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frame drops #36

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@valeriyjurievich-ctrl

frame drops ans sttuttering, the monitoring system fails to detect dips.

msi afterburner і frameview не помічають падіння частоти кадрів, хоч шейдери і прокешовані

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  1. LittleBitUA commented on Sep 25, 2026

    @LittleBitUA
    Owner

    Thanks for the report. To find what's causing it we need a few things:

    • the newest log from the logs folder next to the game, from a session where it stuttered;
    • your CPU, GPU, RAM and Windows version;
    • which renderer you use (the native renderer from the launcher, or the default emulated one) and the resolution scale;
    • the game version (2.0.3 is the latest).

    The log records your settings and, with the native renderer, the frame times including the worst frames, so it shows drops that overlay tools can miss.

  2. LittleBitUA commented on Sep 25, 2026

    @LittleBitUA
    Owner

    If it stutters in particular places, a save from there would help as well: zip the userdata folder next to the game without userdata\cache and attach the zip here.

  3. valeraudovenko32-oss commented on Sep 25, 2026

    @valeraudovenko32-oss

    старий компьютер GTX1070, I7 4771, 24GB DD3-2400, WIN10 22H2
    native render

    deadlyprem_013(gtx 1070).log

    userdata.zip

    новий компьтер RTX2080TI, I9 10900K, DDR4-3200, WIN1126H1
    native render

    deadlyprem_004(rtx2080ti).log

    userdatartx2080ti.zip
    моніторінг не бачить просадок фпс

  4. valeraudovenko32-oss commented on Sep 25, 2026

    @valeraudovenko32-oss
  5. valeriyjurievich-ctrl commented on Sep 25, 2026

    @valeriyjurievich-ctrl
    Author

    native render , 2.0.5
    gtx 1070
    deadlyprem_007.log

    userdata.zip

    https://getshared.com/d/wktDxKHj
    на 1.27 дуже видно, також при повороті камери 0.16

  6. LittleBitUA commented on Sep 26, 2026

    @LittleBitUA
    Owner

    Thanks, this 2.0.5 log answered it. On the GTX 1070 at 2x each frame takes about 14 ms of the native renderer's time, and half of that (7-8 ms) is presenting the frame: FSR 3 upscaling the 2560x1440 image to your screen, done on the game's own thread. The actual rendering only takes about 5 ms of GPU time. So the frame fits into 16.7 ms with almost no room left, and any small spike pushes it to 33 ms, which is the stutter you see (your log shows exactly those 33 ms frames), and why overlays don't catch it.

    Two things should fix it on this card, try one at a time:

    • in the launcher set the upscaler to bilinear (or present_effect = "bilinear" in deadlyprem.toml),
    • or set the native internal resolution to 1x.

    If you still get stutter with one of these, please attach the new log and we'll dig further.

  7. valeriyjurievich-ctrl commented on Sep 27, 2026

    @valeriyjurievich-ctrl
    Author

    в 2.0.5 було білінейне масшатабування

    Image

    log 2.0.6

    deadlyprem_001.log

  8. LittleBitUA commented on Sep 27, 2026

    @LittleBitUA
    Owner

    Thanks, and sorry, I missed that bilinear was already on. Your new log shows the same thing as before: about 7-8 ms of each frame is spent waiting to present, and every so often a frame takes 33 ms instead of 16.7.

    Your launcher screenshot has Vertical sync turned on. With vsync the game has to wait for the monitor's refresh before each frame can be shown, and when a frame is even slightly late it waits for the next refresh: that's exactly the 33 ms frames in the log, and why the overlays show a steady 60. Could you try with Vertical sync off in the launcher (Graphics tab), same place in the game, and attach the new log? If your monitor supports G-Sync/FreeSync, keep "Allow VRR / tearing" on so you don't get tearing.

  9. valeriyjurievich-ctrl commented on Sep 27, 2026

    @valeriyjurievich-ctrl
    Author

    native 2.0.8

    deadlyprem_007.log

    немає таких падіннь фпс, але статери все одно є, при переміщенні, цікаво що при vsync(60 кадрів), що при відключенному vsync(120 кадрів), завантаження відеокарти однакове, десь 35-40% максимум

  10. LittleBitUA commented on Sep 27, 2026

    @LittleBitUA
    Owner

    Thanks, this log is really helpful. With vsync off the frame times are now steady (16.7 ms, the worst 1% at 17.5 ms) and presenting takes 0.2 ms instead of 7-8 ms, so the 33 ms drops were vsync. The stutter you still see when moving looks like our frame pacing: the game's frame limiter runs very slightly slower than 60 FPS, and every few seconds the game catches up with a double step, which shows up as a jerk when the camera or York moves. We're working on a fix. One question: where does the overlay show 120 FPS? Our log shows 60 frames per second being presented.

  11. added a commit that references this issue on Sep 27, 2026
  12. LittleBitUA commented on Sep 27, 2026

    @LittleBitUA
    Owner

    2.0.9 is out with the frame pacing fix: frames now follow exact 1/60 s deadlines, so the game no longer catches up with a double step every few seconds. Update from the launcher's Update button, or unzip DPRecomp-2.0.9-win64.zip over your install. Could you check the same places as in your video (the camera turn and 1:27), with vsync on and off if you have time, and attach the new log? If you add dp_60fps_stats = true to deadlyprem.toml before starting, the log also records every catch-up step, so we can see exactly what happens on your PC.

  13. valeriyjurievich-ctrl commented on Sep 27, 2026

    @valeriyjurievich-ctrl
    Author

    deadlyprem_2026_09_27_22_14_01_605.bmp
    можливо msi afterburner неправильно показує

  14. valeriyjurievich-ctrl commented on Sep 27, 2026

    @valeriyjurievich-ctrl
    Author

    на 2.0.9 досі є проблеми с vsync

    deadlyprem_002.1.log

  15. LittleBitUA commented on Sep 27, 2026

    @LittleBitUA
    Owner

    Thanks, the screenshot explained the 120 FPS: besides each game frame, our UI layer was repainting on every monitor refresh, so the overlay counted two presents per frame. That's a bug on our side and it will be fixed. For now, with the native renderer please keep Vertical sync off: in native mode it doesn't sync to your monitor anyway, it only changes the game's internal timing, and that's what adds the waits you see with it on.

  16. valeriyjurievich-ctrl commented on Sep 28, 2026

    @valeriyjurievich-ctrl
    Author

    дякую за вашу працю, 2.0.10 поки все добре, невелике паддіння було на 1.27, статерів не бачив, моніторінг відповідає дійсності, тільки що роздільна здатність не 19201080, а 25601440
    ось лог , vsync увімкнена

    logs.zip

  17. LittleBitUA commented on Sep 28, 2026

    @LittleBitUA
    Owner

    Thanks for testing! That log confirms it: presenting now takes 0.25 ms instead of 8 ms with vsync on, and frame times stay at 16.7 ms (the worst 1% at about 17.5 ms) through the whole session, except one loading moment. The 2560x1440 is the native renderer's internal resolution at 2x; it's scaled to your 1920x1080 screen, so that's expected. If the drop at 1:27 keeps showing up in the same spot, a save from just before it would help. Otherwise we'll close this in a few days.

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