GOW: Ultimate Edition – New Patches Will Improve Textures On GPUs With 1GB VRAM, Will Reduce Hitches

The Coalition has issued an update about the status of Gears of War: Ultimate Edition, and what PC gamers can expect from future patches. According to the team, the next updates will improve the quality of textures on 1GB VRAM graphics cards, will reduce hitches in general and during level transitions, and will add ultra-wide resolutions.

Here is what The Coalition is currently working on:

Current Focus

  • Ultra-wide resolutions (2560×1080 and 3440×1440) added to the game. In performance testing.
  • Reduce hitches during level transitions. In stability testing.
  • Reduce audio stutter on older CPU’s (3rd gen Intel). Some improvement, still working on it.
  • Reduce hitches in general. Some improvement, still working on it.
  • Investigate adjusting strict NAT matchmaking rules.
  • Investigate adding FPS counter.
  • Multi GPU support. In development.
  • Improve texture quality for cards with 1GB VRAM.

From the above, its pretty obvious that the game was released before it was ready. All of these upcoming improvements, additions and optimizations should have been in the game from the get-go.

Still, it’s good knowing that The Coalition is currently doing its best to fix the game.

27 thoughts on “GOW: Ultimate Edition – New Patches Will Improve Textures On GPUs With 1GB VRAM, Will Reduce Hitches”

  1. Well, you have to hand it to them: they are fixing the game faster than Rocksteady did with Arkham Knight and giving regular updates regarding their progress. So either Arkham Knight was way broken than this one or these guys are faster at fixing things.

    1. I think Microsoft and their studios is mostly trying to find their way on PC. If you look at Forza Apex, it’s pretty clear it’s also a game where they want to figure out PC and it’s users and demands. I get the feeling they aren’t jumping into it for the major cash flow instantly, instead figuring out how things should be, and take a loss if necessary in the start.

      1. YES, and we need Really good games (not some BS console ports, its PC after all)
        Also we need good starting Games with at last Well DX12 implementation.
        Kudos for the Team 😀

      2. Forza Apex doesn’t support racing wheels that cost more than the Xbox One, because MS wants to control what kind of input works.

        Give me a break with Forza…

        MS is not figuring out jack. They are taking EVERYTHING away from us and they will slowly “give us” things back, they never really wanted to keep from us anyways, to get us to accept what they WILL take away.

        What they WILL take away. SweetFX, modding as we know it. If MS came out and said hey modding as you know it is gone on UWP? PC Gamer’s would be in a uproar. Take away Gsync, Freesync, DSR, VSR, controllers, monitoring software expensive controller software (mouse), and give some of that back (under MS control like monitoring) and really dumb people will go “derp MS cares”.

        1. Where has it been said that apex will not support wheels? A reddit post with no credible source is not confirmation i’m afraid.

          Edit:- Just got this from Greenawalt himself, “…another choice the developer has made with Apex is that it won’t support racing wheels at launch. Instead, it will be added some unannounced time after launch for “the broad spectrum of wheels that PC racers already own…,” according to Greenawalt.”

          I am ok with added support after launch, as long as it happens

          1. Hey, you – I’m selling bridges, real cheap.

            Interested?

            Totally legal, I promise.

            Even if it is true, & it does happen, racing wheels 6 months post-launch don’t mean anything to anyone when everyone’s already moved on to the next racing game.

        2. Yea, you really need to read news, instead of just this site. Everything you say becomes completely invalid when you spew out a ton of bullshit as well. But of course, just go by random person say, instead of what the proper sources say, and are working on.

      3. Yeah, I think so. In this game’s case it looks quite evident to me that this is the result of a studio porting a game to PC for the first time. The failures here, how the UWP works for PC games (what does and what doesn’t do) and the (hopefully honest) desire to improve on what’s already here seems to be like some attempt at understanding (again, thanks Xbox) how PC gaming works, after years of completely ignoring it. I think that’s also one of the reasons (I hope) why Halo MCC hasn’t been announced for PC yet.

  2. MS and coalition are full of @$%#. The game stutters on a 980Ti. It stutters on a Titan X. The campaign is FUBAR.

    When are we going to stop believing the lies from these companies on BAD ports. They tell us we need more VRAM. Titan X don’t fix it. They tell us we need a SSD to stream textures (when the console has a 5400 RPM HD), and that doesn’t fix it.

    They blame lower end CPU’s than a 6700k when those stutter and the console has a 1.7 ghz AMD CPU.

    They tell us we need 16 GB RAM when their console uses like 4.5 for VRAM and the game on the SDK.

    It is almost like clockwork now on the worst possible ports we can get. SSD, VRAM, CPU, RAM (most of the time it is a memory leak and more ram just prolongs the game running like garbage).

    1. Where have have ANY of those suggestions been mentioned by the devs. of this game? You are completely destroying any credibility of your argument by basing it on total BS. Where is it mentioned you need a 6700k or higher or 16GB of RAM? You need to stick to the facts if you want anyone else but the easily swayed lemmings that populate these forums ( so I other words people that have an ounce of credibility…) to listen and maybe take you seriously. People here are WAY WAY too easily brought to boil… it’s a joke.

        1. The reason why PC requires more VRAM than console is because PC needs to mirror the data that’s being currently used in the GPU as well as storing future data that the GPU will require. The consoles do not need to need to have a copy of the GPU’s data in system RAM. Also the Windows OS can do much more than a console OS so requires more RAM. However none of this is really a problem as RAM is one of the cheapest components in your PC anyway. Asking people to have 16gb of RAM in their PC if they want better visuals than consoles which use 8gb of shared memory isn’t a big deal.

          Lastly he is overplaying the whole stuttering on Titan X as I am using that GPU and the game ran maxed out at 60fps 1440p for me. There is a point to make about how Microsoft should have done better but his post feels like it’s going to great lengths to make the game sound completely broken on NVIDIA as well so no one blames AMD rather than talking about the issues at hand.

          1. Installing extra RAM doesn’t require you to upgrade your CPU and motherboard at all.

          2. Sorry but it doesn’t, you can still to this day buy DDR2 RAM even though DDR3 has been replaced with DDR4 for the newest CPU architecture. Adding more RAM is vastly more cost effective than replacing the whole system which is why people always say that a RAM upgrade is the cheapest upgrade you can make that can improve performance

      1. I think he meant it generally and he is quite right, PC are much more powerful compare to consoles and yet even high-end often struggles with it.

  3. MS should of had all this when the MS store came out of the door. MS is so out of touch with PC gaming that StarDock, Oxide know more about how to use DX12 in games then them.

    If MS was all about PC gaming and DX12 like they say they are. Gears Of War would of been a ground up DX12 game to give it a real reason to be on Windows 10 since they want to exclusive DX12 on Windows 10. But what do they do? Stick a DX12 wrapper on a DX9 game. And it’s a freaking joke.

    If they are going to say it’s a DX12 game it should be a DX12 game from the ground up. No hints of anything else.

    1. Well, I personally think (hope) the problem was that this team hasn’t developed for PC before nor DX12. Did they screw up launching this as the first DX12 game? Hell, yes.Having two new things that aren’t properly refined is definitely calling for trouble. All in all, I think it’s great the support they’re giving it now is quite fast compared to Arkham Knight. You can call me naive but I really want to hold judgement until Quantum Break releases: UWP game built on DX12 from the ground up by a studio that knows PC. That and (hopefully) eventual improvements to both the storefront and the platform might mean better balanced and performing games in the future without many (any will be better) limitations.
      But that they screwed it up releasing the game like this is beyond discussion.

      1. Well yeah I been following Mantle before it was even out in the open… Besides this proves that DX12 is based on Mantle just like I assumed it was since M$ has such a huge console agenda.

        Mantle was the test grounds for DX12 IMO. Yet only AMD’s closest partners truly know how to use low lvl API’s.

        DX12 performance in TombRaider is a joke on both AMD and Nvidia GPU’s. The only games that shows great performance were Thief, and Civ BE. Everything else was meh…

  4. Because it is a lot more profit, when you charge 30 dollars for a texture pack and some instagram filters on a 10 year old game, that you could have emulated in SweetFX (and MS’s do not even look good compared to the original game).

  5. Too much work – literally, that’s the excuse. They considered porting everything to Unreal 4, but they decided it was “too much work.”

  6. dont even bother with games at release. they just let anything out the door nowadays and worry about fixing it later. plus so many games are getting new features added down the road that really you just end up with a lessor game at launch even if it does run ok.

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