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Thread 723131591

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Anonymous No.723131591 [Report] >>723132207 >>723132653
Is there any way to remove the GRAINY FILTH THAT IS ON EVERY UNREAL ENGINE GAME?

WHY THE FUCK IS EVERY HAIR OR EVERYTHING AT THE DISTANCE GRAINY AND POPPING EVERYWHERE JESUS I HATE THIS ENGINE SO MUCH
Anonymous No.723131653 [Report] >>723133147
Stop having hair. Hair is too difficult for me to render properly.
Anonymous No.723132207 [Report] >>723132328 >>723136990
>>723131591 (OP)
>WHY THE FUCK IS EVERY HAIR OR EVERYTHING AT THE DISTANCE GRAINY
Lazy-ass devs started using down-sampled, 1-bit alpha-cut outs and shading, just because it's more "performant" than the smooth alpha-maps and shading we already could do during the N64 days.

Reasons were two-fold:
1. They first waste shitton of resources by 3D modeling a random NPC's pubic hair with 10 million polygons + slap a dozen 8K PBR textures on top, and then wonder why their game runs like ass even on an RTX 5090, and

2. Deferred Rendering method sucks when it comes to transparency, essentially requiring a whole 2nd pass during rendering to calculate see-through parts "traditionally", which further drops frames.
It's far quicker to just make every pixel be either 100% opaque, or 100% invinsible ... and then use some literal 1980s style dithering to fake "gradients" , and use a heavy coat of Temporal AA blur to make it seem "smoother".

tl;dr in layman's terms:
Shadows, hair and foliage rely on noise, and Epic wants you to mask it with a multi-frame blur. There's been shittons of topics about this, nobody likes it. Some 10-15 yo games look far more pleasant and more "HD" because of this.
Anonymous No.723132328 [Report] >>723136990
>>723132207
...forgot to add:

Yes, you CAN still do smooth gradients and transparency in UE5 ... but you essentially have to know how to implement it, and switch to Forward Rendering mode.
But majority of zoom zoom devs don't know how to do any of this... or even how to change the stock UE project settings. And don't get me even started with basic art-design theories when making the assets themselves.
Anonymous No.723132653 [Report] >>723132737
>>723131591 (OP)
Uninstall it and play a game made by developers who respect you.
Anonymous No.723132737 [Report]
>>723132653
name five
Anonymous No.723133147 [Report]
>>723131653
>fixing this by making all females have short hair
Innumerable number of games do this.
Anonymous No.723134482 [Report] >>723135980
Every single fucking videogame is doing UE games and this is enshittification of the world

UEngine shit
AI shit
Pajeet shit
Elon Musk shit
California shit
Woke shit
Gay shit
Muslim shit

Everythings so shit today when are the good guys gonna happen
Anonymous No.723135980 [Report]
>>723134482
I don't take your criticism seriously because you, guys, shilled this as the best-looking game with the best performance for years. The reality is, this blurry mess run on your gtx1650 somehow
Anonymous No.723136990 [Report] >>723137198 >>723137605
>>723132328
>>723132207
Damn... Will things get better?
Anonymous No.723137198 [Report]
>>723136990
Haha never
Anonymous No.723137387 [Report] >>723137605 >>723138053
Titanfall 2 still looks better than 90% of the games release today and run perfect on my pc and it's almost 9 years old
Anonymous No.723137605 [Report] >>723137897
>>723136990
Only if more people switch to Godot.

If you "must" use Unreal, at least use the UE4. It instantly provides ~400% better performance, and still supports majority of the same tech and workflow of the version 5.

>>723137387
Funfact: TF2 runs on SOURCE ENGINE.
Yes, the same 2004 engine fueling Half-Life 2, Portal, L4D, CS:S and GO, and even that other TF2.
Anonymous No.723137897 [Report] >>723138596
>>723137605
>It instantly provides ~400% better performance
Wouldn't you be able to just turn off all of the ue5 features causing issues in order to regain all of the lost performance?
Anonymous No.723138053 [Report]
>>723137387
>Titanfall 2 still looks better
When I run it, I started to ask myself, does it look better than MW3
Anonymous No.723138596 [Report]
>>723137897
In short: No, you cannot.

Yes, it DOES improve the performance, but we're mostly talking about a dozen or so percentages at best. The underlying arcitecture is just so different and poorly optimized. UE5 itself is practically a TV media production engine first, a game-making tool second.

That being said, devs should not overlook the small tweaks.
Just disabling Virtual Shadow Maps yields a decent performance boost in MGS3:Delta and Boredomlands 4, with no real hit on the visuals.
I personally highly advise AGAINST using Nanite and Lumen whenever possible.