Prime Matter has just released Gungrave G.O.R.E on PC. The game uses Unreal Engine 4 and supports Ray Tracing reflections on PC, alongside NVIDIA DLSS 2 and AMD FSR 2.0. However, the game also suffers from shader compilation stutters.
Since this is a low-budget title, we won’t have a day-1 Ray Tracing/DLSS/FSR benchmark article. And, to be honest, the game’s RT effects are a bit underwhelming. Furthermore, and as I wrote above, the game suffers from shader compilation stutters. Thus, expect numerous stutters during the first couple of levels.
Below you can find some comparison screenshots between RT On (left) and RT Off (right). As you can see, there aren’t a lot of visual differences. Yes, some metal surfaces can look better with RT, however, most of you won’t even notice them while playing the game.
In order to capture these screenshots, we used an Intel i9 9900K with 16GB of DDR4 at 3800Mhz, and an NVIDIA GeForce RTX 4090. We also used Windows 10 64-bit, and the GeForce 526.86 driver. I’ve also included MSI Afterburner so that you can get an idea of the game’s performance in native 4K on Max Settings.
Stay tuned for our PC Performance Analysis!

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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And another one…
be nice the 1st time you launched a game pc it would pre-compile the shaders.
Sure, but at least on PC you have the option to take matters into your own hands and fix the stutters yourself by simply using DXVK-Async.
You know, Linux-style…
Does not fix in a lot of cases, tryed in evil west today and maybe the stutter got worse
DVXK-Async is different than regular DXVK. DXVK 2.0 can load shaders like DX on menus and sh^#. if the game does that. DXVK pre 2 stutters like crazy until the shader cache is done through playing the game.
Lately that Rayman guy around here claimed that he drastically reduced the stutters seen in Jedi Fallen Order via DXVK-Async on his AMD GPU.
AFAIR, you also have an AMD GPU.
Would it be possible for you to see whether you can replicate his findings on your end?
Thanks!
I think JFO is just an Unreal 4 issue. It basically has real time loading screens for textures in between zones and JFO has some planets that are pretty large. The user probably just has no Gsync/Freesync or has a weaker CPU. The stutters he saw are stutters a high end rig won’t or that Gsync, Freesync smooth make a non issue.
Would be easy to prove/replicate. There is a stutter on the line on the zip line that you walk on in Bogano from the fan heading towards the ship. It stutters there every time. There are places like that on every planet. Some planets are worse than others because they probably employ tricks like loading stuff during a cutscene (Saw Guerrara cutscene saw horrible performance in their newest patch) and or the planet is simply smaller.
Direct Storage asset streaming from the SSD will fix this on Unreal, but you need at least a Gen 3 SSD per the Unreal Engine 5 Sony demo. Something like the Xbox SSD is probably all you will need and what they will target going forward. How long until that game/tech arrives?
Dead Space remake was supposedly using it and not going to have any loading screens in the game. Whether that is still true I don’t know.
PS5 exclusives could leverage their much faster SSD and you need a gen 4 to match 5500 read. We have already far surpassed that though on PC.
You have now the dxvk 2.0 with async already patched on. Here: github com/Sporif/dxvk-async/releases
You have now the dxvk 2.0 with async already patched on. Here: github com/Sporif/dxvk-async/releases
be nice the 1st time you launched a game pc it would pre-compile the shaders.
“expect numerous stutters during the first couple of levels.”
Well i wont have any stutters, cause i wont buy a mess of a game 🙂
God bless you
It’s time for the industry to simply adopt what was used in Uncharted 4. Give people a shader cache timer in percent on the first load and they will gladly wait 15 mnutes to have a well performing game.
Just wtf one more of this sh*t!
UE4 needs to die. Time for UE5 – and im REALLY really hoping the new update for it, will solve most of this crap
UE5 also a mess, its heavy for the sake of being heavy (look at that Matrix 5 demo that didnt even that good, still lose to LA Noire in term of face animation) . They also just recently thinking about PSO stutter and made an update to address that. This generic engine that the one provide them itself have trouble optimising, let alone the devs using them that unable to dig deeper into the code, needs to be shelved for a while before they dare to release and sell it. Todays graphic are good enough, its time to invest more towards gameplay, physics and NPC/enemy A.I. to provide more fun towards player. I miss the day of F.E.A.R. mindblown us with its enemy A.I., Half Life 2 with its physic manipulation using Gravity Gun, Crysis with its lush yet destructible environment and gameplay freedom.
This year has been pretty boring in PC gaming. Console has totally dominated this generation.
Why use dx12? These kinda games do not really require it. God of war uses dx11 and its butter smooth. It’s time for devs to stop using Microsoft api for everything. I have fellow devs who have confirmed that using dx12 is unnecessary unless absolutely required over dx11. You can better optimize dx11 code over fixing shader building techniques in dx12 code base. In comparison vulkan is a lot better in handling shader building but why would Microsoft allows it to be used on their platform for big budget games eh?
To be fair, as a dev myself, dx12 is not the issue itself, but bad practices on the developer’s end.
I built a lot of dx12 projects for practice using UE4 and dx12 with ray tracing and all the sh*t that can only be done with dx12 there, and stuttering was never an issue, devs just need to correctly setup async shaders compilation or AOT compilation.
I mean, is not a big deal and you have way better CPU performance allowing the game to have more complex physics simulation, AIs, etc
That’s very nice to hear from a Dev himself. Yes. Exactly. Dx12 was meant to overcome cpu bottlenecks and implement raytracing tech. But every title I’ve seen using it in the gaming industry is a victim of heavy stuttering here and there. Whereas it wasn’t an issue with dx11. With this game, I think there wasn’t any need for raytracing or dlss, fsr stuff. Low to mid range gpus could’ve handled it well given it were a dx11 title. Budget would be less and people would enjoy it. But no industry standards these days. Like every game needs raytracing and that’ll make it goty.