Thread: Tekken 8 PC has massive shader compilation stutters, DLSS and FSR

regawdless

hare-assment
 
Platforms
  1. PC
UE5 is not a savior here, unfortunately. Also forced upscaling tech, no native resolution here in the beta. Weird.


ters on PC.

For our initial Tekken 8 Closed Beta PC benchmarks, we used an AMD Ryzen 9 7950X3D, 32GB of DDR5 at 6000Mhz, and NVIDIA's RTX 4090. We also used Windows 10 64-bit, and the GeForce 536.67 driver. Moreover, we've disabled the second CCD on our 7950X3D.

Since Tekken 8 is a fighting game with numerous fighters (each with his/her own moves), you'll be getting constant stutters. Until you've at least played against every fighter, there will be shader compilation stutters. These stutters can be really frustrating, especially during the heat of a battle, making the game feel sluggish. For a fighting game, these shader compilation stutters are inexcusable, and the team responsible for the PC version will have to immediately fix them.

If we exclude these stutters, Tekken 8 can run with 60fps in 4K on the NVIDIA GeForce RTX 4090. We've also tested the game in 8K, and we'll share a video of it this weekend. In 8K, the RTX 4090 could push framerates between 40-60fps.
Surprisingly enough, Tekken 8 supports both FSR 2.0 and NVIDIA DLSS on PC. However, the game does not currently offer any setting to disable its upscaling tech. What this means is that you'll be forced to use one. The game currently supports Catmull-Rom Bicubic, TAAU, TSR, FSR 1.0, FSR 2.0, NIS and DLSS. I've also included below the PC graphics settings that the game currently offers.
 
It's only the beta, and many things can change, especially on the tech side. But we've seen games where nothing improved and it was exactly the same, like SF6 recently.

This is getting ridiculous - if the game will indeed ship with severe stutter like that. Seeing how there's a huge movement towards devs switching to UE5, this makes me concerned. Fix your shit, devs.
 
thank god people test the game with a rtx4090 and it can push 8k in 40~60 fps. i basically sitting on 10 rtx4090.

ialso i'm starting to dislike u5 already.
 
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I just don't understand why so many developers don't at least add the option to do all of the shader compilation upfront.
 
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I just don't understand why so many developers don't at least add the option to do all of the shader compilation upfront.

Because apparently, it has to be done for every shader manually, causing additional work for the devs. At least from what I've read about it so far.

In UE5 though, there are options regarding shader compilation, devs can use asynchronous shader compilation and delaying shaders until they're compiled, but significant frame rate drops are still there. It's a new option from the latest UE5 version, so maybe the Tekken devs didn't have the chance to use it yet.
 
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Wonder if the process could be automated in the engine somewhat.

I quickly added a paragraph about a new UE5 option for the devs, compiling shaders asynchronously during gameplay. It reduces the stutters, but still causes fps drops.

Seeing how a major part of the industry moved to UE5, I'm concerned.
 
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Because apparently, it has to be done for every shader manually, causing additional work for the devs. At least from what I've read about it so far.

In UE5 though, there are options regarding shader compilation, devs can use asynchronous shader compilation and delaying shaders until they're compiled, but significant frame rate drops are still there. It's a new option from the latest UE5 version, so maybe the Tekken devs didn't have the chance to use it yet.

Hmm… Well, I'm no computer engineer, but it seems like it shouldn't be too much trouble to just simulate the process of "encountering" every shader as if through normal gameplay to compile them all up front.
 
Hmm… Well, I'm no computer engineer, but it seems like it shouldn't be too much trouble to just simulate the process of "encountering" every shader as if through normal gameplay to compile them all up front.

Many engines really aren't mature enough, devs would have to write that themselves but there's a ton to take into account. Here's the example how it works in UE4:


  • The main issue is the way shaders are compiled in UE4. The engine allows to prevent stuttering by caching shaders using the Pipeline State Object (PSO) Caching tool. It creates a list of all the shaders used in the project and then speeds up the compiling process when they first appear in the game.
pso-caching-ue4.jpg


Devs must run their UE4 build to generate the shaders used at runtime and then apply a special file created by the PSO Caching to it

  • But that unfortunately doesn't solve all the problems. As Hi-Fil Rush lead graphics programmer Kosuke Tanaka explained to PC Gamer, "UE4 misses some cases such as certain lighting shader combinations, computer shaders, Niagara VFX, and these may still cause hitches."
It's messy.
 
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