I briefly watched Jackfrags video on it. The graphics aren’t even anything special, the world isn’t overly populated and I can’t imagine there would be any overly complex calculations running in the background and it performs like shit.
It’s Unreal Engine 5, so the bad performance is included by default. I’ve played 4 UE5 titles in recent months and all of them ran terrible even though they were far from groundbreaking graphically.
Hell, I could play the gorgeous KCD2 on high settings at a buttery smooth 60FPS but apparently I need to set everything to the very lowest and down to 720p to get the same result on much worse looking Unreal games.
I bought at release played 60hrs so far barely touching the story… I haven’t even saved Haans yet but decided to stop and wait for all the DLC drops then play the shit out of it in its completed glory.
Kinda there with you. Just bought the base game, played through it once, ~70% through a hardcore Henry playthrough, and then I’ll wait for all the DLC to get that and do one more playthrough.
When listening to the dev commentary of Valve games, they talk about how much work goes into level design planning even just for the sake of optimization, like clearly delineating barriers between major regions (doorways) so the engine can unload objects from other areas.
I get the impression the “First step easy” setup from UE5 may have made it so that more people can give us unoptimized messes, but still only a few rare devs understand proper optimization at all levels of development.
The weirdest thing to me is that the graphics settings don’t make much of a difference. There’s like a 20 FPS gain between “Ultra” and “Lowest” and I could barely tell which one it is just based on the visuals alone. How do Unreal devs mess up their optimization so consistently across many games? Surely the problem must be somewhat related to the engine itself.
UE5 performance is fine these days if the game developer actually utilizes the tooling in place to catch problematic assets, sequences, blueprints, and more. Now, those tools may not be the easiest to use, but they do exist, and, with official documentation. It’s got challenges, but the tooling exists. In 5.5 there was even an expirmental plugin released that’s supposed to help with the burden of integrating this work, so it’s obvious there’s effort being put into providing tools for developers to make performant games
The problem is that takes additional time in a production pipeline, and is uaully pushed off to the side til the end of a game’s dev cycle instead of the beginning, if it’s done at all. And due to the way that many game studios are funded and operate, it’s not uncommon for product quality to follow the model of delivering features first to meet funding milestones instead of focusing on making sure the work that’s being introduced is also performant.
I briefly watched Jackfrags video on it. The graphics aren’t even anything special, the world isn’t overly populated and I can’t imagine there would be any overly complex calculations running in the background and it performs like shit.
Fuck these fucks.
It’s Unreal Engine 5, so the bad performance is included by default. I’ve played 4 UE5 titles in recent months and all of them ran terrible even though they were far from groundbreaking graphically.
Hell, I could play the gorgeous KCD2 on high settings at a buttery smooth 60FPS but apparently I need to set everything to the very lowest and down to 720p to get the same result on much worse looking Unreal games.
Now is a great time to play it again. The newest DLC just dropped. Henry gets his own forge. I’m liking it a lot so far.
I bought at release played 60hrs so far barely touching the story… I haven’t even saved Haans yet but decided to stop and wait for all the DLC drops then play the shit out of it in its completed glory.
Kinda there with you. Just bought the base game, played through it once, ~70% through a hardcore Henry playthrough, and then I’ll wait for all the DLC to get that and do one more playthrough.
I’m kinda waiting for all the DLCs to be released for my next playthrough. I’ve already spent hundreds of hours on the first one alone.
When listening to the dev commentary of Valve games, they talk about how much work goes into level design planning even just for the sake of optimization, like clearly delineating barriers between major regions (doorways) so the engine can unload objects from other areas.
I get the impression the “First step easy” setup from UE5 may have made it so that more people can give us unoptimized messes, but still only a few rare devs understand proper optimization at all levels of development.
Same. My graphics card upgrade did little to help out performance on S.T.A.L.K.E.R. 2.
The weirdest thing to me is that the graphics settings don’t make much of a difference. There’s like a 20 FPS gain between “Ultra” and “Lowest” and I could barely tell which one it is just based on the visuals alone. How do Unreal devs mess up their optimization so consistently across many games? Surely the problem must be somewhat related to the engine itself.
UE5 performance is fine these days if the game developer actually utilizes the tooling in place to catch problematic assets, sequences, blueprints, and more. Now, those tools may not be the easiest to use, but they do exist, and, with official documentation. It’s got challenges, but the tooling exists. In 5.5 there was even an expirmental plugin released that’s supposed to help with the burden of integrating this work, so it’s obvious there’s effort being put into providing tools for developers to make performant games
The problem is that takes additional time in a production pipeline, and is uaully pushed off to the side til the end of a game’s dev cycle instead of the beginning, if it’s done at all. And due to the way that many game studios are funded and operate, it’s not uncommon for product quality to follow the model of delivering features first to meet funding milestones instead of focusing on making sure the work that’s being introduced is also performant.