Just because you remain immobile for several minutes, does not mean that the entire area is now free of loading in assets. Assets usually stream in by zone (think of areas of the map being broken up into their own small country with borders in between), and when you cross a "border," a new chunk must be loaded in, while the "country" you just left can often be flushed, which will cause it to have to reload when you return.
And again, I said that poor asset loading exacerbated the issue, I didn't say it caused it. As to your point of bad "coders," the issues have to be caused by something in the engine; coders and the engine aren't mutually exclusive.
I'm not speculating about the game logic/tick rate either, I'm letting you know what is literally causing the frame pacing problem. it's a core weakness in the id Tech 5 engine. Period.
It's difficult for me to say with 100% certainty because my 2500K is holding things back so much.
However it
seemed like I was able to get perfect frame pacing when I got on top of the
Addermire Institute where there is almost nothing in view, set everything to the lowest possible settings (640x480 even) and let the camera spin around.
However this was not 100% consistent - it would move smoothly for 10-20s then stutter again and get back to moving smoothly.
If it was the engine's tickrate, I would have expected a constant judder - similar to the way that Fallout New Vegas has a 64Hz tickrate and just stutters
constantly without the stutter remover mod.
Instead, it seemed to be happening when the camera was pointing in specific directions rather than happening at a fixed interval.
It's not implausible for them to have fixed that when creating the
Void Engine - it seems like it was fixed for
id Tech 6, and weren't there commands to fix it in the
Wolfenstein games?
But as I said, I'm not confident in my results with this 2500K. I would have to test it on a faster system.
And the virtual texturing system in
id Tech 5 is
constantly streaming in textures as you move around the game world - even just panning the camera.
In spots where my framerate actually drops when using the higher quality textures - such as sprinting through the streets of
Karnaca - I can stop moving and after a couple of seconds the framerate shoots up to a solid 60 once all the textures have loaded in.
But maybe both are issues, and even if you have a fast enough system to handle the texture streaming, you will have stutter caused by the engine's tickrate.
You'd think there would be an option to lock the framerate in step with that if it were still the case though.
Wasn't that why the older
id Tech 5 games were locked to 60 FPS?
Bought the game today and performance seems to be okish so far. I definitely expected worse on my 1070 at 1440p, but man the game loves to crash.
Try reducing your GPU clockspeed.
Unstable
id Tech 5 games typically indicate an unstable GPU overclock - even if it's factory overclocked.