Starfals
Posts: 334 +302
Most Unreal Games do lag and stutter, but not all. Maybe hes right.. who knows. Some are smooth tho, thats what is puzzling. Is it the devs or the engine.. or both?
Should a game engine be judged on outliered demos/handful of games or the summation of all the games that have a significant rate of dissatisfaction/rate of failure?Unreal did prove capable. You have tech demo running on PS5 looking best it can be.
You also have Fortnite showcasing in real time what UE is capable of.
Yeah... Because they want 600fps, and grass or leaves hinders their aim. Those guys would love single colour flat textures, zero effects, just worst setting ever to get every little advantage. And it is not fortnite unique. War thunder "pro"streamers are playing potato as well. And most other competitive games where grass exists.(there is a reason why most people play it in potato mode).
Why would the engine fix your issues with your game project ?Unreal proved absolutely nothing with that. It fixes none of the issues mentioned and Fortnite is definitely not a good example (there is a reason why most people play it in potato mode).
It fixes ABSOLUTELY none of the issues mentioned above. Do megalights fix Lumen's requirement of mega blurry temporal AA?Why would the engine fix your issues with your game project ?
At about 10:22 they stated that the way these optimizations work, the game has to be built from ground up on with these features in mind. "You can't get away with too many simplifications and compromises".
Most titles have started implementing these features when when projects where already going, early, mostly, we will start to see things moving with PS6.
"Comparison: Normally, even a handful of dynamic lights causes huge performance drops in games. MegaLights changes this, letting artists fill whole cities or interiors with light sources freely."
If the dev gets something wrong, the opposite happens.
Then the many MANY videos of youtube posts and reddit posts complaining about performance issues must be just my imagination.Yeah... Because they want 600fps, and grass or leaves hinders their aim. Those guys would love single colour flat textures, zero effects, just worst setting ever to get every little advantage. And it is not fortnite unique. War thunder "pro"streamers are playing potato as well. And most other competitive games where grass exists.
"Many studios, he said, focus on building for top-tier hardware first, leaving optimization and low-spec testing until the final stages of production."
It has been done this way since forever and there is a good reason to do so. Devs want to show the game in all of its beauty which means it runs on the most powerful hardware if we are speaking about PC. They want to show the very best. Why would they show an optimized version that does not look as good as the games presented by other studios who go the same route that Tim described?
Development got more complex, also true. A studio, if it wants to present perfectly optimized game built on u5, has to hire people whose salaries will bankrupt the studio if the game does not sell well.
So what, are we supposed to go back to older engines or make games with graphics that look like it was made in 2015?
Last, it is so much easier to fix issues when you have even 5k free beta testers. It is so tempting that even the studios that have full in the house beta tester teams still use customers as beta testers.
The outsourcing at many once studios that at one point in time were huge is a big part of how the industry works. People who make their game often do not even know a lot about technical aspects because the job is done outside the studio. What do people who do that work instead care for? To finish it as quickly as possible. It is not their project, they are not passionate about it, they do not benefit more or less if it fails or is a hit.Since my previous comment was mostly off topic. About the actual article subject, I think it's a complicated matter with more than two sides, and all sides have their points.
Tim Sweeney is right, or at least makes very good points, but critics like the Threat Interactive guy are also right.
Another significant part of the issue is that video game developers used to be very passionate people who loved video games, and were very skilled programmers. Many video game "developers" today don't even like video games, have nothing but contempt to the gaming public, and aren't hired based on talent or skill. And this competency crisis - which today is also very strong in the indie scene - is really rearing it's head today.
Ther was an attempt to so that.
Its calles .. Direct X Raytracing (DXR).
Works in theory. But reality is different.
In June-July there were big waves about Radeon RX 8070XT strugling hard with some games on UE4. And Intel cards.
And, for better measures, some nVidia cards.
Reason? Games come out with UE library made not with DXR but NVRT code branch.
Except ... when one makes the use of technology so constraining that even its own product struggle at using it, just to do it harder for competing companies.One of the GPU manufactures comes up with a new feature, and pays a ton of money to modify existing engines to make use of it.
Unofficial Linux developers hardly count as "supported".Except ... when one makes the use of technology so constraining that even its own product struggle at using it, just to do it harder for competing companies.
PS: https://wccftech.com/linux-still-isnt-ready-to-give-up-on-20-year-old-ati-radeon-gpus/
Show me one nVidia GPU supported after 20 years
There might be different recommended approaches in UE5 to do certain things.Yeah this is gaslighting, pure and simple. It might be true that a lot of devs are not doing things as well as they should be. But the fact of the matter, some devs that started out developing their game as a UE4 game then switched it over to UE5, performance tanked on those as well (whether these games were well-optimized or not, that made it pretty clear that it was UE5 slowing things down.).