
Still, the GPU and CPU usage numbers I observed with various settings indicate that the game’s system requirements should fit in well with what you would expect from the last-gen port that it is. Overall performance was excellent on my system-as it should be, since it features a GTX1080 and Intel Core i7 5820k processor. As a result, the gameplay felt smooth throughout my testing, unlike some games which might also achieve 60 FPS but still feel stuttery due to inconsistent frame-pacing. That said, frame-pacing was very good in both of these scenarios, which means that frames were rendered and presented in consistent time intervals. Let’s get the negative points out of the way first: the gameplay is locked to 60 FPS, and in-engine cutscenes run at 30 FPS. Meanwhile, in the absence of MSAA, it becomes very interesting to see how performance holds up since we might want to use downsampling to clean up the image quality.
Bayonetta pc frame rate issues code#
None of these issues are game breakers by any means, and may be bugs left in the not-quite-final code provided by Sega, but I do hope they are ironed out. This is easily rectified by restarting the game though. Finally, while it is very admirable that you can change all settings while in-game, changing the resolution in some combinations results in an off-by-half-a-pixel rendering issue which blurs the whole image.Most strangely, it increases with higher levels of texture filtering, even though texture filtering (beyond basic mip-mapping, which even the lowest setting includes) has no impact on the amount of memory used. Secondly, the VRAM usage shown in the menu does not seem to have any strong correlation with reality.

This is consistent even when restarting the game.

There is no impact to either the rendered image or performance regardless of the setting, despite it going all the way from “none” to “16x” (!).
