THQ Nordic has released a PC demo for Outcast – A New Beginning. And, since the game will come out in March, we’ve decided to give it a go, and share our initial tech impressions.
For our tests, we used an AMD Ryzen 9 7950X3D, 32GB of DDR5 at 6000Mhz, and NVIDIA’s GeForce RTX 4090. I also used Windows 10 64-bit, and the GeForce 551.23 driver. Moreover, I’ve disabled the second CCD on our 7950X3D.
On our PC system, Outcast – A New Beginning runs with 90-100fps at Native 4K/Ultra Settings with DLAA. The game uses Unreal Engine 4.27, and it does not support any Ray Tracing effects. By default, it also uses the DX11 API.
As the title suggests, Outcast – A New Beginning currently suffers from major stutters. At the end of the article, you can find a video from its PC demo. In this video, you’ll immediately notice the stutters. You can also spot them in the frametime graph.
Now the reason I’ve decided to write this article is so that I could raise awareness of it. Due to these stutters, the game never feels smooth. As such, I really hope that Appeal Studios will do something about them.
Do note that these aren’t shader compilation stutters. These appear to be traversal stutters. And believe me, things get REALLY BAD when using the jetpack to glide.
THQ Nordic will release Outcast – A New Beginning on March 15th. That’s almost a month from now. And, I’ll be realistic here. I’ll be extremely surprised if the devs somehow manage to resolve them before launch. So, consider this a warning.
Stay tuned for more!

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.”
Contact: Email
It’s good to put the warning out because THQ probably will only do a little about the stuttering before release. They will just assume like most Publishers do that gamers will buy it on release anyway and by the time the game finally does get patched and polished their customers will already have been done with it long ago and moved on to another buggy new release to start the merry-go-round of sh*t all over again.
Stop buying games on release unless the Developer makes an effort to give you you’re money’s worth which most don’t.
Remember to preorder!
I doubt they’ll sell much to bother in the first place.
Good, it looks like fortnite.
wuh, looks awesome. will definitely get this, but not on pc. Master Race of stuttering nowadays lmao
Ta-ta-take that back!
UE4 stutters on consoles too, by design.
Bloated Unreal Engine games run poorly on consoles too.
this type of stuttering is unavoidable on consoles too
Suicide squad is ue4 also stutters on consoles
Seems to be a general defect of all console zealots – Bad eye motion tracking/brain processing but I guess that what comes from having eyes locked @30 fps for decades 🙂
Bloated Unreal Engine games run poorly on consoles too.
You don’t say!
I watched your whole 4 minute video, and I noticed just 2 small frame drops, or “small stutters” if you wish.
Between 4:10 and 4:12, right before he says “looks like a temple to me“, and right after…. there’s clearly some major frame drop that lasts about 1/10th of a second.
Likely because the game has to load pretty complex new geometry, and you’re playing at 4k Ultra.
But for the rest of the video it is, to my eyes, stutter-free. Seems relatively smooth.
It’s UE4 we’re talking about here, where traversal stutters are a feature, not a bug!
Also, John, where’s your PC analysis for Suicide Squad?
I’ve just watched the DF tech analysis about that one, which also suffers from constant traversal stutters, even on a Ryzen 7800X3D + 4090 system.
Frankly, the biggest surprise was that Suicide Squad was able to run on the poor Steam Deck at all, proving once again that little thing can handle just about anything, no matter the garbage you throw at it… 😉
Anyway, to mitigate the UE4 stuttering you can always give DXVK a shot, either the standard version or the DXVK-Async fork.
It’s coming, I was sick so it was a bit delayed.
Ok, I tried the demo and I have to admit it is a laggy game.
The moment I saw the Unreal Engine logo , I knew it would be a bloated mess.
I can run games made with the Asobo engine like Requiem, or Ubisoft games, just fine. But games made with Unreal Engine, especially open-world games like this one, they lag even on lowest settings.
If you have a $600+ GPU and PCIe 4.0 SSD comparable to the PS5, I’m sure this game runs fine. But if you have a 3060 or less, stay away from Unreal games, especially open-world ones, and stick to Unity and custom engines.
I hate the Unreal Engine splash screen btw. Imagine if an internet browser threw up a 5 second splash screen. How are splash screens still a thing in games, they’re no longer used for loading, they are literally just ads.
Unreal Engine games boot up slower than Windows. It is stuff like that why I increasingly avoid “AAA” games.
I remember Digital Foundry arguing games should use 10 minutes at the start of the game to preload shaders. These people are so out of touch. Even a 1 second delay on a site loading has been known to turn people off in studies, 10 minutes of loading time will kill your demo.
i guess i’m out of the loop, but why is this shader compilation stuff even a thing now? how did old games just work out of the box? they can’t ship the shaders pre-loaded?
i just ask because when you would download zelda botw for pc you would need shader packs that could be downloaded from other players so it’s obviously not hardware specific. so what is it i’m missing about the whole shader cache thing?
Stutter is by design for unreal engine, doesn’t matter if it is 4 or 5 or 6. As long as texture streaming exists on it, stutter will persist in pretty much every single UE game. But that’s shouldn’t be a problem for john with his 4090. And if that’s not enough he should just upgrade his rig.
Haha, I love this comment. The entire thing is golden troll. “He should just upgrade his rig”. 😭🤣😂 We Got Em
Haha, I love this comment. The entire thing is golden troll. “He should just upgrade his rig”. 😭🤣😂 We Got Em
Unreal Engine https://uploads.disquscdn.com/images/daced83f823481c2b792ea4adb0e74f55037326f8af7050fc3bdcb4919da047b.jpg
so what happens when the timer runs out?
i’m really disappointed with this, it seems to have lost all the charm and uniqueness of the original and turned it into a generic shooter. shame.
But what happens when you don’t have every bloody setting on “ultra”?
Traversal stutter, asset loading and and cpu threading not optimized.
Doesn’t matter what hardware of 14 GB/s pcie 5.0 nvme ssd (heck, even Intel’s optane won’t help).
Wait for UE 5.4 to get at least better cpu-performance.
The problem is the balance. Ratio of money and effort put 1) into game development and 2) pc-hardware.
Video games get less and less optimized as manpower/money/time is lacking more and more.
Throwing more money for expensive pc-hardware is not fixing this.
Fix: Spend more money for video games (perpetual licences, access, subscriptions whatever) instead of overexpensive pc-hardware.
I see no other solutions.Optimization won’t come magically.
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With unreal engine 4 aka the stutter engine… is that somehow strange? Most darn UE4 titles suffers from horrible stutters, very few and far between runs truly smooth
UE4 didnt properly utilise threads on many core CPU by default hence why this kind of problem always occur especially if the devs didnt bother (like nowadays, where devs consist of too many people on finance, HRD, art, writer, level designer,etc and less devs on handling technical problem because they are probably the first getting rid of whenever activist devs complaining. Lets admit it, devs that knew technical know how usually a nerdy nerd that didnt bother with human relations much, while their co worker are soy boy activist that cant handle when being yelled at unintentionally by nerd frustrate during coding session)
UE4 didnt properly utilise threads on many core CPU by default hence why this kind of problem always occur especially if the devs didnt bother (like nowadays, where devs consist of too many people on finance, HRD, art, writer, level designer,etc and less devs on handling technical problem because they are probably the first getting rid of whenever activist devs complaining. Lets admit it, devs that knew technical know how usually a nerdy nerd that didnt bother with human relations much, while their co worker are soy boy activist that cant handle when being yelled at unintentionally by nerd frustrate during coding session)
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