Silent Hill 2 Remake Mirror Scene

Silent Hill 2 Remake Patch 1.04 adds DLSS 3 Frame Generation, improves performance and reduces stutters

Bloober Team has just released the first patch for Silent Hill 2 Remake. Title Update 1.04 aims to improve performance, fix visual glitches, and reduce stutters. It also adds native support for NVIDIA DLSS 3 Frame Generation. So, let’s take a closer look at it.

As said, Patch 1.04 adds support for DLSS 3 Frame Generation. Plus, when you enable it, the game will use NVIDIA Reflex. This should help minimize the game’s input latency when using this tech.

The devs have also updated AMD FSR to version 3.1.1. However, there is no support for AMD FSR 3.1 Frame Generation. Instead, the devs have added a setting to enable AMD Fluid Motion Frames when using AMD FSR 3.1. This feels a bit odd. Still, it’s better than nothing.

Bloober Team also claimed that it has fixed the stuttering issues related to sky map generation. They’ve also added an option to enable/disable HZB culling to fix stuttering on some AMD/Intel GPUs.

I haven’t tested the patch so I don’t know whether the open-world sections have fewer stutters now. I also don’t know if the devs have improved performance in indoor areas. In the apartments, CPU usage was all over the place on our AMD Ryzen 9 79050X3D. There were a lot of places in which our CPU was underused. This is a case in which the game’s CPU optimization issues appeared after the first few areas (which we used in our PC Performance Analysis).

In theory, this patch should be compatible with all the mods we’ve shared so far. So, you should be able to remove the 30fps cap from the in-engine cutscenes and enable NVIDIA’s RR. If you are not happy with AMD Fluid Motion, you can force AMD FSR 3.0 Frame Generation. Just use the guide from this article to enable it. Then we have this mod that removes the fake “hero” light from James and Maria. Finally, you can download two mods to improve the 3D models of Angela and Maria.

Like always, Steam will download this update the next time you launch its client. Below you can also find its complete changelog.

Silent Hill 2 Patch 1.04 Release Notes

Technical

– Reduced visual glitches when using the latest version of NVIDIA DLSS.
– Added an option to enable DLSS frame generation in the menu when using DLSS for supersampling.
– NVIDIA Reflex is now active when DLSS frame generation is enabled.
– Added support for AMD FSR 3.1.1.
– Added an option to enable AMD Fluid Motion Frames in the menu when using FSR 3.1 for supersampling.
– Updated Intel Nanites to support upcoming driver updates.
– Improved performance and optimization for Steam Deck.
– Fixed stuttering issues related to sky map generation.
– Added an option to enable/disable HZB culling to fix stuttering on some AMD/Intel GPUs.
– All graphic settings should be saved locally.

Gameplay

– Fixed an issue with translation for UI “High” preset not being translated and displayed correctly
– Fixed an issue with Wooden Plank appearing during James’ death animation
– Fixed streaming issue where staring at the walls inside the Grand Market caused problems with loading all of the environment around James
– Fixed an issue where interacting with the wrong side of the peephole in Brookhaven Hospital teleported James to the other side
– Fixed an issue where breaking windows near Neely’s Bar got James stuck in the window frame
– Fixed an issue that allowed James to access the inaccessible balcony in Blue Creek Apartments
– Fixed an issue with Abstract Daddy’s behavior during boss fight where the enemy was not hitting James properly
– Fixed multiple issues with Abstract Daddy’s 3rd TV – it should now have the correct audio, and the wall won’t interfere with its position
– Fixed an issue with a question mark from the Conference Room not disappearing after obtaining Cinderella figurine in Lakeview Hotel
– Fixed an issue with collision detection with the Dayroom walls in Brookhaven Hospital
– Fixed an issue where James was falling under the map when approaching Laura entering Brookhaven Hospital from the bushes on the left
– Removed debug numbers displayed behind wallpapers in Blue Creek Apartments’ Clock Room
– Resolved an issue with James not being able to leave the 3F corridor in the Lakeview Hotel
– Fixed an issue with the lightbulb on the 3rd floor of Blue Creek Apartments constantly switching on and being impervious to destruction
– Resolved an issue with the small coffee table blocking James in the corner of the room located in Woodside Apartments
– Fixed an issue where after completing the Disgust Path in Labyrinth, the player was forced to do it all over again
– Fixed an issue with Spider Mannequins getting stuck when attacking James while he is going through squeeze traversal
– Fixed an issue with James getting stuck in the window frame while attacking Lying Figures located outside of the window
– Added more natural movement for James when switching weapons while aiming
– Fixed an issue with triggering Spider Mannequin event on Fear Path in the Labyrinth multiple times
– Improved the ability to pick up items during the final boss fight
– Fixed an issue with picture frames overlapping in the Moth Room
– Improved the deformation of Nurses’ skirts
– Fixed an issue occurring when displaying the information about unlocking NewGame+ which didn’t appear in the player’s chosen language
– Fixed visible unloading of the door of an abandoned garage in the west side of South Vale
– Fixed question mark on the map during Chute Puzzle in Woodside Apartments

46 thoughts on “Silent Hill 2 Remake Patch 1.04 adds DLSS 3 Frame Generation, improves performance and reduces stutters”

  1. stuttering were mostly due to assets streaming and traversal, and mostly happened indoors idk about sky map generation.

  2. – Improved performance and optimization for Steam Deck.

    Interesting that it even runs on SteamOS 3.5 which ships with a graphics driver that's more than a year old by now.

    Anyway, remember that those without RTX 40 series GPUs can also try out DLSS Enabler for frame-generation, which translates DLSS3-to-FSR3 and seems to do a better job than the native game implementations of FSR3, at least for those games I've tried it out for on the Steam Deck.

    1. Mate, I got special edition and finished game a week before the official release, and honestly I did not had any stutter on maximum settings at 1440p while streaming on Twitch.

          1. Cyberpunk 2077 actually had no performance issues on PC, the problem was bugs, so nice try.

          2. "Cyberpunk 2077 actually had no performance issues on PC, the problem was bugs, so nice try."
            Now you're lying. Cyberpunk would memory leak and thus performance would degrade after an hour or so of play. Source: I played it on PC at launch.

          3. If Cyberpunk 2077 had a memory leak on your system, that’s a problem on your end. I got the game on day one for PC, and even received an early copy from CD Projekt to stream on Twitch.

            You’re lucky I didn’t save any VODs from back then to disprove your claims, as I never streamed for less than four hours.

            Moreover, Digital Foundry analyzed the day one PC code, which you can find on YouTube, proving you wrong. Unfortunately, I can’t post links here.

            While the console version had significant issues, the PC version was generally stable aside from some major bugs.

      1. It stuttered. You just had it locked at 60 due to streaming probably which makes asset streaming engine stutter less noticeable. At 30 FPS the engine can actually handle it's asset streaming without stutter. DSO proved this with their Jedi Survivor 30 FPS lock vid.

        Unreal stutter is why I usually lock these types of games to 75 and put the monitor there with low latency mode if reflex isn't available. 60 is too sluggish, 75ish feels better and the drops from 150 fps aren't as irritating. With the extra headroom I just push DSR as far as it will go to maintain it and combine it with DLSS.

        Unreal 5 just ain't a high FPS engine. Higher the FPS the worse it gets. It's made for walking story games.

        1. It does stutter. But honestly for a game like SH2 it amounts to a minor annoyance. I've been playing it, stutters and all but it doesn't really impact gameplay THAT much. Far better than shader comp stutter. Obviously not ideal and sucks that it's there but the game is still very playable. Newer versions of UE5 supposedly have fixes in place to make this sort of issue easier for devs to avoid. Unfortunately SH2 is on an old version of UE5. Hopefully newer games will sidestep this issue going forward

          1. Yeah the asset streaming can be dealt with easily in linear games that can be broken up with cutscenes and scripted events. In a BIG open world game that can't be broken up with things, it's just going to have a big stutter at the exact same point unless you run at like 30 FPS or have garbage tier textures and the higher the fps is the more noticeable it is. And yeah shader compilation stutter is awful. because it happens during combat, cutscenes etc.

            Maybe ram bandwidth and faster storage will help in the next console and a DirectStorage that does more than just seem to load games faster. Our faster SSD's atm seem to be useless past a certain point.

        2. As Digital Foundry has discovered, the SH2 remake stutter due to incorrect time calculation settings, and this has nothing to do with asset streaming. Even at a perfectly locked 60fps, the camera stutters when moving. At the moment there are only two solutions: either play at fixed time calculation settings (the game will run at 30fps, but without the camera stutter), or play at high fps (above 80fps), as the camera stuttering is less noticeable at higher fps.

          1. Asset streaming stutter is always there with Unreal 5 and has nothing to do with camera movement

            I think Uncharted had the same mouse issue. Didn't happen on the controller. Is it only on the mouse?

          2. What do you think the incorrect time calculation setting is happening for? Is it an idle GPU upload phase? I cannot think of anything else otherwise. Because I have an i7 13700KF and 990 PRO but this game barely uses the SSD on the fly. The data streaming is broken somewhere along the line I suppose. For instance, Alan Wake 2 properly uses the high end SSDs real time. I have spotted SSD speed bumping up to 2500 MB/s at points and AW2 doesn’t have any of those stutters, at least from my testing.

        3. I have tested this game in an unbelievably low-res settings (720p + 50% scaled down internal rendering + FSR3 ultra perf.). and the game still cannot maintain a solid 30 fps lock. Either you speed up the ticking, lock the fps with much headroom or, deal with the stutters. But what I don’t know that if the game uses some physics calculations and it is suffering from some physics resets like we have seen in HZD PC port.

        4. Unreal Engine 5 just ain’t a high FPS engine, on your system.

          The only title where I had stuttering since 2022, was Wild Hearts, and that was before the updates it got, nowadays it runs like butter as well.

      2. You got lucky, this one wasn't too terrible, there are much worse and really broken launches, so those rules still apply if you want to be a smart consumer.

  3. I was ready to give up and pay PureDark for the DLSS-FG mod yesterday, since the game really needs some FG "magic" to smooth out the frames. Glad I didn't

    1. Imagine paying even a cent for that f*ggot scammer (((PureDark))) who literally invented DRM for mods and its copy-pasted 5-minute hack job "mods."

      Just get LSFG, pay once and you're good to go, it's a universal tool that works for emulators as well and even non-games too, it's still getting updates and will only get better, it has more potential and a brighter future than that f*ggot (((PureDark))) and its ego of charging money for mods (paids mods, where we were and where we are now) could ever wish to be.

      1. Lossless scaling doesn't have Nvidia frame gen. It has artifact ghosting frame gen that is nice for 30 or 60 FPS emulation and a controller that looks HORRIBLE in motion when rapidly moving the camera just like 30 FPS does. It has it's uses on old physics locked games or Elden Ring without the Puredark mod, but it's not ideal for anyone with a Nvidia 4000 series.

        The latency of lossless is also pretty bad. I think it's dumb to charge for DLSS frame gen, but then again it should be implemented in every game along with every upscaler. The tools to do it take 5 minutes to implement. Unreal Engine games have a plug in and there is legit no excuse.

        1. You have a very valid point, and I completely agree with it. These issues with LSFG that you mentioned are most likely to be addressed in the future with updates.

          And keep in mind that LSFG is a completely standalone tool made by a lone developer, unlike DLSS which is actually from the multi-billion dollar company Nvidia that (((PureDark))) exploits for revenue i.e. (((PureDark)))'s "mods" are built on Nvidia's DLSS in contrast to LSFG which is made by a single developer on Steam going by the moniker "THS," a lone developer that nobody even heard of and is completely built from scratch unlike what (((PureDark))) does.

        1. Dude, reflecting yourself on others again aren’t ya?!
          We, the superior race, can play with ANY kind of controllers available, but the braindead people can use (barely) just one.

          1. That language belongs to console f4gs who switched to PC gaming.
            I grew up playing everything with mouse and keyboard, I’m not the same as you.
            I was born rich, you were probably too poor. Do not think you’re in the same league as me just because you have a job now.

          2. Anyone who has the need to say he is something, just shows everyone that he is not.
            I love how clown you are.

          3. That is the stupidest thing I’ve ever heard.
            Let’s say you think I fck your wife behind your back then at a later date we get into a verbal argument and I tell you I fcked your wife, will that prove to you that I haven’t fcked your wife?

  4. Unfortunatelly this is a very bad FG implementation. Very visible artifacts on the character and the crosshair when moving around

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