Literally every 2-3 seconds FPS drops to 10-15. I can't control the train, because it doesn't register brake/traction/AFB interaction, because of those ultimate stutters hell. WCML runs amazing, by the way. Win 10, i5-10400, 16 RAM, 4060Ti, SSD, 1080р.
Train Sim World 5 runs on Unreal Engine 4, and issues related to stuttering are fairly common on games which use this technology, due to the way the way it loads shaders. Essentially, when a game loads a shader for the first time, GPU drivers begin compilation, causing ‘hitches’, which you might see as ‘micro-stutters’ on your game when you play it. We’ve been experimenting internally, and have identified a 70-80% reduction in micro-stutters once a route has been run for the first time (i.e. after the shaders have finished compiling). So, you may experience some issues with your first run – these should be largely resolved with future playing though, once you’ve traversed the whole route. I know it's not ideal, but hope this provides a bit of context and hope for future runs.
Thank you for your comment, JD. I know that. But this particular route has much stronger stutters than any other routes in TSW history. The first run is almost unplayable. Never seen something like this before, even on BML. The first run along the WCML was much smoother - there were maybe 5-8 tangible stutters along the entire route. But on Frankfurt - Fulda stutters are too frequent and heavy.
Your system is not enough on the hardware side. 16gb ram / i5? (Not on full settings at least) Its running ok with my i7 and 48gb ram.
This game use like 8-9. So your suggestion is buy a 256 gigs? And if this doesn't help, will you recommend me a threadripper? To be fair just watch the recommended system requirements. I'm not planning to play at 4k on this rig. For 1080p gaming this is enough. Yeah, the CPU itself an old and not so fast, but all other new "heavy" games runs really good, except those which are runs not good even on i9(like Cities Skylines 2). And the problem is in one specific route, I don't complain about the whole game.
Imho Frankfurt-Fulda has set a new milestone in terms of detailed scenery, it just needs a bit more power than an i5.
Someone more knowledgeable can correct me if I'm wrong but it is not the RAM or the GPU that is the issue for PseudoStalker but the CPU. Shader compilation is a CPU dependent, multicore process. While it is not a perfect 1-1 comparison I just checked Cinebench R23 multicore scores for the i5 10400 and the score was 8300. For comparison the i7 13600K has a score of 24000, almost 3 times as high and the 13400 (same price rang... probably not anymore with how everything has been inflated, but same segment) has a score of 16000, i.e. twice as high. I don't have benchmarks for UE4 shader compilation so this is the best I have, but at least that would imply that your CPU will struggle more during shader compilation and thus have more stutters. EDIT: After shader compilation has been completed (or mostly completed, i.e. after running through the route) the load on the CPU should (?) be much lower so stutters will be less noticeable. Bottom line: the less powerful the CPU the more stutters during shader compilation since the CPU can't keep up.
It certainly looks very scenic for DTG standards. Just need to run the entire route for shaders compilation, then we continue the discussion.
So the second run was almost good, some noticeable stutters(2 or 3) at Frankfurt area, then only some kind of nano-stutters and micro-stutters(I assume this is tiles loading). I forgot to mention that I play with -DX12.