Batman Arkham Knight PC(Do not buy this POS)

Fatboi1

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Son neither of the last 2 Batman's was perfect on the PC. Arkham City's DX11 was fukked up and I dont think they ever fixed it. And Arkham Origins had its issues as well. Neither as fukked up as Arkham Knight of course.
Nah, I have Arkham City and Origins and they work damn near perfect. . City launched with DX11 problems and they were fixed but they had DX9 mode so it was good there.
 

spliz

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Nah, I have Arkham City and Origins and they work damn near perfect. . City launched with DX11 problems and they were fixed but they had DX9 mode so it was good there.
Son DX11 was tacked on last minute in that game. Even Nvidia Geforce Experience doesnt even turn it on when u optimize it and they have settings where u can use the other effects without using DX11. That shyt was broken for a minute bro. And look up Arkham Origins complaints alotta people had issues with that as well..
 

Fatboi1

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Son DX11 was tacked on last minute in that game. Even Nvidia Geforce Experience doesnt even turn it on when u optimize it and they have settings where u can use the other effects without using DX11. That shyt was broken for a minute bro. And look up Arkham Origins complaints alotta people had issues with that as well..
A patch was released about a month later. DX11 as of now works flawlessly.. I can max the game out at 1080P/60fps. Arkham Origins I didn't notice much issues either. Trust me, I'd trade the "problems" those games had to what we have with Arkham Knight in a heartbeat.
 

daze23

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Nah, I have Arkham City and Origins and they work damn near perfect. . City launched with DX11 problems and they were fixed but they had DX9 mode so it was good there.
idk, I got City pretty long after release, and dx11 was still fuct up. Geforce Experience even recommended I use dx9

UE3 seems to have these stuttering/hitching issues a lot with dx11. remember Bioshock Infinite? crazy thing is that game was ported by Iron Galaxy too. awhile back I thought I heard Arkham Knight was using UE4, but now that I look, it uses UE3 too
 

Fatboi1

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idk, I got City pretty long after release, and dx11 was still fuct up. Geforce Experience even recommended I use dx9

UE3 seems to have these stuttering/hitching issues a lot with dx11. remember Bioshock Infinite? crazy thing is that game was ported by Iron Galaxy too. awhile back I thought I heard Arkham Knight was using UE4, but now that I look, it uses UE3 too
I think the worst if I remember was some drops in the game maxed out then again I don't have it running with Physx. DX11 pretty much was for the odd tessellation here and there for Batman.
 

spliz

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idk, I got City pretty long after release, and dx11 was still fuct up. Geforce Experience even recommended I use dx9

UE3 seems to have these stuttering/hitching issues a lot with dx11. remember Bioshock Infinite? crazy thing is that game was ported by Iron Galaxy too. awhile back I thought I heard Arkham Knight was using UE4, but now that I look, it uses UE3 too
Exactly. I know for a FACT DX11 was fukked up for a while after it was released. Nvidia STILL doesnt recommend that shyt even tho my system can breeze thru it at this point.
 

Orbital-Fetus

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PC patch still not out.

i jumped on a car that was parked with some thugs in it....the care blew up and i got stuck in it.

now i can't move.
 

daze23

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http://kotaku.com/sources-warner-bros-knew-that-arkham-knight-pc-was-a-1714915219

Sources: Warner Bros. Knew That Arkham Knight PC Was A Mess For Months

You can’t buy Batman: Arkham Knight for the PC right now. Warner Bros. pulled it from digital and physical shelves last week, after players found that the PC version had critical performance issues. From what sources tell Kotaku, however, this shouldn’t have been a surprise for Warner Bros.

“I will say that it’s pretty rich for WB to act like they had no idea the game was in such a horrible state,” said one quality assurance tester who worked on the game for years. “It’s been like this for months and all the problems we see now were the exact same, unchanged, almost a year ago.”

Two sources, requesting anonymity to avoid jeopardizing their careers, spoke with Kotaku over the past week in hopes of explaining how the broken PC version of Arkham Knight madeit out the door. They both said that Warner Bros. was aware of the many issues facing Arkham Knighton PC and that the publisher chose to ship the game regardless, not to maniacally screw over customers—but because they believed it was good enough.

Warner Bros. did not return my multiple requests for comment.

“Getting it to work on consoles was impossible for months,” said our tester source. “That’s part of why the game got delayed so many times, they were totally unprepared for how hard it was on next-gen consoles.”

Another source, who did not work on the QA team but was close to the game’s production, said this closely lined up with what they’d seen and heard throughout the game’s development.

In various meetings, QA teams were told the new consoles were “not nearly as easy to work with as [Rocksteady] expected” and testers should focus time on finding console bugs. This particular team was made up of roughly 100 people, with about 10% focused on the PC version.

“We reported literally thousands of bugs that were specific to the PC version relating to the frame rate,” said our QA source. “All sorts of fukked up texture issues. The Batmobile in particular has always fukked things up on PC.”

(As I noted before, the Batmobile chugs the game down to nearly single digits frames on my PC.)

Arkham Knight is the most sprawling game from Rocksteady yet, in addition to it being their first game on new consoles, so the open world understandably made the bug count stack up.

“Testing a game this big is very different from linear or smaller games,” our source continued. “You usually get a mission, chapter or area of the map, or pick one yourself, and just go to town. You bug everything you see. We had some testers bugging more than 100 bugs per day. Devs would fix what they could but they were juggling that with actually finishing the game so they were insanely slow. Only when the game was done and no new features had to be built could they actually buckle down. Once that happens they also restrict what you can or can’t bug, to ensure that they can catch up.”

Our second source said Warner Bros. internal QA focused on bug-checking specifically at 720p resolutions. Most PC players with decent hardware expect to run games at 1080p or higher. If Warner Bros. was using 720p at as a benchmark, that helps explain the large performance gap.

One unexpected problem? The game’s secretive story. Rocksteady was deeply afraid of plot revelations being leaked ahead of release, said the same source, so traditional PC testing firms that are used to stress test games on different hardware configurations—one of the PC’s biggest hurdles—were avoided. From what I’m told, this is not an uncommon practice for major video games with story-heavy elements.

“It’s usually an external studio that gets hired to do the PC version,” the source continued. “A lot of these ‘port houses’ tend to over-promise and under-bid to get the job. I think the way port-houses work is a pretty under-exposed part of the industry. They do the dirty work for AAA studios, sometimes with the goal of funding their own original game. A lot of times, they can really struggle to break out.”

And this brings us back to Arkham Knight, which was released on the PC and pulled down from various storefronts in less than a week. What went wrong?

During Arkham Knight’s development, two sources told me Rocksteady Games was having a tough time getting performance up to snuff.

When the game was shown to press at the Game Developers Conference in 2014, it was freezing and hitching all over the place. It’s unclear which version of the game was being shown to press, but it underscored the technical hurdles facing the game behind-the-scenes.

The game had originally been scheduled for release in October 2014, but was delayed because “it couldn’t be done in the time we had,” according to the developer.

There’s a pattern with Warner Bros.’ approach to the PC, but one hardly exclusive to the publisher of Arkham Knight. When the PC is made a core development platform by the people crafting the other versions, those versions have turned out much better. When the PC version is handed to another developer who’s unfamiliar with the code, it’s turned out much worse. That’s not to say great ports can’t be handled by external developers, but the process requires additional care.

Mistakes happen, obviously, and no game is perfect or bug-free—they’re just too complicated.But the video game industry has a poor record of shipping broken games lately, and Arkham Knight on PC is simply the latest piece of evidence. Sure, sales have been halted for the time being, but that doesn’t excuse Warner Bros.’ decision to sell this game for $60 in the first place.
 

Dr. Acula

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Outsource your game development only to have to finish developing it anyways. :beli:
Welcome to the life of IT. Outsource with terrible results only to come back in house because the drop in quality was too much. Yet...organizations never learn.
 
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