Stalker 2

Make sure any mods that use non standard files and file structures are removed if you have any. I was not using any mods and the game loads and performs very well for me.

I was using a few but it shouldn't be an issue given that I uninstalled and redownloaded the whole game.
 
A released game often seems these days to be a means to fill the coffers whilst development continues......
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And may they fill them so they are overflowing with gold and riches for months to come... So we can enjoy full release in 2025 through cdkeys.

The only issue with this practice is you tend to annoy people. You ask them about a game and they have no clue what you're on about.

"Did you do that quest where you end up following..."

"The game had quests?! I spent three hours mapping out controls that wouldn't save, watching the first cutscene on repeat due to a crash immediately after, an hour moaning online and you know those warning signs on startup... I've now got epilepsy from all the flickering textures and pop in. Got my housemate to take over whilst I looked at the floor the entire time and he said the ai was incredible as it felt like he'd gone back in a time machine to 1995".

"Guess that's not ideal, but at least you can enjoy it now that it's had 12,975 fixes three months on?"

"Tumbleweed..."
 
Just run into a weird inventory bug. Every time it was opened (either with 'i', trading or using my stash) it would just play a looping sound effect and the rollover context stuff wasn't appearing making it impossible to see the details of any items.

Restart didn't help, had to go back to an older save.
 
Patch was all fine for me, Frame Gen is being used as there's no noticeable addition of latency at all in this game which is weird given it's UE5 and FG in all other UE5 games does have some form of latency noticeable even if a little bit.

My main reason for not putting too much time into it yes is the typical UE5 boiling/GI instability and cascaded shadows being all janky, something which Ray Reconstruction would resolve:

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Did lol though talking to NPCs, what is the deal with this guy :cry:

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Edit* We no longer have a problem:

The only mod I had to update was the fast splash screens one else the game failed to start. The rest all fine:

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Zero issues so far, if anything it seems to be playing smoother. Whats interesting though is the zone feels a lot more alive. You hear a lot more activity. Dogs in the distance, the stalkers you passed by a couple of minutes ago getting into firefight, flesh or warthogs getting up to no good. This stuff happened before but because it was so close you ended up getting dragged into it more often than not. It just feels more vibrant and dangerous. Stuff that was probably there but out of spawn range previously is now present and, oh boy you know it!
 
Zero issues so far, if anything it seems to be playing smoother. Whats interesting though is the zone feels a lot more alive. You hear a lot more activity. Dogs in the distance, the stalkers you passed by a couple of minutes ago getting into firefight, flesh or warthogs getting up to no good. This stuff happened before but because it was so close you ended up getting dragged into it more often than not. It just feels more vibrant and dangerous. Stuff that was probably there but out of spawn range previously is now present and, oh boy you know it!

This mirrors my own experience. The previous closeness of the offline spawn distance meant you almost always felt like the centre of all the NPC and mutant attention.

Now you can plan how you want an encounter to go, or just avoid it.

As a test I decided to check if they are random spawns, or actually on a path. I saw a warthog up ahead and it was heading away from me. I let it run off and it despawned some distance away, though still within 4x scope distance (not a complaint). So I ran towards where it was heading and about a minute later I saw it again. Another time a ward patrol was heading towards me and while they were not hostile, I ran in the opposite direction for a few minutes until they were well despawned. After 5 minutes the same patrol entered the area from the direction they were originally on.

If it was a genuine random spawn system with no simulation logic behind it, neither scenario would have happened IMHO.
 
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110gb because unreal sucks and can't patch files only replace the whole file

in reality the changes are probably a few mbs of code
 
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Patch was all fine for me, Frame Gen is being used as there's no noticeable addition of latency at all in this game which is weird given it's UE5 and FG in all other UE5 games does have some form of latency noticeable even if a little bit.

My main reason for not putting too much time into it yes is the typical UE5 boiling/GI instability and cascaded shadows being all janky, something which Ray Reconstruction would resolve

I find it annoying that the lighting takes a while to catch up, or looks completely different when you're inside, looking outside.

For example, one side of a room is lit up and the other side isn't. If you stand in the middle and look back and forth you have to wait for each area's lighting style to change to what it should be, almost like somebody with slow reactions is using a dimmer switch.. And as for the lighting outside when looking through a window... There can be a huge thunderstorm outside, but looking out from inside it just looks overcast. Step outside and it's really dark with huge lightning bolts striking the ground all around you. Go back inside and it's like the storm has cleared up, but it hasn't.
 
That's UE5's software lumen for you. HW Lumen is better but still not perfect and requires ray reconstruction to mostly get rid of remaining issues.
 
I find it annoying that the lighting takes a while to catch up, or looks completely different when you're inside, looking outside.
it really kills the atmosphere of the game for me.. it's 100% immersion breaking everytime.

it's trip to the beach weather 6ft from the door, you step in to the doorway and it's a radioactive thunder storm..

Unreal just seems to suck for gamers but saves devs a lot of manhours
 
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