Unreal Engine ray tracing stuttering in AMD RDNA 4 GPUs linked to Nvidia-optimized game code

Nvidia is an AI company now.

I'm sure this will get even worse as developers continue to cater to a company whose interest in gaming is fading.
 
It's not a conspiracy; if you have very low marketshare there is going to be less optimization from developers.

This is why it's important to look at how well devs support a feature (e.g., GSR versions) instead of just relying on a feature existing for a given platform.
 
there is a youtube series from a game dev about common mistakes made in unreal engine. One of them is that Unreal often asks the GPU to render things that you can't see, say a building is in the way, it will render everything the building is blocking if you aren't careful. I see issues like that as something fundamental that should be taken care of by the unreal devs, not the devs using the engine to make games.
Threat Interactive been debunked by real devs as not understanding his topics. He's also pushing clickbait rage to raise money for vaporware development.
 
Always fun when people blame amd for nvidia's known gimpworks tricks
there is a reason why amd hardware runs great on linux
Linux gamers have very low standards and are likely to minimize the issues in pursuit of platform evangelism.
 
The unfortunate reality is that Nvidia clearly had the first mover advantage when it comes to ray tracing. So it is not surprising many games using whatever game engine will be optimized for Nvidia hardware. In this case, it did not come as a surprise at all. It took AMD almost 8 years before they finally decide to put in real effort to improve RT performance since ray tracing started with Nvidia's RTX 2xxx series. AMD only became more competitive with RDNA 4.
Having said all these, I never ever felt that RT is a must have feature in games. It is nice to have if my hardware allow me to game at a comfortable performance. I am always ready and happy to disable it if it causes performance issues. So one don't have to get upset because some game engine runs better on certain hardware.
 
Linux gamers have very low standards and are likely to minimize the issues in pursuit of platform evangelism.
Not sure how does that translate to low standards though? Using Windows is high standard when it is a performance hog and a privacy nightmare?
 
Unreal 's whole deal, and the reason it's so popular as an engine, is because it's software as a service. Plug and play. As a dev you don't need a lot of software engineers to stand up and Unreal Engine game.

This has opened the door to a lot of devs who otherwise might not have been able to make a decent looking game, but the downside is no one making these games really knows how anything "under the hood" works with Unreal.

Nvidia having an RTX plug-in for Unreal is the whole system functioning the way it was designed. Plug and play.

Ideally, AMD should have their own plug-in with AMD optimized code for RT on Unreal, but AMD just doesn't have the resources or vision to be able to pull that kind of thing off.

As the industry coalesces around one singular engine, expect more of these shens going forward. Very few devs (id being the notable exception, and look how well their games run) actually purpose build their engines to suite the type of game they're looking to make.

Ideally EPIC wouldn't allow nVidia to make a UE branch or plug-ins at all to prevent this sorta of bullshit muddling the market. AMD, nVidia and Intel shouldn't be making this sorta code to start with as there is a clear conflict of interest and the proof is in the pudding.
 
Not sure how does that translate to low standards though? Using Windows is high standard when it is a performance hog and a privacy nightmare?
All the games and all the features vs a kludge with partial support? How is this even a question?
 
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