11/10/2023 0 Comments Pc optimization software for gamingWatch on YouTube A detailed analysis of Elden Ring's performance, including optimised settings, a breakdown of the stutter issues, plus a 'compromised' settings selection for less capable hardware. Therein lies the issue: in my testing, every 'first' within Elden Ring produces pauses of up to a quarter of a second. It looks to me like every single time a new shader effect is invoked that you may not have seen before, the game tries to compile it 'just in time' as the game is rendering. For every new enemy type you encounter, there's another large stutter. Every time a new particle effect is generated, the game stutters again. There's another when you first thrust your sword. There's a noticeable stutter when you first move your character. The stuttering issues suggest that shader compilation management is poorly handled, with shader code compiled the first time it's needed in-game, generating split-second delays throughout the experience. As we've discussed previously (most recently with the disappointing PC port of Final Fantasy 7 Remake), DX12 gives developers much more control of the GPU: elements such as memory management and threading are no longer handled by the driver, meaning that many responsibilities move across directly to the developer. Elden Ring is the first title that sees the From Software engine transition to DirectX 12. Quite how the game reached consumers in this state isn't clear, but the 'why' does have some level of explanation. Its issues are numerous, but most egregious of all is a persistent stuttering that ruins the flow of the game - it's a genuinely poor presentation that needs to be addressed urgently. Unfortunately, this welcome upward trajectory nose-dives with the release of Elden Ring. The original Dark Souls was a disaster, but from its sequel up to Sekiro, PC users received the best versions of those games. In fairness, the quality of From Software's PC ports had been improving over time.
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