I've made a short video about the microstutter
This microstutter happens in both elders recess and with any thunder effect. This is just a 2 minute video with a graph that shows it so people can understand what's happening. Also so that maybe capcom sees the microstutter is directly correlated with the hugeass lightning storm in elders recess. I used a paralysis axe after to show that it's not just the lightning looking effect, but specifically the thunder element.
https://www.youtube.com/watch?v=YvPVPqYDL_o&feature=youtu.be
Posted Aug 14, 2018, 7:21 PM UTC · edited
I'm still not certain how this got past QA. I don't know anyone that can't reproduce this behavior, from old potato PCs to the latest and the greatest.
What's infuriating is there's no setting that adjusts/removes these effects in the meantime, and no amount of tweaking on anything has any impact. IMO, this game should have stayed in the oven considering the other issues it faces as well.
It probably wasn't considered a priority bug. Especially considering the game can run at like 25fps at times on the PS4. It was allegedly the first time this team has done a PC port, so I'd bet learning on the job slowed things down even if it seems like it took forever to get the port on our end.
If they are as on the ball as they've been about patches addressing user concerns as they have been with the console version, we'll see these smoothed out.
Not apologizing on their behalf, but I can see why the blast/lightning effect stutter would be considered something to be taken care of later rather than sooner if a delay was not an option for them.
I suppose I'm fairly hardheaded when it comes to that because I'm a hobbyist programmer, and have the luxury of only pushing out things when they're fully cooked. I understand it's often not really the developer's choice themselves to not let it cook longer, but it is still disheartening to see it catching so much flak, albeit deserved.
As someone who played the PC version of the original Devil May Cry 4 for hundreds of hours I am kinda disappointed about how messed up this port is considering it runs on MT Framework. I'm assuming their A-team was unavailable to work on the PC port because they're busy working on DMC5 (bless thee, Itsuno) and they had to bring in the B team to do this.
They pulled a similar shitty move with Marvel vs Capcom Infinite. The game looked bad because the team working on the game were also a bunch of newbies. Capcom seems to do make some ass backwards decisions on these sorts of things, it seems.
From what I understand the Monster Hunter teams are semi-autonomous due to the producer being the son of the company's president. It's possible they're trying to cultivate talent internally on their team so they do know how to do this better moving forward. That's 100% speculation on my part though. It's just what makes sense from other creative industries I'm aware of, or how other developers will often use a re-release or updated version of a game to give newer team members a chance to build skill.
I'm curious why MT Framework has such a good reputation? The only other game with huge levels that has to keep track of multiple large creatures like this that I'm aware of on this engine was Dragon's Dogma, and that game has incredibly poor performance on the consoles it was originally released on. The other Monster Hunter games have segmented levels. Plus the console version of MH World doesn't run particularly amazing. I may be ignorant of a roughly comparable game to MH World on the engine aside from Dragon's Dogma. I am just unaware of why the engine has such a good reputation since I've barely heard of it mentioned in any light before, good or bad.
Devil May Cry 4 Vanilla used an older version of MT Framework. It ran on toasters - got consistently high framerates even on the crappiest setups. At 720p (remember this game came out in 2008) I could crank the thing to max settings and get 60 fps easily and it already supported widescreen AND 120/144hz refresh rates - in 2008.
The game was a really good PC port - it ran buttery smooth, worked with all kinds of configurations, had a godly button config launcher, etc. That is why I'm disappointed in MHW's port quality.
It also loaded EXTREMELY fast on hard drives. Zero load times - it was in every way superior to the console versions, which all ran like crap at sub optimal FPS and long load times.
See for yourself - go get yourself DMC4 PC Vanilla (not the Special Edition) - I'm not overexaggerating the quality of the port - the only downside is the M+KB support but if you have a controller you're good to go - it's better with controller anyway.
As a developer, we often try to cultivate talent internally and learn new skills, but I bet Capcom is like us in that they don't do it very well. You really want to bring in an expert to learn from when the skill is something as far-reaching as "port a PS4 game to a Windows environment." The amount of beginner mistakes the port team is already known to have made (ridiculous number of needless worker threads, improper thread priorities on main threads, etc) is, um, embarrassing. Reading books and using google is usually not enough to bring a new skill to a large project.
World was made by the main Monster Hunter team at Capcom and they worked on the PC version themselves so they didn't have any previous PC knowledge to draw from. I'm not sure how much communication there is between different IP teams at Capcom.
[deleted]