Jump to content

The game starts to stutter after 20-30 minutes of playing.


Fornax
  • Pending

First let me mention that this issue started during the Wilson beta - before that, the game was working fine. So as in the title, after 20-30 minutes of playing, there is a very noticeable stuttering of the game when the character moves and of course it is very annoying. It doesn't matter if I play with or without caves. I thought it was my graphics drivers fault, but after a fresh driver install, the problem persists. I also tried launching the game with the following steam launch options: -force-d3d12 -nod3d9ex and -force-vulkan - without success, although -force-vulkan option delayed stuttering. DxDiag file below. 

 DxDiag.txt

 


Steps to Reproduce

...

  • Like 2



User Feedback


As you can see, this stutter has nothing to do with FPS (Geforce RTX 3050 Laptop GPU, Windows 11). So I'm guessing DST has some sort of memory management issue with Nvidia drivers - other games don't have this problem.

 

This problem also occurs on the Linux version of the game:

 

 

 

Edited by Fomalhaut

Share this comment


Link to comment
Share on other sites

I think I just found a solution that seems to work: Nvidia control panel and changing "Vulkan/OpenGL present method" to "prefer native" – this change seems to have solved the graphics stuttering issue (or greatly delay it).

Edited by Fomalhaut
  • Like 2

Share this comment


Link to comment
Share on other sites

It's been years but after all the internet digging, I finally found the solution that completely resolve it (for me at least).
Solution:
A. If you only play on laptop monitor => I have no idea but using running the game on Integrated graphic card works perfectly.
B. If you have 2 monitors (laptop + external monitor, also my situation). You have to set both monitors to the same refresh rate (60Hz). This is called "Windows + Optimus + mixed refresh rate desync"

Everything else just didnt work me, Ive tried turning on/off vsync, triple buffering, gsync, etc,... nothing works.
Explanation I found 
When the two displays run at different refresh rates (e.g. 144Hz + 60Hz):

  • Windows’ compositor + NVIDIA present queue has to sync two different clocks
  • Even if the game shows perfect 60 FPS (16.6 ms), frames get:
    • queued unevenly
    • presented at inconsistent intervals
    • result in visible micro-stutter without frame time spikes

Share this comment


Link to comment
Share on other sites



Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
  • Create New...