Discussion How much (approximately) has Jedi Survivor's performance improved since launch?

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You're right, I was too busy playing the game and forgot to watch the video.

So how many times will it have to compile the shaders before it is able to compile all of them?

That's anyone's guess, but certainly not having played the game at all, I cannot answer that. Basically Alex says it's much smoother the 2nd playthrough, which is all most need to know.

The animation "bug" as Alex calls it may be more laziness in what FPS they coded animations at for consoles, which seem to have lazily carried over to PC. There's zero reasons a PC port should be limited to animations that are locked to 30 FPS though, and when they are, it's clearly publishers wanting to try to force as many players onto console as they can to make games easier and cheaper to develop.

What I'm saying is, I feel they know full well this is going to result in glitches for those on PC, but don't care.
 
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Grand Moff
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That's anyone's guess, but certainly not having played the game at all, I cannot answer that. Basically Alex says it's much smoother the 2nd playthrough, which is all most need to know.

The animation "bug" as Alex calls it may be more laziness in what FPS they coded animations at for consoles, which seem to have lazily carried over to PC. There's zero reasons a PC port should be limited to animations that are locked to 30 FPS though, and when they are, it's clearly publishers wanting to try to force as many players onto console as they can to make games easier and cheaper to develop.
I feel like it wouldn't even be that hard for the devs to fix. Hopefully, it will be fixed in the next update.
 
I feel like it wouldn't even be that hard for the devs to fix. Hopefully, it will be fixed in the next update.

Hardcoding animations to console level FPS I doubt very much to be a simple oversight, especially when that process is carried over to PC.

As Alex implied in so many more eloquent words than I am using here, I feel like we're stuck with the animation hitching.
 
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Grand Moff
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Hardcoding animations to console level FPS I doubt very much to be a simple oversight, especially when that process is carried over to PC.
I just don't understand why they did it like that, though since current gen consoles are pretty powerful, they should easily be able to do these animations at 60 fps (albeit with reduced settings)
 
I just don't understand why they did it like that, though since current gen consoles are pretty powerful, they should easily be able to do these animations at 60 fps (albeit with reduced settings)

Actually despite how powerful current gen consoles are, they still have to use a lot of tricks to manage high resolution, and we're finding many times the games aren't even staying at a full 4K res. So yeah, that means hardcoding animations to a lower FPS is definitely on the table.

Ever since super high res gaming and RT came about, it seems like video game development is a bit like The Wizard of OZ. They use a bunch of smoke and mirrors parlor tricks that they try to hide from public view to fool people into thinking today's consoles can pull off feats of magic.