Redfall on PC continues the run of unacceptably poor ports

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Redfall on PC continues the run of unacceptably poor ports
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Redfall on PC continues the run of poor ports

It's with a depressing sense of inevitability that Redfall arrives on PC in a poor state. Like Star Wars Jedi: Survivor, Redfall has troubling performance problems on PC, along with a number of serious graphical presentation issues. It does get some things right, but once again, we're looking at an experience with an unacceptably high CPU requirement and - yes - stuttering issues.

So, for example, one setting may actually change multiple aspects of the game. Post-processing can turn off various elements you may want to change individually, including motion blur, depth of field and ambient occlusion. The generic UE4 menu is a bad fit in other regards - the low volumetric setting, for example, completely ruins the effect.

Basically, when you move across the game world, the game loads in assets at invisible lines that the player cannot see, and when you cross them there is a big spike in frame-time even on ultra high-end processors. General CPU utilisation is also poor for the many core era, with the game relying on two main threads while the rest of the processor is heavily under-used.

With that in mind, more mainstream processors won't stand a chance. Older mid-range CPUs like the Ryzen 5 3600 fare much much worse, with constant CPU limitations and highly inconsistent frame-times, on top of the traversal stutter. Taking a cue from the consoles, I tried limiting the game to 30fps and found that low settings delivered a consistent frame-rate, but the point is that low settings looks pretty poor. The higher you ramp up the settings, the more stutter enters the picture.

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eurogamer /  🏆 68. in UK

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