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S.T.A.L.K.E.R. 2: Heart of Chornobyl

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,830
Someone who is actually playing this tell me, there are puddles in the game, and it seems to be raining all the time, do they actually disappear when it doesn't rain for a time, or are they just part of the textures (and they don't have unique footsteps either lol)?
Because dynamic puddles have been a thing in S1 mods for years. Most of the things I've seen of STALKER 2 so far is an anti-advertisment for Unreal Engine 5.
 

Mercatroid

Literate
Joined
Jan 6, 2024
Messages
5
Like for some reason every part of the Zone you've cleared should just stay dead forever? What kind of reasoning is that?

The problem with respawns in SoC is that in certain places enemies would just keep respawning on the spot while you're still standing in the same area. That vehicle area in Garbage comes to mind where within minutes after you help take down the bandit squad, another one just shows up and you have to help save them again. Same with that hangar area in the middle of Garbage. That shit was obnoxious.
Isn't the excessive enemy spawn rate in vanilla SHOC considered a bug? Combination of erroneously low respawn times and not saving the spawn state on saving/loading IIRC.
Yeah, vanilla SHoC is buggy for sure. My point wasn't that its a-life was perfection, but rather that it did have a real a-life system which was quite impressive at the time. I remember in 2007 talking to a friend of mine on IRC and telling him how you could go far into the zone and get strong guns, then come back to the rookie camp and drop them on the ground next to the newbie stalkers there, and if you came back later you'd find they had picked them up and were using them. Then you could go pick a fight with the military checkpoint in the south and have the newbie stalkers blow them away with those guns. My friend was really impressed by this, and so was I. Few if any 3D games or shooters had done things like this at the time, with such a high degree of NPC interaction with the player and other NPCs and with loot in the world. So although SHoC was a big buggy mess, and the system was unrefined, it was very refined in later mods and fixes like ZRP and AA, which just took the code structure that was already there and cleaned it up and refined it, and did things like adding custom spawns. Stalker 2 doesn't even have a system like this. It has no real a-life. Apparently it will just spawn groups of NPCs randomly in the world close to you, often doing so right behind your back. Instead of each area you enter being a living world full of NPCs who are already there and who follow set rules, instead the game will just spawn a group of bandits right behind your fucking back, like in an open area you just cleared.

Some Steam users talking about it: https://steamcommunity.com/app/1643320/discussions/0/4626980689722551912/

"First the mutants and npc fights are each scripted with elements from the script directory in the games root folder so it is by no definition an dynamic event."

"The lack of A-Life and the radial spawn system becomes super apparent when you can't take 3 minutes to sort your inventory without hearing stuff spawn a short distance away and growl/yell at you before all hell breaks loose, then go on to see vast swaths of land empty of life until the next nearby spawn (usually, conveniently, at your back).

Can't even take a breather without worrying that you might get merked by a murder squad spawning in, any second. (Because people hadn't complained enough about that very same thing with Alpha Squads in SGM mod almost a decade ago)

If you're quick enough you can physically see them spawn in and transition from T-Posing to animated models. It's disgusting really and kills off any sense of immersion the amazing scenery provides."


Gay. The question is whether GSC had a genuine a-life system in the game, but shat their pants and removed it right before launch because it made the game too unstable--especially on Little Timmy's Xbox--and replaced that real system with this scripted spawn garbage. I think this is probably the case. So maybe they will re-add their genuine a-life to the game once it's patched enough to be stable.

Personally, I'm not really feeling the vibe of the game. As randir14 just pointed out here, you can't even tell what faction the NPCs are part of. Even at the start of the game, when you get attacked by a Military squad, I was like "what the fuck, these guys are Military?" They just look like Loners. Why are they not wearing uniforms?? Nothing at all in their appearance tells you that they're military, and it's little things like this that really create the sense of a world with factions. Why would GSC remove the distinct faction styles in this way? I think it's because they suck now. The game is pretty and I'm sure the world has a lot of interesting things in it, but it distinctly doesn't feel like a real Stalker game, and the ways in which it doesn't feel that way are ways which would have been very easy for the designers to remedy. It just feels to me like these developers who work for GSC didn't fully understand the soul of the original games--which most of the fanmade mods have understood well and even improved upon--and did not care to attempt to recreate that soul in a way which honors it more than they honor their semi-woke Ukie selves.
 
Last edited:

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,830
First the mutants and npc fights are each scripted with elements from the script directory in the games root folder so it is by no definition an dynamic event."

What a retarded take. You think the """ALife""" in the original games wasn't made out of fucking scripts? Do you think it was a neural network or something?
 

kites

samsung verizon hitachi
Patron
Joined
Jan 30, 2015
Messages
570
Location
hyperborean trenchtown
Something is busted with the human combat AI in general. Maybe I'm just unlucky, but so far it seems like a crap-shoot if it works properly. Often they haphazardly turn around and start looking at nothing, have no reaction or a very delayed one to bullets whizzing by them/getting shot, take awful cover where half their body is exposed and stop moving etc.
 

Mercatroid

Literate
Joined
Jan 6, 2024
Messages
5
First the mutants and npc fights are each scripted with elements from the script directory in the games root folder so it is by no definition an dynamic event."

What a retarded take. You think the """ALife""" in the original games wasn't made out of fucking scripts? Do you think it was a neural network or something?
You must be kidding. The only scripted fights in SHoC are the ones that happen as part of the storyline, like when you first enter the Garbage and talk to Bes or when the military attacks when you leave the labs. All other conflicts in the game are emergent events that play out based on interactions between individual NPC AI. But Stalker 2 literally loads entire scripted fights between different groups into the world at random, rather than allowing the bots to act independently. Keep seething and spitting all over yourself and typing curse words, though. "Neural network," LOL.
 

Brickfrog

Learned
Joined
Aug 28, 2020
Messages
802
BJCpRsy.png


lmfao this guy
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,830
First the mutants and npc fights are each scripted with elements from the script directory in the games root folder so it is by no definition an dynamic event."

What a retarded take. You think the """ALife""" in the original games wasn't made out of fucking scripts? Do you think it was a neural network or something?
You must be kidding. The only scripted fights in SHoC are the ones that happen as part of the storyline, like when you first enter the Garbage and talk to Bes or when the military attacks when you leave the labs. All other conflicts in the game are emergent events that play out based on interactions between individual NPC AI. But Stalker 2 literally loads entire scripted fights between different groups into the world at random, rather than allowing the bots to act independently. Keep seething and spitting all over yourself and typing curse words, though. "Neural network," LOL.
Literal 80IQ specimen right here.
 

Crispy

I feel... young!
Patron
Staff Member
Joined
Feb 16, 2008
Messages
1,877,255
Location
Future Wasteland
Strap Yourselves In
I'm reading more and more reports that the Steam version is running flawlessly while the Game Pass version suffers from these stuttering issues.

I'm tempted to try the Steam version and just refund it if it's bullshit.
 

AlwaysBrotoMen

Educated
Joined
Aug 30, 2023
Messages
316
Fix :
If you are having problems with stutters and quick lag & fps drop, I highly recommend using my solution. It will make your game smooth with ~stable fps, it worked for me. No stutters, no fps drops, smooth gameplay.

1. Find S.T.A.L.K.E.R. 2: Heart of Chornobyl shortcut (usually on the desktop)
2. Click Mouse right button to open shortcut properties
3. In shortcut properties we see shortcut section with game icon, now you should find "Target" with "game location path"
4. You need to add this command after the "game location path" by pressing the space bar
5. It should look like this "game location path" -xgeshadercompile -nothreadtimeout -NoVerifyGC" (You can also add -dx11, is make the game more stable, but it will disable Nvidia FrameGen and DLSS, but will remain FSR)
6. Click "Apply", and close. Enjoy game without Stutter & FPS drops

FIX Stutter & Lag - Second Method
If the previous method did not help you, use this one. For the Steam version: %localappdata%\Stalker2\Saved\Config\Windows

1) Open Engine.ini
2) Backup original (Clone original Engine.ini to desktop)
3) Open Engine.ini, and paste this:

[SystemSettings]
r.Streaming.PoolSize=12288 ; Only for 16GB VRAM. For 12GB use 9216, for 8GB use 6144, for 6GB use 4608, for 4GB use 3072
niagara.CreateShadersOnLoad=1
r.OneFrameThreadLag=0
r.TemporalAACurrentFrameWeight=0.15
r.TemporalAASamples=8
r.TemporalAASharpness=0.9
r.Tonemapper.Sharpen=0.8
r.RHICmdBypass=0
r.GPUCrashDebugging=0
r.AllowMultiThreadedShaderCreation=1
r.TextureStreaming.MinTextureResidentMipCount=7
r.Streaming.HLODStrategy=2
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.MipBias=0
r.RenderTargetPoolMin=400
r.GTSyncType=1
r.EarlyZPass=2
r.AllowOcclusionQueries=1
r.GBufferFormats=3
r.AsyncCompute=1
r.UseAsyncShaderPrecompilation=1
r.Streaming.DefragDynamicBounds=1
r.Streaming.UseAllMips=1
D3D12.MaximumFrameLatency=3
D3D12.AsyncDeferredDeletion=1
D3D12.AFRUseFramePacing=1
D3D11.MaximumFrameLatency=3
D3D11.AsyncDeferredDeletion=1
D3D11.AFRUseFramePacing=1
FX.AllowAsyncTick=1
FX.BatchAsync=1
FX.BatchAsyncBatchSize=8
FX.EarlyScheduleAsync=1
AllowAsyncRenderThreadUpdates=1

[ShaderCompiler]
bAllowAsynchronousShaderCompiling=True
bAllowCompilingThroughWorkerThreads=True
NumUnusedShaderCompilingThreads=1
bAsyncShaderCompileWorkerThreads=True
bEnableOptimizedShaderCompilation=True
MaxShaderJobBatchSize=50
MaxShaderJobs=500

Delete Film Grain and Chromatic Aberration

For the Steam version: %localappdata%\Stalker2\Saved\Config\Windows

1) Open Engine.ini
2) Backup original (Clone original Engine.ini to desktop)
3) Open Engine.ini, and paste this:

[SystemSettings]
r.Tonemapper.GrainQuantization=0
r.FilmGrain=0
r.NT.Lens.ChromaticAberration.Intensity=0
r.SceneColorFringeQuality=0


Disabled Ray Tracing and its other components for more FPS

For the Steam version: %localappdata%\Stalker2\Saved\Config\Windows

1) Open Engine.ini
2) Backup original (Clone original Engine.ini to desktop)
3) Open Engine.ini, and paste this:

[SystemSettings]
r.RayTracing=False
r.RayTracing.Shadows=False
r.RayTracing.Reflections=False
r.RayTracing.AmbientOcclusion=False
r.RayTracing.GlobalIllumination=False
r.RayTracing.Lighting=False
r.RayTracing.Translucency=False
r.RayTracing.SkyLight=False
r.Lumen.Reflections=False
r.Lumen.Reflections.HardwareRayTracing=False
r.Lumen.Reflections.ScreenTraces=False
r.Lumen.GlobalIllumination=False
r.Lumen.ScreenProbeGather=False
r.BloomQuality=0


https://steamcommunity.com/app/1643320/discussions/0/4626980689722518820/
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,271
Someone who is actually playing this tell me, there are puddles in the game, and it seems to be raining all the time, do they actually disappear when it doesn't rain for a time, or are they just part of the textures (and they don't have unique footsteps either lol)?
Because dynamic puddles have been a thing in S1 mods for years. Most of the things I've seen of STALKER 2 so far is an anti-advertisment for Unreal Engine 5.
It seems to rain almost every day so puddles would not disappear.
 

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