Running Black Myth Wukong at Ultra While Streaming on PC

Streaming a game like Black Myth Wukong at ultra settings on PC is one of those things that looks straightforward on paper and falls apart in practice. The game is Unreal Engine 5, with Nanite and Lumen running full tilt. Your GPU has to render a heavy game and then encode video simultaneously. That is a different problem than just playing at high fidelity or just streaming something lightweight. The core setup revolves around two things: getting the game to run acceptably at ultra, and then offloading the stream encoding so the game itself doesn't starve. For most people, that means an NVIDIA GPU with NVENC, specifically the AV1 or HEVC encoder depending on your target platform. The game eats about 90 to 95 percent of the GPU when ultra settings are active with ray tracing enabled in the major areas. You can recover some headroom by turning off full-path ray tracing and relying on Lumen bounce only, which drops GPU load by roughly twenty to thirty percent without a visible hit in most outdoor scenes. I ran into a specific issue a few months ago while testing a capture card setup alongside NVENC. The problem was not the GPU. It was that Windows was scheduling the game thread and the OBS encoding thread on different CPU clusters on my AMD 7950X, which caused stuttering in the encode pipeline. The fix was forcing the game process to stay on the performance cores using process lasso, combined with setting the encoding preset to slow instead of superfast. The slow preset actually uses more encoding quality per frame at the same bitrate, which sounds backwards until you think about it. You get fewer dropped frames in the stream even though the CPU load goes up slightly. I went from constant micro-stutters in the stream to a stable feed with the encoding time for a typical battle scene settling around twelve seconds per minute of gameplay.

Resolution and bitrate are where most people overshoot. You do not need to stream at the same resolution the game runs at. If your game is rendering at 1440p but you stream at 1080p, the encoding load drops significantly and the stream still looks fine on most phones and laptops where people actually watch. Set your output resolution to 1080p, keep the game at 1440p or native if you have the VRAM, and use a bitrate between 6000 and 8000 kbps for 1080p on Twitch, or push to 12000 to 15000 kbps on YouTube if your upload speed supports it without saturating. Anything above 15000 kbps on Twitch gives you diminishing returns because the platform compresses it anyway. Use NVENC with the HEVC encoder for YouTube and AV1 if you are targeting platforms that support it. Set your quality mode to CQP instead of VBR. CQP locks a consistent visual quality level and lets the bitrate float as needed. A CQP value of twenty to twenty-two works well for this game. VBR will spike your bitrate during dense action scenes and then drop it during idle moments, which causes visible quality swings. CQP keeps the stream looking even throughout boss fights, which is where it matters most. The game itself has built-in settings that matter a lot for streaming. Turn down Shadows to High instead of Ultra. That is a free performance gain with minimal visual loss. Turn off Film Grain entirely. Film Grain looks fine in singleplayer, but when it gets re-encoded for a stream it turns into noise that the encoder wastes bits on. Disable Motion Blur as well. The encoder hates motion blur because it creates blurry areas that look like compression artifacts, and viewers complain about it more than anything else in the video.

For the stream scene itself, keep it simple. A single game capture source, maybe a webcam in the corner, and nothing else. Each extra source adds encoding overhead. If you are using multiple sources, make sure they are all set to use the same scaler. The default GPU scaler is fine. Do not switch to bilinear unless you have a reason, and you probably do not. There are real limitations here. This setup assumes you have an NVIDIA GPU with at least eight gigabytes of VRAM. The RTX 4070 Ti Super or better is the realistic floor for ultra settings plus streaming. The RTX 4060 Ti twelve gigabyte version can manage it if you drop some settings, but the ten gigabyte variant will struggle with texture streaming in the later areas of the game. AMD cards are improving, but the NVENC encoders are still ahead for streaming specifically. If you are on an AMD GPU, use AMF encoding and expect to tune more aggressively to get comparable results. Intel Arc GPUs have gotten much better with their QSV encoders, but driver stability with this particular game has been spotty in my testing. Another limitation is internet upload consistency. If your upload speed fluctuates even slightly, CQP mode will try to compensate and sometimes produce inconsistent frame delivery. In that case, switch to a fixed bitrate around 6000 kbps for Twitch and monitor your stream health dashboard. Dropped frames from the encoder side will show up there before your chat does.

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πŸ”΄LIVE - Black Myth: Wukong (PC ULTRA GRAPHICS) Part 6
πŸ”΄LIVE - Black Myth: Wukong (PC ULTRA GRAPHICS) Part 6

Memory management matters too. Black Myth Wukong at ultra can use between twelve and fifteen gigabytes of VRAM depending on the area. If you are streaming, close everything else. Browsers especially will eat VRAM and cause texture pop-in that looks terrible both in game and in the stream. Running a couple of Chrome tabs with the stream dashboard open might cost you another two gigabytes of system RAM and potentially cause instability if you are already near your limit. Performance tuning timeline: checking your GPU specs and picking an encoder, adjusting game settings, configuring OBS or your streaming software, testing a ten-minute recording, reviewing the output for quality issues, then going live. That process usually takes between forty-five minutes and an hour the first time. After that, switching to a new PC or driver version will require about fifteen minutes of retuning at most.