You will never ever get decent 1% lows in most titles, the software stack is architecturally fucked in the popular engines and can’t do it. You would need a CPU that’s literally 100x faster than today’s top models for it to be able to compile shaders on-demand within a single frame without hitching. (Or maybe it’s more accurate to say that there’s a massive gulf between what the hardware/drivers need - compiled pipeline objects built/known ahead of time - versus what game engines are doing, building pipelines on the fly on demand, surfacing new permutations frame-by-frame)
orbital-decay|7 days ago
formerly_proven|6 days ago
There's this article from Unreal on the topic: https://www.unrealengine.com/en-US/tech-blog/game-engines-an...
If you read their proposed solutions, it's quite clear they only have patchy workarounds, and the inability to actually pre-compile the needed PSOs and avoid shader and traversal stutter is architectural. It should be noted that these engines are also stuttering on console, but it's not as noticeable since performance is generally much lower anyway.