There is no fix for stutters. Especially or Traversal Stutters. All those crappy mods are just smoke and mirrors, it's crazy how dumb gamers are and are falling into those. Too bad the game is not running on newer UE5.
I barely have any stutters with my RX 6700 XT. Once the shaders are all compiled it's pretty smooth for me. Plus i have some engine.ini edits going on but none of them are related to performance and i have perfect graphic settings in the menu for my GPU. It barely stutters for me somehow. Only very slight occasional micro stutters in some places. The rest is smooth.
PS: One specific registry mod on here did seem to have helped with the stutters. What doesn't work for you, doesnt automatically mean that it won't work for others. We all have individual gaming rigs / setups and different drivers installed. For instance i still use the 23.4.3 AMD graphics driver which is fairly old. Newer doesn't always mean better. The sooner y'all learn that, the better for you lol
i have rx6700xt with the 13400f but i have so much stutters i use frame gen and afmf with the custom engine which mods do u use and do u use frame gen and afmf help me pls
Could try adding r.Nanite=0 to the INI as well, for me that gives +5-10FPS with almost no noticeable quality change (they setup some console INIs to use that value too, so shouldn't really break any effects)
Ran around the town changing r.Nanite with dev console and didn't really notice any differences, just ground mesh there. Once I got to the prison did notice that it affected some of the wall decals though, removing some detail from them, too bad.
I guess it's up to player, if they really need extra 5-10FPS maybe it could be worth losing some detail.
You can just delete the Engine.ini from "%localappdata%\SilentHill2\Saved\Config\Windows" and it will regenerate a new one when you re-launch the game. Then whenever u apply new tweaks to Engine.ini you can simply copy and paste it and then rename it to "Engine.ini.bak" so this way you'll have a backup next time so you can easily delete your Engine.ini and rename the "Engine.ini.bak" to "Engine.ini" and easily not worry about losing anything... I do this when testing new Engine.ini's out sometimes. The most basic things I would use Engine.ini for would be to disable Vigentte and Depth of field + a few other tweaks to help stuttering. I also enabled r.virtualshadowmaps but you can remove that line if you want. I think the shadows look much better and there's really no performance cost either. Here's my Engine.ini for reference:
[SystemSettings] r.FastVRam.GBufferVelocity=1 ; useful for movement effects. r.FastVRam.ShadowPerObject=0 r.FastVRam.ShadowPointLight=1 ; enables fast VRAM for point lights. r.FastVRam.SSR=1 ; enables fast VRAM for SSR. r.FastVRam.CustomDepth=1 ; enables fast VRAM for custom depth channel. r.FastVRam.GBufferA=1 ; enables fast VRAM for world normal r.FastVRam.GBufferC=1 ; enables fast VRAM for difuse r.FastVRam.GBufferD=1 ; enables fast VRAM for custom data r.FastVRam.GBufferF=1 ; enables fast VRAM for anisotropy r.FastVRam.DistanceFieldShadows=0 ; game doesn't use distance field shadows. r.FastVRam.DistanceFieldAODownsampledBentNormal=0 ; disable because there are no distance field shadows. r.FastVRam.DistanceFieldAOHistory=0 ; disable because there are no distance field shadows. r.FastVRam.DistanceFieldAOScreenGridResources=0 ; disable because there are no distance field shadows. r.FastVRam.DistanceFieldNormal=0 ; disable because there are no distance field shadows. r.FastVRam.DistanceFieldTileIntersectionResources=0 ; disable because there are no distance field shadows. r.Streaming.AmortizeCPUToGPUCopy=1 ; distribuite and prolonge frame load on several frames. r.Streaming.NumStaticComponentsProcessedPerFrame=18 ; max static components processed per frame. r.Streaming.MaxNumTexturesToStreamPerFrame=16 ; max textures processed per frame is slightly lower to prevent GPU overload. r.Streaming.AllowFastForceResident=0 ; do not force streamer residents on VRAM. r.Streaming.Boost=1.5 ; boost texture streamer to prevent potatoing. r.Shadow.Virtual.Enable=1 ;Virtual Shadow maps / More realistic real-time shadows r.Shadow.Virtual.ContactShadowLength=0.1 ; Extra shadow map settings ;r.FidelityFX.FI.ENABLED=1 ; Disabled but you can enable just remove the ; before the line. r.SceneColorFringe.Max=0 ; Next 5 lines are Ghosting and color fringing fixes r.SceneColorFringeQuality=0 r.motionblurquality=0 r.Distortion=0 r.DisableDistortion=1 r.Tonemapper.Quality=1 ; Disables Vignette (f*#@ you vignetty) r.LensFlareQuality=0 ; Lower lens flare quality, idk if this is working r.MotionBlur.Amount=-1 ; I hope this completely disables motion blur
[Core.Log] LogPluginManager=all off LogOnlineIdentity=all off LogOnlineSession=all off LogMemory=all off LogPakFile=all off LogTemp=all off LogLinker=all off LogOnline=all off LogOnlineGame=all off LogAnalytics=all off LogConfig=all off LogInteractiveProcess=all off LogInput=all off LogOnlineEntitlement=all off LogOnlineEvents=all off LogOnlineFriend=all off LogOnlinePresence=all off LogOnlineTitleFile=all off LogOnlineUser=all off Global=off
21 comments
All those crappy mods are just smoke and mirrors, it's crazy how dumb gamers are and are falling into those.
Too bad the game is not running on newer UE5.
PS: One specific registry mod on here did seem to have helped with the stutters. What doesn't work for you, doesnt automatically mean that it won't work for others. We all have individual gaming rigs / setups and different drivers installed. For instance i still use the 23.4.3 AMD graphics driver which is fairly old. Newer doesn't always mean better. The sooner y'all learn that, the better for you lol
Might as well upload version that disable it
Once I got to the prison did notice that it affected some of the wall decals though, removing some detail from them, too bad.
I guess it's up to player, if they really need extra 5-10FPS maybe it could be worth losing some detail.
[Core.System]
Paths=../../../Engine/Content
Paths=%GAMEDIR%Content
Paths=../../../Engine/Plugins/2D/Paper2D/Content
Paths=../../../Engine/Plugins/Animation/AnimationLocomotionLibrary/Content
Paths=../../../Engine/Plugins/Animation/AnimationWarping/Content
Paths=../../../Engine/Plugins/Animation/ControlRigSpline/Content
Paths=../../../Engine/Plugins/Animation/ControlRig/Content
Paths=../../../Engine/Plugins/Animation/IKRig/Content
Paths=../../../Engine/Plugins/Bridge/Content
Paths=../../../Engine/Plugins/Compositing/OpenColorIO/Content
Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
Paths=../../../Engine/Plugins/Developer/Concert/ConcertSync/ConcertSyncClient/Content
Paths=../../../Engine/Plugins/Editor/BlueprintHeaderView/Content
Paths=../../../Engine/Plugins/Editor/GeometryMode/Content
Paths=../../../Engine/Plugins/Editor/ModelingToolsEditorMode/Content
Paths=../../../Engine/Plugins/Editor/ObjectMixer/LightMixer/Content
Paths=../../../Engine/Plugins/Editor/ObjectMixer/ObjectMixer/Content
Paths=../../../Engine/Plugins/Editor/SpeedTreeImporter/Content
Paths=../../../Engine/Plugins/Enterprise/DataprepEditor/Content
Paths=../../../Engine/Plugins/Enterprise/DatasmithContent/Content
Paths=../../../Engine/Plugins/Enterprise/GLTFExporter/Content
Paths=../../../Engine/Plugins/Experimental/ChaosCaching/Content
Paths=../../../Engine/Plugins/Experimental/ChaosClothEditor/Content
Paths=../../../Engine/Plugins/Experimental/ChaosNiagara/Content
Paths=../../../Engine/Plugins/Experimental/ChaosSolverPlugin/Content
Paths=../../../Engine/Plugins/Experimental/CommonUI/Content
Paths=../../../Engine/Plugins/Experimental/Dataflow/Content
Paths=../../../Engine/Plugins/Experimental/FullBodyIK/Content
Paths=../../../Engine/Plugins/Experimental/GeometryCollectionPlugin/Content
Paths=../../../Engine/Plugins/Experimental/GeometryScripting/Content
Paths=../../../Engine/Plugins/Experimental/Landmass/Content
Paths=../../../Engine/Plugins/Experimental/MeshModelingToolsetExp/Content
Paths=../../../Engine/Plugins/Experimental/PythonScriptPlugin/Content
Paths=../../../Engine/Plugins/Experimental/UVEditor/Content
Paths=../../../Engine/Plugins/Experimental/VirtualHeightfieldMesh/Content
Paths=../../../Engine/Plugins/Experimental/Water/Content
Paths=../../../Engine/Plugins/FX/NiagaraFluids/Content
Paths=../../../Engine/Plugins/FX/Niagara/Content
Paths=../../../Engine/Plugins/JsonBlueprintUtilities/Content
Paths=../../../Engine/Plugins/Media/MediaCompositing/Content
Paths=../../../Engine/Plugins/Media/MediaPlate/Content
Paths=../../../Engine/Plugins/MovieScene/MovieRenderPipeline/Content
Paths=../../../Engine/Plugins/MovieScene/SequencerScripting/Content
Paths=../../../Engine/Plugins/Runtime/AudioSynesthesia/Content
Paths=../../../Engine/Plugins/Runtime/AudioWidgets/Content
Paths=../../../Engine/Plugins/Runtime/GeometryProcessing/Content
Paths=../../../Engine/Plugins/Runtime/HDRIBackdrop/Content
Paths=../../../Engine/Plugins/Runtime/HairStrands/Content
Paths=../../../Engine/Plugins/Runtime/MeshModelingToolset/Content
Paths=../../../Engine/Plugins/Runtime/Metasound/Content
Paths=../../../Engine/Plugins/Runtime/ResonanceAudio/Content
Paths=../../../Engine/Plugins/Runtime/Synthesis/Content
Paths=../../../Engine/Plugins/Runtime/WaveTable/Content
Paths=../../../Engine/Plugins/VirtualProduction/CameraCalibrationCore/Content
Paths=../../../Engine/Plugins/VirtualProduction/LiveLinkCamera/Content
Paths=../../../Engine/Plugins/VirtualProduction/LiveLinkLens/Content
Paths=../../../Engine/Plugins/VirtualProduction/Takes/Content
Paths=../../../SHProto/Plugins/BlooberCore/GameBase/Content
Paths=../../../SHProto/Plugins/BlooberCore/InputRebinding/Content
Paths=../../../SHProto/Plugins/BlooberCore/LevelStreaming/Content
Paths=../../../SHProto/Plugins/BlooberCore/SimpleSpawnPoints/Content
Paths=../../../SHProto/Plugins/BlooberCore/UCA/Content
Paths=../../../SHProto/Plugins/BlooberWwise/Content
Paths=../../../SHProto/Plugins/CharacterAnimationExtras/Content
Paths=../../../SHProto/Plugins/CustomAnimNode/Content
Paths=../../../SHProto/Plugins/Cutscenes/Content
Paths=../../../SHProto/Plugins/DLSS/Content
Paths=../../../SHProto/Plugins/Dialog/Content
Paths=../../../SHProto/Plugins/EveryDai/Content
Paths=../../../SHProto/Plugins/FSR3/Content
Paths=../../../SHProto/Plugins/FSR/Content
Paths=../../../SHProto/Plugins/FoliageStamps/Content
Paths=../../../SHProto/Plugins/GeometryTools/Content
Paths=../../../SHProto/Plugins/HoudiniNiagara/Content
Paths=../../../SHProto/Plugins/LiveLinkViconDataStream/Content
Paths=../../../SHProto/Plugins/Mai/Content
Paths=../../../SHProto/Plugins/NinjaCharacter/Content
Paths=../../../SHProto/Plugins/PSSR/Content
Paths=../../../SHProto/Plugins/PivotTool/Content
Paths=../../../SHProto/Plugins/PostprocessVolumeEx/Content
Paths=../../../SHProto/Plugins/QAUtils/DebugCheckPoints/Content
Paths=../../../SHProto/Plugins/Wwise/Content
Paths=../../../SHProto/Plugins/XeSS/Content
[SystemSettings]
r.FastVRam.GBufferVelocity=1 ; useful for movement effects.
r.FastVRam.ShadowPerObject=0
r.FastVRam.ShadowPointLight=1 ; enables fast VRAM for point lights.
r.FastVRam.SSR=1 ; enables fast VRAM for SSR.
r.FastVRam.CustomDepth=1 ; enables fast VRAM for custom depth channel.
r.FastVRam.GBufferA=1 ; enables fast VRAM for world normal
r.FastVRam.GBufferC=1 ; enables fast VRAM for difuse
r.FastVRam.GBufferD=1 ; enables fast VRAM for custom data
r.FastVRam.GBufferF=1 ; enables fast VRAM for anisotropy
r.FastVRam.DistanceFieldShadows=0 ; game doesn't use distance field shadows.
r.FastVRam.DistanceFieldAODownsampledBentNormal=0 ; disable because there are no distance field shadows.
r.FastVRam.DistanceFieldAOHistory=0 ; disable because there are no distance field shadows.
r.FastVRam.DistanceFieldAOScreenGridResources=0 ; disable because there are no distance field shadows.
r.FastVRam.DistanceFieldNormal=0 ; disable because there are no distance field shadows.
r.FastVRam.DistanceFieldTileIntersectionResources=0 ; disable because there are no distance field shadows.
r.Streaming.AmortizeCPUToGPUCopy=1 ; distribuite and prolonge frame load on several frames.
r.Streaming.NumStaticComponentsProcessedPerFrame=18 ; max static components processed per frame.
r.Streaming.MaxNumTexturesToStreamPerFrame=16 ; max textures processed per frame is slightly lower to prevent GPU overload.
r.Streaming.AllowFastForceResident=0 ; do not force streamer residents on VRAM.
r.Streaming.Boost=1.5 ; boost texture streamer to prevent potatoing.
r.Shadow.Virtual.Enable=1 ;Virtual Shadow maps / More realistic real-time shadows
r.Shadow.Virtual.ContactShadowLength=0.1 ; Extra shadow map settings
;r.FidelityFX.FI.ENABLED=1 ; Disabled but you can enable just remove the ; before the line.
r.SceneColorFringe.Max=0 ; Next 5 lines are Ghosting and color fringing fixes
r.SceneColorFringeQuality=0
r.motionblurquality=0
r.Distortion=0
r.DisableDistortion=1
r.Tonemapper.Quality=1 ; Disables Vignette (f*#@ you vignetty)
r.LensFlareQuality=0 ; Lower lens flare quality, idk if this is working
r.MotionBlur.Amount=-1 ; I hope this completely disables motion blur
[/Script/Engine.RendererSettings]
fx.EnableCircularAnimTrailDump=0
fx.ParticlePerfStats.Enabled=0
memory.logGenericPlatformMemoryStats=0
r.CompileShadersForDevelopment=0
r.Emitter.FastPoolEnable=1
r.EnableDebugSpam_GetObjectPositionAndScale=0
r.ShaderLibrary.PrintExtendedStats=0
r.Shadow.CachePreshadow=1
r.Shadow.CacheWholeSceneShadows=1
r.Shadow.CSMCaching=1
r.Streaming.LimitPoolSizeToVRAM=1
r.UniformBufferPooling=1
s.MaxIncomingRequestsToStall=0
s.MaxReadyRequestsToStallMB=0
[/Script/Engine.GarbageCollectionSettings]
gc.AllowParallelGC=1
gc.AssetClustreringEnabled=1
gc.CreateGCClusters=1
r.ShaderDrawDebug=0
[FATHydraCrashHandler]
LogCrashReportHydra=off
LogCrashUploader=off
[/Script/UnrealEd.CookerSettings]
+VersionedIntRValues=r.VelocityOutputPass
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
EnableMathOptimisations=True
[DevOptions.Shaders]
bAllowCompilingThroughWorkers=True
bAllowAsynchronousShaderCompiling=True
[/Script/Engine.StreamingSettings]
s.AsyncLoadingThreadEnabled=True
s.MinBulkDataSizeForAsyncLoading=0
[/Script/Engine.GarbageCollectionSettings]
gc.CreateGCClusters=1
gc.AllowParallelGC=1
r.ShaderDrawDebug=0
[/Script/Engine.Engine]
bAllowMultiThreadedShaderCompile=True
[/Script/AkAudio.AkSettings]
bEnableMultiCoreRendering=True
[CrashReportClient]
bAgreeToCrashUpload=False
bImplicitSend=False
[Engine.ErrorHandling]
bPromptForRemoteDebugging=False
bPromptForRemoteDebugOnEnsure=False
[/Script/WInstrumentedProfilersSettings.WTelemetrySettings]
bEnableTelemetry=False
[FATHydraCrashHandler]
LogCrashReportHydra=off
LogCrashUploader=off
[Core.System]
+Suppress=ScriptWarning
+Suppress=Error
+Suppress=ScriptLog
+Suppress=Warning
[Core.Log]
LogPluginManager=all off
LogOnlineIdentity=all off
LogOnlineSession=all off
LogMemory=all off
LogPakFile=all off
LogTemp=all off
LogLinker=all off
LogOnline=all off
LogOnlineGame=all off
LogAnalytics=all off
LogConfig=all off
LogInteractiveProcess=all off
LogInput=all off
LogOnlineEntitlement=all off
LogOnlineEvents=all off
LogOnlineFriend=all off
LogOnlinePresence=all off
LogOnlineTitleFile=all off
LogOnlineUser=all off
Global=off