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I figure something is wrong in the background that's pretty hard to determine for a lot of people. I have a 6700 too and the game is unaffected by setting the priority to low with 4x Supersampling at 1440. I had to run a video encoder that used up pretty much whatever the CPU was offering before PSO started to stutter (and that was in Seabed!)
Obviously the priority band-aid works for many, but something is iffy in the background.
I started getting slowdown again even after changing the priority to high. (Yet I was running Fallout 4 on Ulta averaging 45 to 65 FPS that same evening). I went ahead and just turned the graphics settings down. I don't care if the shadows are circles. The only thing I care about is draw distance, so I left that the same. So far it's worked.
Schthack used to run fine.
Now its 2018. New laptop. Alienware. 4K. 32GB. 6820HK. SSD. Win10. Radeon M390X.
Sodaboy turns out the problem is as so:Radeon M390X (released in 2015) isn’t a card you can even come close to running 4K with, unfortunately. It is barely faster than a GeForce 970M (released in 2014) and that is barely a 1080p graphics card. (Still have to reduce details on some games to get decent framerates at 1080p)
You’ll most likely have to run PSO at 1080p or less (not sure how ENB will affect that recommendation, if you’re running crazy shaders you may need to lower the res even more) and you may need to change the fog setting in the config from pixel to something else, also try reducing the draw distance if you cranked that up too.
My man, you did it! you absolutely helped me fix my problem! thank you. I has having insane FPS drops in lower seabed levels in Ep2, turns out it was just the fog effect.A trick I have found is that PSO defaults to software emulation for rendering of "fog" (these can be particles in game or the actual distance fog as well), and apparently it plays hell with modern PCs, because I was pulling about 10FPS in big packs of enemies, or gifoie spam. Turned on hardware rendered fog, and I was able to actually crank the settings to max with no issue after that, and even push the clip distance way out.
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Also, doesn't matter whether vertex or pixel fog is selected, as modern GPUs are equally good at both thanks to unified shader pipelines.