Tekken 8 feature

Tekken 8 has shader compilation stutters on PC, supports FSR 2.0 and DLSS

Bandai Namco has launched the PC closed beta phase for Tekken 8, and we were able to check it out. Tekken 8 is powered by Unreal Engine 5 and unfortunately, it has major shader compilation stutters on PC.

For our initial Tekken 8 Closed Beta PC benchmarks, we used an AMD Ryzen 9 7950X3D, 32GB of DDR5 at 6000Mhz, and NVIDIA’s RTX 4090. We also used Windows 10 64-bit, and the GeForce 536.67 driver. Moreover, we’ve disabled the second CCD on our 7950X3D.

Since Tekken 8 is a fighting game with numerous fighters (each with his/her own moves), you’ll be getting constant stutters. Until you’ve at least played against every fighter, there will be shader compilation stutters. These stutters can be really frustrating, especially during the heat of a battle, making the game feel sluggish. For a fighting game, these shader compilation stutters are inexcusable, and the team responsible for the PC version will have to immediately fix them.

If we exclude these stutters, Tekken 8 can run with 60fps in 4K on the NVIDIA GeForce RTX 4090. We’ve also tested the game in 8K, and we’ll share a video of it this weekend. In 8K, the RTX 4090 could push framerates between 40-60fps.

Surprisingly enough, Tekken 8 supports both FSR 2.0 and NVIDIA DLSS on PC. However, the game does not currently offer any setting to disable its upscaling tech. What this means is that you’ll be forced to use one. The game currently supports Catmull-Rom Bicubic, TAAU, TSR, FSR 1.0, FSR 2.0, NIS and DLSS. I’ve also included below the PC graphics settings that the game currently offers.

Tekken 8 PC graphics settings

Tekken 8 does not currently have any release date. Since this is the first major beta testing, my guess is that the game will come out in Q4 2023 or in 2024.

I seriously hope that the Tekken team will resolve the shader compilation stutters. I know that this Closed Beta mainly focuses on testing the game’s network code. However, these PC stutters are so awful that they can completely destroy your overall experience.

Stay tuned for more!

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23 thoughts on “Tekken 8 has shader compilation stutters on PC, supports FSR 2.0 and DLSS”

  1. Fighting games are for weak skinny nerds and low IQ blacks. Stutter away black gamers, you can’t even read!

      1. Me reading, thinking, and responding to how wrong you are is solid proof of not being black. What kind of meds do you recommend?

  2. So your first run through the game is (still) ruined by shaders compilations.
    And after that the shaders are cached, only updates (drivers, patches) will demand shaders recompilation.
    I still don’t get why they don’t simply trigger the caching of all shaders on install, thus preventing 99% of the issue altogether.
    And BTW they can prevent 100% of the problem if they also trigger the caching on updates.
    Or just make sure the compilation on the fly runs smoothly, and not at the exact frame when the shader is needed … but that may demand some actual work.

  3. FSR 1.0 AND NIS? Why?
    TSR and TAAU? Why?

    Random a*s CATMULL upscaler when FSR 1.0 is already there? Why?

  4. “Until you’ve at least played against every fighter, there will be shader compilation stutters.”
    looooool.

  5. They will scale back the stutters with the power of DLSS and FSR at least that’s what they think. Remember when DX12 was the messiah of API tech?

  6. Are you sure that “Catmull-Rom Bicubic” is really an upscaler?
    It’s seems to be no upscaling method

  7. “the game does not currently offer any setting to disable its upscaling tech”
    In what sense? isn’t possible to play with native resolutions???

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