Remedy releases new patch for Quantum Break that… removes its FRAPS watermark

Two weeks ago, we informed you about the appearance of a FRAPS watermark in the ending of Quantum Break. This issue affected both the Steam and the Win10 versions of the game, and today Remedy released a patch for the Steam version that removes this watermark.

It’s really cool that Remedy has addressed this issue, though one would expect the company to… I don’t know… improve the game’s performance on both DX11 and DX12?

I also believe that it’s quite obvious by now that the Win10 version is left to its fate, and won’t be further improved.

For what is worth – and according to SteamSpy’s numbers – the Steam version of Quantum Break has sold 50K units.

Remedy has not revealed any changelog for this patch, so you should not expect any fixes or improvements. The team claimed that it is currently looking into fixing the crashes that have been reported by its fans.

14 thoughts on “Remedy releases new patch for Quantum Break that… removes its FRAPS watermark”

  1. Who even plays the windows store version? I for one who bought it new don’t, and I think most of us don’t. Though don’t take it the wrong way, this is no reason for not updating the game but I believe it’s the sad truth…

  2. They should really take the time to remove the temporal reconstruction requirement from the engine. It’d take a huge amount of time and effort according to the team, but I’m positive that’s where 90% of the performance issues come from. The game would see a massive sales increase if you could just play the damn thing at native 1080p with decent performance.

    1. You can turn it off. There’s a option in the menu. If they forced it off for everyone then everyone would get awful performance because it isn’t optimized so no sales wouldn’t see a increase.

      1. That option doesn’t disable the upscaling completely. To quote Remedy:

        “The Windows 10 version of Quantum Break uses the same reconstruction method as on Xbox One. If your resolution is set to 1080p, the game temporally reconstructs the image (except UI) from four 720p buffers rendered with 4xMSAA, just like on Xbox One. Engine assigns input geometry samples from 4xMSAA rendering into shaded clusters in order to maximize covered geometry while keeping the performance on acceptable level by reducing expensive shaded samples. When you change the resolution, the buffers used to construct the image are always 2/3rds of the set resolution, i.e. in 2560×1440 they would be 1706×960.”

        Disabling upscaling in the menu just makes it so that four images it uses for reconstruction are your native resolution instead of 2/3rds. So with 1080p, it uses four 1080p images instead of 720p ones. This is evidenced by the fact that you still get artifacts with upscaling disabled (mainly around the main character). That’s partially why even a GTX 1080 struggles to hold 60 fps at max settings.

    2. AFAIK this game was not suppose to get PC port. it is build exclusively for for xbone hardware. the reconstruction tech was used to compensate the weak hardware in xbone. the game engine itself was build around that limitation. so i don’t think they can simply remove the feature from their game engine. the pc port is most likely MS effort to promote their win 10 and MS store. first “true” DX12 games and yet Remedy openly admit that they are more comfortable with DX11.

  3. i managed to get a refund for the window store version(via online chat easier than expected)
    and got the steam version my fps is always above 50fps and maxed out on my 980ti compared to the window store version that barely hit 50fps and wasn’t even maxed out

  4. The problem with this game is that even when you get high fps (120+) the game doesn’t seem to be able to keep up. There is massive stutter and unsmooth motion when you pan around with the mouse. Even if you have gsync and 140+ Fps, it’s about as smooth as battlefield 1 running at 80fps. The engine has serious problems. Remedy has no business making pc games. Look at how great forza and gears run under uwp. Quantum break is just a trash port made by inexperienced devs. I’ve tested both the dx12 and dx11 versions and this assessment is the same. While the dx11 version gets higher fps, the problem I mentioned above still exists. The higher fps doesn’t translate into smoother motion

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