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Thread 723801357

38 posts 28 images /v/
Anonymous No.723801357 [Report] >>723802228 >>723802259 >>723803228 >>723805678
It's not developers fault
It's an engine fault. Both UE4 and UE5 are abysmal stuttertrash on pc.
Anonymous No.723801660 [Report] >>723802228
It’s shockingly scary how you can get retarded slobbering normalfaggots on board with shit like “it’s the developers fault” in the exact same way you can get them on board with “Keanu reeves wholesome you’re breathtaking chungus”
Anonymous No.723801882 [Report] >>723802348
WE NEED TO BE BETTER SIRS
Anonymous No.723802091 [Report] >>723802236 >>723802314 >>723803378 >>723809285
If it's not devs, then explain how a) some UE5 games are more optimized than others and b) why were devs still making poorly optimized ports before UE5?
Like, are we going to blame Cyberpunk's crappy launch on UE5 now? Batman Arkham Knight? Monster Hunter Wilds? Dragon's Dogma 2?

Some games actually run fine on UE5, like The Finals.
Anonymous No.723802228 [Report] >>723803221 >>723804502
>>723801357 (OP)
>>723801660
Yeah because devs don't include options for asynchronous shader compilation or precompiling shaders, both of which Unreal Engine is perfectly capable of doing. So yeah it is the developers' fucking fault.
Anonymous No.723802236 [Report] >>723802354 >>723802436
>>723802091
> explain how
You first.
Anonymous No.723802259 [Report] >>723802348
>>723801357 (OP)
>(you)
Anonymous No.723802314 [Report] >>723802452
>>723802091
None of those games you listed run on UE5.
Anonymous No.723802348 [Report]
>>723802259
see >>723801882
Anonymous No.723802354 [Report]
>>723802236
Easy solution to that is just not playing on "Epic" settings. Smells like 4090 buyer's remorse.
Anonymous No.723802436 [Report]
>>723802236
>wahhh I play shit games and use shit hardware
Anonymous No.723802452 [Report] >>723802937
>>723802314
Anon, read the last part of the sentence before that and try to think of why I mentioned those games specifically.
Anonymous No.723802738 [Report]
Upgrade your 2016 shitbox.
Anonymous No.723802836 [Report]
SAAR THIS GAME RUNS VERY SMOOTH VERY BEAUTIFUL LIKE A TRAIN VERY GOOD GAME SAAR VERY GOOD SMOOTH SAILING
Anonymous No.723802937 [Report] >>723803361
>>723802452
Oh...
Still, UE5 is inherently trash if not even epic can optimise it
Anonymous No.723803221 [Report]
>>723802228
just use dxvk-gplasync
Anonymous No.723803228 [Report]
>>723801357 (OP)
>99% of UE5 games have jeets coding
>stutters
>COE33 is UE5 with 0 jeets
>game runs practically flawless
hmmm
Anonymous No.723803361 [Report]
>>723802937
>not even epic can optimise it
Have you tried not playing on the "epic" preset? It's clearly not intended for current hardware.
Anonymous No.723803378 [Report] >>723804007
>>723802091
>some UE5 games are more optimized than others
They usually look like shit too, you forgot to mention that
The "optimization" is just disabling all the graphical features
Anonymous No.723803436 [Report] >>723803535
How well optimized is Fortnite? never played it but since it's used UE5 and is made by Epic they should know how to use all the tools to their best, if it was possible to make a UE5 game run well then Fortnite would be it
Anonymous No.723803535 [Report] >>723805441
>>723803436
> How well optimized is Fortnite?
Anonymous No.723803631 [Report] >>723803801 >>723804039 >>723804256
Few years ago I swear /v/ was begging everyone to use Unreal engine and now /v/ hates it. I wonder what caused that reaction?
Anonymous No.723803801 [Report]
>>723803631
>Few years ago
That was before all the UE5 games started coming out and people were just sucking off the demo vids like crazy.
Anonymous No.723803932 [Report]
The real mistake was introducing systems that auto-generate thousands of pipelines based on artist-authored "material graph" systems. It's absolutely deranged that we're in a situation where developers have no idea how many pipelines their game uses or where in the game they're used, and have to resort to playing the game while recording pipeline creation and hoping that they catch all of them.

We need to go back. Decide on a handful of base materials and have programmers handwrite the shaders for them and manually create the pipelines required at load time. No retarded "have a hash table and look up the pipeline needed based on various state, hope you didn't forget any" nonsense... literally just handwrite all the pipelines you need:
VkPipeline basicOpaquePipeline;
VkPipeline basicTransparentPipeline;
VkPipeline hairPipeline;
VkPipeline postProcessPipeline;

(if the game has MSAA then you would need a few variants of each... that's trivial and not a problem at all)

Artist input would be limited to choosing a base material, authoring the textures, setting some sliders, and asking the programmers if they need something different.
Maybe, MAYBE you might see slightly less creative explosion effects but the tradeoff is that the game would actually fucking work.
Anonymous No.723804007 [Report]
>>723803378
>The "optimization" is just disabling all the graphical features
Only for less than bare minimum specs, a few UE5 games I've played give the choice between lumen high/lumen epic for instance (like SHf), even a Steam Deck can run lumen on high with the right mix of settings which still keeps the visual identity of the game intact.
Now if you were to be running on hardware worse than a Steam Deck, then maybe, but most people who game on their PCs have something better than that.
Anonymous No.723804039 [Report]
>>723803631
Like 99% of people don't know shit about game engines and just follow whatever consensus from their in group say.
Anonymous No.723804256 [Report]
>>723803631
Because Unity was the shitty dev choice then, and anyone trying to say that UE was shit would lead to everyone calling you an Unity shill.
Anonymous No.723804502 [Report] >>723805087 >>723805240
>>723802228
Wrong, you would still be left with the traversal/streaming stutter that every UE game has had going back for a decade.

Shader stutter is a separate issue and the traversal stutter happens regardless of hardware and occurs in the same places even after shaders are compiled.

To circumvent this the dev would have rewrite a massive chunk of the engine/boilerplate systems (which defeats the point of using an off the shelf engine) so yes — it absolutely is the engines fault.
Anonymous No.723805087 [Report]
>>723804502
> it absolutely is the engines fault.
No nononono saar it's developers saaar don't talk like that you bloody bastard!!!!
Anonymous No.723805240 [Report]
>>723804502
Actually it's your fault for not generating frames to hide the fact that the engine runs like shit, making the framerate even worse in the process.
Anonymous No.723805441 [Report]
>>723803535
lmao, well if Epic can't do it themselves then there's no hope
Anonymous No.723805678 [Report]
>>723801357 (OP)
>UE4
Never had an issue with UE4
Anonymous No.723806203 [Report] >>723806547
>oh the people who have been making games for decades just didn’t know how to flip the “make the engine not shitty” lever
Anonymous No.723806547 [Report]
>>723806203
On one hand, I completely agree UE5 is a massive piece of bloated garbage.
On the other hand, I think you're vastly overestimating the skill of nu-AAA devs.
Anonymous No.723807124 [Report]
The only games I was forced to use FSR4 4K Performance for constant 60 fps on my 9070XT were Unreal Engine 5 games
Anonymous No.723809285 [Report]
>>723802091
The devs obviously have some part in it, sure, and skilled enough devs can optimize the game and mitigate most of the issues. It's still the engine that's the core issue.
Anonymous No.723811225 [Report]
i have a 3080 ti and never experienced any stutters or other problems on any unreal engine game. i also use dlss on everything and it looks amazing too.
Anonymous No.723811356 [Report]
Yeah it's systemic racism causing the games to run poorly