Micro-stuttering / hitch & Frametime spikes issue

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Rachmaninoff
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Joined: 11 Oct 2020, 10:28

Re: Micro-stuttering / hitch & Frametime spikes issue

Post by Rachmaninoff » 15 Oct 2020, 14:26

Hey, I am sorry, I thought that new reply alerts were enabled by default and I was expecting some kind of e-mail in order to know that my post had been replied.

I am going to read all your replies and I'll let you know.

Thanks in advance!

Rachmaninoff
Posts: 5
Joined: 11 Oct 2020, 10:28

Re: Micro-stuttering / hitch & Frametime spikes issue

Post by Rachmaninoff » 18 Oct 2020, 07:31

jorimt wrote:
11 Oct 2020, 11:57
It's asset/shader loading from the HDD/SSD.

There's nothing you can do to eliminate it. It's known, it's normal, and it varies in severity and frequency per game.
Yes, all my tests lead me to this conclusion since I've achieved that games like The Witcher 3 or Red Dead Redemption 2 show very very isolated spikes from time to time (when loading assets) meanwhile others like Batman Arkham Knight or Far Cry 5 are some kind of stuttering festival, I am sure that they're engine related.

Rachmaninoff
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Joined: 11 Oct 2020, 10:28

Re: Micro-stuttering / hitch & Frametime spikes issue

Post by Rachmaninoff » 18 Oct 2020, 07:40

In some cases, SSD can unexpectedly fragment sufficiently to have noticeable performance slowdowns
I've optimized NVME and SDD's , is there anything else I can do?

Too many M.2 SSDs in M.2 slots using processor with too few PCI-X lanes
All my tests were done with 1 SSD alone or 1 MVME alone.

Overclocking Threasholds pushed too hard?
Special Note about Overclock-induced unexpected performance sensitivities
I've tested from default stock setting to hard overclock and, to be honest, I got best results with hard OC, with default setting even The Witcher 3 gave me frametime spikes each few seconds. Maybe it's due to C-States and setting like this that are enabled with bios stock settings.

Are you using variable refresh rate?
You have to keep in mind that although is my first post in this forum I am an old-timer fan, so I've read some many times all your articles and posts about v-sync, g-sync, latency, fps limiter and so on.

I've tested under all conditions, but my most used scenario is V-sync/G-sync ON in NVCP, V-sync Off in Game, RTSS FPS Limiter 3 fps under refresh rate.

Faster GPU will help....to a certain extent
I've just purchased a RTX 3090, so I'll be able to give you some feedback on 3 weeks.

I have to take a look at RAMdisk as you suggested.

Thank you very much to you both for your tips and hints.

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jorimt
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Re: Micro-stuttering / hitch & Frametime spikes issue

Post by jorimt » 18 Oct 2020, 09:06

Rachmaninoff wrote:
18 Oct 2020, 07:31
Batman Arkham Knight or Far Cry 5 are some kind of stuttering festival, I am sure that they're engine related.
Arkham Knight is/was known for regular stutter due to texture streaming mismanagement (UE3 is ironically not well suited to open world games for this reason, among others). There were even mods to try and alleviate this.

As for Far Cry 5, I haven't played it myself, but I have played previous entries. That engine is also known for its texture streaming issues, and it is also very heavy on the CPU, which means high minimum framerates are difficult to achieve, which can cause stuttering in the 0.1% and 1% lows, for instance.
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Re: Micro-stuttering / hitch & Frametime spikes issue

Post by Chief Blur Buster » 18 Oct 2020, 12:06

Some of the best texture streaming is done in too-end virtual reality games where stutter is a matter of life-or-death. Oculus, in particular, has been quite stellar about getting VR games to focus on hitchless texture streaming and all.

I actually wish such programming techniques were more widespread in non-VR games.
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jorimt
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Re: Micro-stuttering / hitch & Frametime spikes issue

Post by jorimt » 18 Oct 2020, 12:59

Chief Blur Buster wrote:
18 Oct 2020, 12:06
Some of the best texture streaming is done in too-end virtual reality games where stutter is a matter of life-or-death. Oculus, in particular, has been quite stellar about getting VR games to focus on hitchless texture streaming and all.

I actually wish such programming techniques were more widespread in non-VR games.
Very true. VR devs are effectively forced to prioritize zero asset-related stutter due to the risk of breaking the illusion/creating nausea.

Issue is, up until very recently (Half-Life: Alyx, etc), VR has prioritized said lack of stutter over visual fidelity (and overall game scale) as to achieve the former, something non-VRR AAA games typically can't afford to sacrifice, primarily due to market and user expectations where continual graphical improvements/game scope are concerned.

Again, as I mentioned earlier, this will hopefully gradually change with advent of the next-gen consoles and their prioritization of ultra fast SSDs and new data management techniques at the engine-level (and elsewhere), so we'll be able to have our cake (complex graphics) and eat it to (less or no asset-related stutter).

It's honestly long overdue.
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Author: Blur Busters "G-SYNC 101" Series

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Rachmaninoff
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Re: Micro-stuttering / hitch & Frametime spikes issue

Post by Rachmaninoff » 18 Oct 2020, 14:13

Chief Blur Buster wrote:
18 Oct 2020, 12:06
Some of the best texture streaming is done in too-end virtual reality games where stutter is a matter of life-or-death. Oculus, in particular, has been quite stellar about getting VR games to focus on hitchless texture streaming and all.

I actually wish such programming techniques were more widespread in non-VR games.
This is the answer to one question I've been wondering all this time, "why I have no stuttering issues in VR games?" It makes sense now.

There should be some kind of Wikipedia were people could check stuttering issues related to games engines. It would save a lot of time and frustration... Sometimes is not easy (at least for me) to believe users who post in forums that some game runs 'butter smooth' o 'as silk' if I cannot see their frametime graphs.

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