Cronos: The New Dawn

**** that. All hands abandon ship. All hands abandon ship!

Just watched an episode of TNG where captain Picard stuck in a loop kept saying that just before the ship explodes :D
Did you see that internet historian ep about the cruise ship when the captain ****** off and saved himself despite being under strict instructions to stay on the ship and help people :cry:
And this was the 3rd or 4th time he'd written off a ship showing off carving too close to the bay and honking to wind up the people on land lol.

 
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Did you see that internet historian ep about the cruise ship when the captain ****** off and saved himself despite being under strict instructions to stay on the ship and help people :cry:
And this was the 3rd or 4th time he'd written off a ship showing off carving too close to the bay and honking to wind up the people on land lol.


Nope. First I heard of that :cry:
 
Over an hour or so into this now. Runs pretty well on my 4070S with Max settings but will wait for BenchmarKing to do an optimization guide to see what's worth tweaking. As with any game of this type, headshots are key to conserve ammo.
 
So after turning off internal TAA and playing the release version, not sure if the devs did anything since early access, the game seems to have less stuttering, though they are still there, and I have locked it to a constant 100fps with 2xFG.

Atmosphere and audio are still sublime, definitely a lights off sound up kind of game.
 
This nexusmod fixes much of the black floor lift, among other UE5 tweaks:



Before/After:

RyrdzqR.jpeg


46WnHeP.jpeg



Edit(

I added the fog back by enabling the Fog options that were set to 9 in the nexusmod's Engine.ini as outside and light sources didn't cast fog any more, left the rest all as per the mod:

Before (mod as downloaded):
eIz2qAP.jpeg


After (fog re-enabled):
f3AgyQA.jpeg



Edit 3*

If you are playing in HDR and use the value tweaks I posted in page 1 then you do not need these black level mods as HDR mode basically fixes it anyway, it's only in SDR mode where black level is annoyingly raised.

HDR on OLED in this game is so good.
 
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This nexusmod fixes much of the black floor lift, among other UE5 tweaks:



Before/After:

RyrdzqR.jpeg


46WnHeP.jpeg



Edit(

I added the fog back by enabling the Fog options that were set to 9 in the nexusmod's Engine.ini as outside and light sources didn't cast fog any more, left the rest all as per the mod:

Before (mod as downloaded):
eIz2qAP.jpeg


After (fog re-enabled):
f3AgyQA.jpeg



Edit 3*

If you are playing in HDR and use the value tweaks I posted in page 1 then you do not need these black level mods as HDR mode basically fixes it anyway, it's only in SDR mode where black level is annoyingly raised.

HDR on OLED in this game is so good.

I find HDR black raised too, but yes it's 10 times worse in SDR
 
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Nope not for me

Seems to be a theme on Reddit/Steam too :(

Everyone game in this day and age that is a first or third person title needs a fov slider


Are on a monitor?

I always play 3rd person games on TV and I set 1.5 meters away and the FoV is good for me
 
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Ah ok, I always find controllers works better for 3rd person games and I find using a controller at my desk uncomfortable so I end up on the couch playing on the TV with these games
 
playing the release version, not sure if the devs did anything since early access, the game seems to have less stuttering, though they are still there
Huh? The only stutter is when you start a new level. After that there's none when playing the game. I've had it since early access, and nothing has changed 'stutter' wise.

I find it strange that you're having these issues and I'm not.

Are you sure this isn't a result of MFG or you capturing footage, or something you've got running in the background causing it? Even Afterburner can cause wierd issues like that with some games - I remember it causing problems with the day one release of Forza Motorsport for PC.

To quote what I said when playing the early access release:
Stutter wise, I'll try and explain this as best as I can... With the Dead Space remake, every time you went into a new part of the map, or through doors with micro loading sections, you'd get a stutter. With this game, you seem to get a quick small stutter upon starting an entire level, and then not again till you're done with the entire level, so you could take it as a quick bit of loading between levels, versus having a loading screen; if that makes sense?

In 90 minutes, I've only seen it happen 3 times, which would be 3 'level' like areas, versus segments of the same level/map.
So in all honesty, I'm ok with that.

So I'm unsure how you're getting actual stutters when playing the game. Versus the level changing. As there is no loading, at all, once your saved has loaded. So I would class these stutters at the beginning of each new level, as a level loading/caching micro stutter.
 
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Huh? The only stutter is when you start a new level. After that there's none when playing the game. I've had it since early access, and nothing has changed 'stutter' wise.
Nope the stutters are frequent, as DF's video shows regardless of your system, traversal and shader stutters will always be there, the higher your fps (I am locked at a constant 100fps) the more noticeable they become because the frametime spikes are significant. It's only a big issue if you are using HW RT mode though as the shader comp step only precompiles shaders for software RT mode not hardware, it's something the devs need to patch, but I won't be playing in lower RT quality by switching to software mode as that has the classic UE5 boiling effect problems that look crap.

Traversal stutter will happen in every mode.

Remember, this is UE5, you cannot turn off RT, you either have software RT (crap) or hardware RT (depending on if a dev enables it and then optimises it properly).
 
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Enjoying this so far but you don't get a minute's peace! Always something else round te corner trying to kill you.
 
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Nope the stutters are frequent, as DF's video shows regardless of your system, traversal and shader stutters will always be there, the higher your fps (I am locked at a constant 100fps) the more noticeable they become because the frametime spikes are significant. It's only a big issue if you are using HW RT mode though as the shader comp step only precompiles shaders for software RT mode not hardware, it's something the devs need to patch, but I won't be playing in lower RT quality by switching to software mode as that has the classic UE5 boiling effect problems that look crap.

Traversal stutter will happen in every mode.

Remember, this is UE5, you cannot turn off RT, you either have software RT (crap) or hardware RT (depending on if a dev enables it and then optimises it properly).
I've locked mine at 60FPS as I can achieve slightly above that with a 4070 using mixed settings 4K DLSS+FG. I don't have hardware RT on.
Not getting frame spikes either, well 3-4FPS was the highest drop I measured playing it 90 minutes straight when I played it on early release.

I didn't get a single stutter with MGS Delta, not 1, and I wasted hours trying to trigger one in the places that it occured on Wormz video. I completed it in 1 playthrough - around 12-14 hours playing through till early morning without stopping, with no crashes/stutters/hitching. So it is possible for UE5 not to stutter, granted Delta was the first game out of the many UE5 that I own, that hasn't stuttered on my hardware :cry:
 
I compared all the Supersampling options along with native TXAA, interesting (or not lol) that FSR 3.1 once again, even in Quality mode, is worse than Performance mode of both DLSS and XeSS. TSR High is stable for the most part but the fps is too low. All native AA modes are quite unstable and of course even lower fps.


Best option is DLSS with whatever mode you like, along with Frame Gen to then improve smoothness.

DLSS Quality + FG at 4K output with hardware RT is possible for a 90-100fps experience on a 4090. That's below path tracing performance in other games haha.
 
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