The Callisto Protocol new screenshots-1

The Callisto Protocol gets a second PC performance patch, aiming to improve PSO caching and further reduce stutters

Striking Distance Studios has released the second PC performance patch for The Callisto Protocol which aims to improve PSO caching and further reduce stutters.

Do note that the main focus of this second patch is to resolve the game’s stutters. It will not improve CPU utilization, and will not optimize its Ray Tracing effects.

Truth be told, we were experiencing noticeable stuttering issues, even after applying the game’s first PC patch. Don’t get me wrong, the game wasn’t unplayable. However, there were stutters during scripted events and while exploring the environments.

Striking Distance Studios has not revealed any changelog/release notes for this second PC performance update. Naturally, we’ll test it and update the story with our findings. In theory, the game should not be as stuttery as it was during its launch day.

So yeah, baby steps I guess but at least the developers are trying to improve things. Let’s hope now that they will address the game’s CPU optimization issues, as well as its unoptimized Ray Tracing effects!

UPDATE:

After extensively testing the game, we can confirm that there aren’t any traversal stutters (or stutters during scripted events). The developers have fixed all of them.

22 thoughts on “The Callisto Protocol gets a second PC performance patch, aiming to improve PSO caching and further reduce stutters”

    1. Saying that the game has been in players hands for all of five days and has received two performance updates, that in itself deserves at least some recognition compared to how many other broken at release titles have been handled. I do think more emphasis should be put on Unreal Engine just being forever problematic too.

      1. Its only because of the backlash. They could have been working on these updates since the game went gold and had them ready to download at launch. Theres no way they didnt know the game was in this state before they released it.

        1. It’s the first game of a new studio (even if it has veterans) that spent 3.5 years making it. They needed a good launch on all platforms, but now the damage is done. Perhaps they didn’t have enough PC configs in the studio to test the game on, as there can be thousands of configurations. Or perhaps they couldn’t delay the game anymore even if it wasn’t ready due to Sony putting money into it (I heard that 150 devs from Sony helped to finish it). It runs flawlessly on PS5 but has issues on Xbox Series X (missing some RT stuff) and we already know what happened with PC.

          1. Tbh I haven’t seen even one pc config play this without the stutter, seems unanimous amongst pc gamers even intel raptor cpu + 4090. Games that use DX12 on pc need to start coming with pre-complied shaders, then this would not be an issue.

      2. Yeah, SDS going completely dark after revealing TCP at TGA years ago with barely interaction with gamers, the MSM, etc; Krafton losing a lot of investors in one-day, huge gamers’ backlash, etc., fear of losing your job… again, etc. will FORCE anyone to change their previous closed stance. ?

        Glen don’t gaf about gamers, he had proofed that years ago when gamers and the MSM were reaching out to him to get some idea about TCP dev progress but he had arrogantly chose to tighten all communication with the public. Nah, this is plain ole Glen just CYA moment here. ?

  1. Hopeful for further improvement. I’ll just pretend the game is set to launch in December next year and buy it then.

  2. Hey John, if I just want Ray Traced intermission, would that be feasable on my system:

    i7-9700k with a 3080ti

    Or do you say: just don’t bother with RT at all?

  3. ruined by unreal engine. too many idiots out there just accept these issues and some are so oblivious that they claim to not ever even see the stuttering and say it “runs great for me”.

  4. You can start by removing that cancerware DRM, which is well beyond speculation in being known to cause performance issues.

    Or, who knows, you might be not be around long enough to manage that either. Oh well, game looks like a** anyways.

    1. Or, who knows, you might be not be around long enough to manage that either. Oh well, game looks like a** anyways.

      I’d imagine that they’ll still be kept afloat by whales paying for PUBG battle passes. That game is still very popular.

  5. well kudos to them at least they actually DID something and quite fast. Of course the game shouldn’t have had those problems to begin with but hey I’ll take what I can get

  6. Digital Foundry “Every Unreal game is a stutterfest now days and I don’t even want to review tech on any of these Unreal games anymore, because they are all fundamentally broken and need to work on a solution.”

    Sub 75 IQ fanboy on his 5th alt account, who took a break from shilling on WCCFTECH. “Something, something AMD”.

  7. Glad the performance has improved. Would you say it’s performing as expected now or still getting suboptimal performance in the very basic of scenes?

  8. Stuttering Distance team is a complete disaster & bunch of whiners at its finest. The team has prominent names YET this product gets passed on Q.A. phase. Plus, John, why are you even saying “don’t get me wrong” like you are committing a crime by stating facts. You should have been more harsh on your review for this one. One after another UE4 titles and another shader compilation mess. These cancer dev teams MUST go to Bend Studios & The Coalition for the understanding and proper usage case for UE4.

  9. If you are blaming the RT performance and its fidelity, then you are more than correct. AMD is just a total garbage at RT. But raster? Nope. AMD does great on raster performance.

  10. Very nice post. I just stumbled upon your blog and wanted to say that I’ve really enjoyed browsing your blog posts. In any case I’ll be subscribing to your feed and I hope you write again soon!

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