intbal
Member
Was going to mention UE3 as well.
Now that was bad.
All of these are UE3.
None of them look bad.
Was going to mention UE3 as well.
Now that was bad.
If guys can't do it with off-the-shelf engine, imagine their "product" if they had to make their own engineits disgusting how 90% of the industry have decided to all coalesce onto this one unoptimized, slow and resource-heavy engine with terrible performance on all platforms.
I think in this case it’s mostly a matter of the devs have other more important things to be doing, like….fighting an actual war from actual invading armies and not fictional ones. Many of the devs serve in the Ukrainian military. Most cities also have rolling black outs at varying times and daily air raids where they need to take shelter. It’s not exactly conducive to a well optimized game.My computer is really struggling with STALKER 2, but Robocop looked fantastic and ran great on it. I think its mainly a problem for larger, fully open world games.
Yeah, that's why UE5 games are usually sutter worse on modern PCsZen2 consoles are simply not good enough
its disgusting how 90% of the industry have decided to all coalesce onto this one unoptimized, slow and resource-heavy engine with terrible performance on all platforms.
How's Black Myth and Silent Hill 2 working out on console there?Meanwhile on PC.
I spent an embarrassing amount of time looking at the options to finally realize it's the fucking engine. I'd call it smearing more than ghosting.What I hate about unreal engine 5 is the ghosting man, its so ugly
Upscalers still can't fix traversal stutters or shader cache stutters.Today's games dont give a shit anymore about optimization because of all the upscale shenanigans, we are reaching points where soon games will be rendered in sub 720p and then reconstructed to 4k lol.
Unreal Engine 4 was originally designed to be licensed by studios, who then customise the engine to best suit what their game needs.
over the years it sadly became more and more common for devs to just use the default version of the engine, with all its bloat, which is not optimised for any specific genre or type of game design.
Epic Games then started catering to these types of devs, making the engine a jack of all traits and easier and easier to use. this in return allowed worse and worse developers to makes games with it. which then slowly leads to worse and worse optimised games by worse and worse developers.
And it runs like shit, with some of the worst traversal stutters i have ever seen.The engine is pretty neat with some nice visuals. I like it a lot, Silent Hill 2 looks amazing.
I don’t have them, so let’s say, good!How's Black Myth and Silent Hill 2 working out on console there?
Getting 60 fps in almost every game is something we had to achieve some day. Its going to be hard times doing it but its necessary.The issue isn't with the Unreal Engine itself but with the current priorities in game development. The excessive focus on achieving 60 FPS and smooth performance often comes at the cost of creative vision and technical innovation. This obsession with frame rates leads to games that feel uninspired, visually bland, and lacking in impact. Ultimately, it is not the Unreal Engine that is ruining games but the misguided priorities of developers and the expectations of the community.
In short, a big thank you to all the 60 FPS fanatics for turning this console generation into a soulless, uninspired mess.
Most of the optimization gains are done inside a games engine. When your puzzle consists of four big puzzle pieces, there aren't many different ways to complete it.There are plenty Unreal games released in a much better polished state.
It takes dev's dedication to optimize ambitious games.
Those grenades feels like it will stalk me in my dreams nowI really don't understand how a game in 2024 can look as bad as Stalker 2. Sometimes this game looks like it's not much better than UE3 games. It's blurry, soapy, grenades look like the shells of f-ing Kinder chocolate eggs - like they're made of plastic, damn all the objects in this game looks like they are molded from plasticine, , objects appear in front of you, shadows flicker. Sometimes, especially indoors and at night, the first Stalker looks better graphically! During the day, yes, sometimes Stalker 2 can be pretty. Sometimes. And still blurry.
That’s how they actually look, RGD-5 grenade.… grenades look like the shells of f-ing Kinder chocolate eggs - like they're made of plastic…..
Wish I could be happy like you but the issues are too big for me to ignore.Tekken 8 is good. Silent Hill 2 is good. TSR is good. I am happy.
What is igneous looking for? An engine designed on high end pc’s, to suddenly run flawless on these toaster oven consoles?
imagine thinking that.
Don't need to. Sony did it for us already, ID Software too. Those studios also have top of the line graphics and performance respectively.Go make an equivalent tool that's better or fuck off
But Shadow of the Colossus dropping to 10 fps on PS2 was amazing gaming?? Or Crysis running on only 2 cores was amazing gaming??Unreal Engine and its consequences have been a disaster for gaming
Well, this is not quite a correct comparison, it would be like if I wrote - when I was young and handsome, I had a 166 MMX pertium and a 60 Hz screen and a dead Genius mouse with 2 buttons and a ball. And nevertheless, we played Quake 2 on a software render (3dfx cost a lot of money) at 640 x 480 and somehow managed to hit 4 running pixels on the screen with a 180 degree turn with a rail gun. Now people have 400 Hz screens, mouse with a laser, 3D accelerators - and players can't hit a can that is 20 meters away from them. Times were different, we played as best we could =)))Is it??? PS1, PS2, PS3 and PS4 gens were all about crap performance (KZ2 180/150ms input lag lol) but suddenly this gen is being killed because UE engine performance???
No, we didn't, as there were also games running much better while looking on par or better. Some games/engines pushes stuff further "ahead" of it's time, some are badly optimized, some are good all around. Nothing basically changed.Well, this is not quite a correct comparison, it would be like if I wrote - when I was young and handsome, I had a 166 MMX pertium and a 60 Hz screen and a dead Genius mouse with 2 buttons and a ball. And nevertheless, we played Quake 2 on a software render (3dfx cost a lot of money) at 640 x 480 and somehow managed to hit 4 running pixels on the screen with a 180 degree turn with a rail gun. Now people have 400 Hz screens, mouse with a laser, 3D accelerators - and players can't hit a can that is 20 meters away from them. Times were different, we played as best we could =)))
Not an engine problem.You have to recompile shaders every time you launch the game… lmao
Developers aren’t up to par either. Just look at DX12.