In Ars’ review of The Callisto Protocol Last week our tester praised the 60 fps graphics of the game’s Performance mode on the tested PlayStation 5 version. However, since the game’s release, online forums such as Reddit and the game’s Steam reviews have seen widespread complaints of stuttering frame rates and other poor performance from the PC version.
The developers of Striking Distance Studios confirmed these stuttering issues for “some” PC users Friday afternoon. Later that evening the team released a PC patch “to fix problems with game stuttering due to shader compilation.” Tests on the Ars gaming rig (currently equipped with an Nvidia Geforce RTX 2080 Ti) indicate that the patch was successful and that the latest version of the game maintains smooth frame rates of over 60 frames per second even on “Ultra” graphics settings can reach.
“Responsible and accountable”
In a post on his personal Twitter account, Glen Schofield, Founder and CEO of Striking Distance attributed to these widespread stuttering problems to the wrong file being patched for the launch version of the game, a “crazy mistake by someone rushing”. in the a separate tweethe called the problem a “bloody typo”.
“I’ll find out how to do that [stuttering] happened, but for now my focus is on fixation [it]”, Schofield tweeted Sunday evening. “All our energy is focused on that. In the end, I’m responsible and accountable.”
Aside from the widespread PC problems, on Sunday afternoon, the game’s official Twitter account announced new patches “for all consoles that should fix framerate and crashing issues that some of you have reported.” However, issues with ray-traced reflections on the Xbox Series X remain, and the developers are promising more information on the issue later in the week.
The Callisto Protocol is the first release for Striking Distance Studios, originally formed in 2019 to develop games in the United States PlayerUnknown’s Battlegrounds Universe. Schofield who helped the Empty room franchise at Electronic Arts, says developing a big-budget game in just a few short years has been a huge challenge for the new team.
“We stress tested everything, but man, that’s complicated code,” says Schofield tweeted. “We even had to build up the publishing team so that we have had our hands full for the past 3.5 years. Please just with me [sic].”