a row.

Why does Microshafts antics matter?
They WILL target KCD.
Game mode already has gimped the game. (Prior to being game modded was a better product)

Game mode (never shown once to do anything good) is simply microshafts way, going forward, to break PC games and make them equal/less equal to the xbox experience.
(Dont buy XBOX)

As KCD is one of the few examples of the xbox x really under delivering vs a ninja PC it can go against Mickeysosfts marketing it as ‘premium’.

If the general public knew that my four year old mid tier rig could chew up and spit out an xbox x in a cage fight, consumers might be less inclined to sip the microsoft koolaid.

Anyhow hard to qualify the posters issue.
May users have different ways of qualifying jitter.
Heck rynning a vsync setting could enforce the issue.
My rig is in many ways equal (and in some ways weaker, eg my AMD Fury), and I run around at 45 fps pretty much everywhere.

There are a few broken spots in the game (possibly some sort of over draw kills performance) and everyones rigs slow down in those spots.

They are obviously broken: sonce launch the first shop in Skalitz has always had low framerates and an odd texture flicker that nowhere else has.

Like many new attempts with unfamiliar tools: it is an early asset and someone has left a flag on (the timbrer panels might be processing some complex aound engine physics for all we know).

Until Warhorse fix the broken game model that bombs performance for many
 its hard to say what framerate
range users should expect.

I basically ignore the 30fps lows in one or two locations and then look at my regular fps being 40-60.

Tgis is will everything in Ultra (including sliders all raised). I drop shadows to suit my fps preferences; eg on the 21:9 i run shadows on ‘high’.

TL:DR
Microsoft are anticonsumer (very likely to screw product over at an OS level)
Users have different opinions on jitter and for many users could be as easy as playing/changing v-sync settings

The game isnt patched yet well enough to rely on framerate EVERYWHERE in the game.

I get that on my system and at medium settings, Truly annoying. I thought I was fixed the last time it happened a few patches ago when it was really bad.

Gentlemen, thank you all for coming back. Your comments are appreciated. As much as I enjoy this game I am sick and tired of flogging a dead horse, as we say in England. I am utterly tired of persevering with a bug ridden game that won’t even run half decently with a £750 graphics card thrown at it. To give an example, after installing the new card I downloaded FarCry 5 and installed that, sweetest video configuration I have ever seen and within minutes the game was running at 60 FPS as smoothly as silk maxed out on ultra settings across a 34" 4K screen at 3840 × 2160. I am aware of the oft touted distinctions between a small boutique software house in Eastern Europe and an international behemoth like Ubisoft, but I ask you, when comparing the appallingly bad zombie like interaction of NPC’s, individuals floating in mid air and other software howlers with which this game is riddled, it’s just a no brainer. I am off to wait for the latest iteration of Mount and Blade, and in the meantime I will enjoy FarCry 5 . At least it doesn’t make me feel like throwing up after 15 minutes of jittery play.

The numbers after the title may have some indication as to what to expect.

Far Cry uses the Cry Engine.

Its their engine.
Customised as they need it.
With tools built to order.
They have made three Crysis games and five Far Cry games (admitedly Far Cry 1 was pre Crysis and probably, like Warhorse and KCD, set their needs/method going forward), plus Far Cry Primal (which apparently reused the mountain range/map from Far Cry 4 (saved a lot of build/test time)


To this end I would expect later expansions (KCD)to be vastly more masterful in their execution.
(Same with Skyrims official add ons, and most development houses after having awhile to familiarise with the tools).

Open world games in a rpg framework with a clever, persistant world can be hard to do.

No need to discuss budgets/team sizes/country of origin; learning new tools is a trial and error process.

Whilst Crytek have an advantage of supporting a few projects (eg Ryse Son of Rome), and having a wealth of resourse and knowledge with regards to their own toolset and engine
 they are in an easy position to deliver their same game type over aand over again.

What Warhorse have set out to deliver with KCD is unique and naturally will have had teething issues.
These were exacerbated by a premature release, a multiplatform release, pushing the hardware envelope (most games, eg farcry5, set out with intent of having the console version be the baseline, and deliver little extra on the PC, hence running at 4K res etc. I play Life is Strange at 4k with antialiasing on a mid tier several year old graphics card
)

KCD, like tonnes of other role playing games, needs six months in the wild for lil polish, generally to be playable.

Anyone of my age bracket, having played RPGs for decades, knows to wait six months before committing to serious playthrough attempts.

Open world games with freewill/not ‘on rails’ are nearly impossible to ‘fully’ playtest before release.

KCD had a few extra woes and those woes took it past tipping point.
Partly due to a compassionate studio who worked crazy overtime to keep the patches running and trying to answer everyones needs.
Some of those patches would break one or two aspects in the process of implementing hundreds of improvements.

Warhorses only sin, in my eyes, was releasing short visioned DLC at a cost when yhe base game was still being critically received.
A rush job effort to make said DLC work, that butchered the game for many, was a wrong step that cost them a lot of goodwill.

They can bounce back.
So far their utmost dedication gives reason to have faith.

If they do continue to improve the product and release quality, polished expansions, the time lost by early adopters (and their frustrations), may become a distant memory.

Quality is needed.
They appear to have the dedication.

Hopefully gamers will still care about the game once it is made right.
I believe they will- simply due to how niche this game is.

When it works well/game design all comes tofethwr as planned- it is superlative an experience and easily the best example of my machine firing on all cylinders.
(Even better than Battlefield)

just imagine an iPad port and using an mfi controller with the iPad, as a console, hooked to the TV

In a few years, phones will have enough grunt to tender this game at ultra detail.

Just like we still play Skyrim seven years on (diablo 2/system shock 2 etc etc)
 KCD has an epic future based on what it does right and what is unique.

Us early adopters get to see it refine and sublimate.

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Did he just compare a FC game to KCD?!