It wasn’t long after Quantum Break came out on PC that people realized that it was, in a word, borked, but it may not be borked for much longer. Remedy went to the forums to let everyone know that they’re aware of the issues and working on solutions, as any good developer should be.
The forum post goes into quite some detail, and it’s mostly as you’d expect. “We’re aware of issues and are looking into ways of improving the game.” There’s no reason a 980 Ti shouldn’t be able to run this game into the floor. They’ve already solved the stuttering issues, and are working on a fix for that as we speak. They’re also adding the option to exit the game from the main menu (the future is here), and giving users the option to disabled some of the visual fluff, like film grain. At least on PC, they don’t seem too interested in allowing Xbox One users to disable the effect. Remedy also says that in May an update to the UWP API will allow for v-sync to be disabled, so that’ll unlock framerates. Anyone playing the game will probably have to deal with 60 FPS till then.
One point stuck out to me, in particular, though.
Render technique and resolution on Windows 10
The Windows 10 version of Quantum Break uses the same reconstruction method as on Xbox One. If your resolution is set to 1080p, the game temporally reconstructs the image (except UI) from four 720p buffers rendered with 4xMSAA, just like on Xbox One. Engine assigns input geometry samples from 4xMSAA rendering into shaded clusters in order to maximize covered geometry while keeping the performance on acceptable level by reducing expensive shaded samples. When you change the resolution, the buffers used to construct the image are always 2/3rds of the set resolution, i.e. in 2560×1440 they would be 1706×960.
So yeah, the game is basically rendered at 720p, and then upscaled to whichever resolution you’re running at, using some fancy footwork along the way to improve image quality. It’s a pretty clever rendering technique, but Remedy doesn’t seem to have plans to rebuild the game from the ground up to change how it’s rendered.
I was pretty disappointed to hear about the technical issues plaguing the game. Remedy in the past has always shown great technical prowess when it comes to the PC. Although I do suppose they worked on the Alan Wake PC port for about two years, since that’s how long after the Xbox 360 version it released. I imagine the PC version of Quantum Break was greenlit by Microsoft pretty late into development, that mixed with working on the still-fresh UWP API, probably led Remedy not having the time or resources to give the PC version the attention it deserved.
It seems like the game is decent at best. So on the bright side, Quantum Break should be good and fixed by the time a decent sale happens for it.