This is making me reconsider getting a 12gb 3060 as a step-up card until things become sane again. I'm sure it'd run it plenty fine at 1080p, but still
9 months ago
Anonymous
>I'm sure it'd run it plenty fine at 1080p
Mein fuhrer...
9 months ago
Anonymous
Seriously? What the frick.
9 months ago
Anonymous
just upscale from 180p bro
9 months ago
Anonymous
Why not 72p?
9 months ago
Anonymous
Blame UE5 and the usual lumen/nanite shit it comes with. It's part of the reason why everyone defaults to shitty upscaling.
9 months ago
Anonymous
things have already returned to "sane" again. and nvidia isn't for poors. you should get amd.
If you think that's bad just wait until frame generation becomes mainstream when FSR 3 comes out and gets ported to consoles like FSR 2 was. 15 fps games with frame generation to get 30 upscaled from 480p to 4k
>rainbow particle effects out the ass >"shoot the glowing rock with the right color" mechanic that would be considered braindead even on a nu-zelda boss >all this for only $59.99 plus tip and a $3000 PC to run at 1080p/30
Aren't you glad that your 4090 is being used to its fullest extent by rendering all the clutter and distractions that make it difficult to see half the shit on the screen? Welcome to the power of UE5!
the fact the guys arm never moves would annoy me. Like when you run his arm is still up in the air in front of him. Why is it so static? Imagine that in third person. A dude running around with his arm perfectly straight in front of him the whole time. It would look ridiculous. The arm should only come up when you need to shoot
they said they were inspired by hexen and wanted to make a run-and-gun magic shooter
the game director unironically said he got the original idea for it from thinking "why can't I make COD but with dragons and magic instead of helicopters and guns"
these are the people leading modern game studios
This game looked like one of the shittest I'd ever seen at E3 or whatever the earlier gaming convention was this year that showed it. Not even saying "oh it's bad lol" like legitimately I'd sooner play forspoken than this. That's how bad it looked.
All this game does is prove how shit FSR2 is. Constant fricking artifacts. I'll take consistent jaggies over floating pixels from the previous frame any day of the week.
>all upscaling is shit. end of.
I'm not arguing, but the unfortunate state of the consoles means every dev is jumping on the FSR2 or TAA bandwagon, since it's what that hardware can support, and what Unity/UE4/5 support out of the box, which in turn means the PC versions will be spec'd around the expectation you're using some form of upscaler.
its the unfortunate state of devs shoveling their garbage assets into ue5 and clicking save as and shitting out a game with no regard for any semblance of optimization, the knowledge of which is now lost.
this shits not funny on my computer either, my RTX 3060 has a bunch of useless meme features but when it comes to playing games I might as well be in 2013
they are making games for hardware that dosnt exist
polybudgets in excess of 400k tris, 300 bones, 30 textures adding up to 500mb per character models on 10 udims
its the third generation in row where devs seem to be baffled by the specs they should know by heart
lets not forget silky smooth 15 fps bloodborne ps3 era, such frick ups are nothing new
Yes, the entire point is they can shit out a build, then DLSS and friends allow them to turn down the internal render res to essentially be able to skip the pesky optimization process, and things will just werk™ because of upscaling and frame stitching from such a low render requirement.
Except in the cases of new types of artifacting now.
And instead of realizing the core problem is just optimization, nvidia and AMD will just pump more money into fixing the upscaling tech for them.
So soon games will literally require upscaling, otherwise they'll be 10fps @ 1080
and what does "optimize" mean?
it dosnt matter if its unreal, unity or some in house engine
reduce drawcalls, reduce overdraw, make sure lods are set good and drop drawcalls and shaders to something simpler at a distance, keep in mind your vram budget and keep an eye on heavy shaders, its all the same thing
shader stutter was such a problem unreal devs litearlly had to patch in changes to the default settings since devs didnt know how to prioritize their cpu utilization
its not the engine, its the people
also i can say this fure sure since i work in a 500 dev studio, its 90% fricking morons, diversity hires and people who just dont care
i feel that things will only get worse as people working in the industry stop giving any fricks
>i feel that things will only get worse as people working in the industry stop giving any fricks
But that already happened, otherwise diversity hires wouldn't be a thing. At this point it's good enough to know your way around a few blueprints in UE and you're good to go.
if only, it goes downhill from here
you now get people who dont play video games, hate video games, or intentionally make the games bad to teach those racist gamers a lesson
my team is full lawyers, bankers, random israelites and other regards in managerial positions who not only dont care about the project, they actively want to make working there miserable and product bad
people like to think game dev is something special, place for passionate people, instead they should think of it as a fast food wage cuck place where people come to hate their life and blame it on their boss who gave steve a raise and not you, and since the average age in game is lower than in other jobs working there is half school where people use IT bubble lifestyle to drink coffee all day while "working" being on a meeting with "friends", half wage slave cuck shack where you crunch to dealines pushing what ever crap before publisher realizes you are scamming him
most games dont use nanite
and while nanite is great for geo culling, it dosnt handle the shaders
still, rasterization of polygons isnt as expensive as deforming and shading them, thats what kills your fps
and no auto algorithm will optimize your shitty shaders
This is why I work in a comfy 70 man studio. No morons, better quality.
Lumen is hard for engineers to optimise, and lots of work has to go in for per-scale lighting scenarios, but it's piss easy for Level/Environment Artists to optimise - It's just grueling, hard labour.
A lot of the work is done if you *actually* develop your assets and levels with optimisation in mind from the very beginning.
i thought there were no lods with nanite so that part of optimization isnt even there anymore.
As
most games dont use nanite
and while nanite is great for geo culling, it dosnt handle the shaders
still, rasterization of polygons isnt as expensive as deforming and shading them, thats what kills your fps
and no auto algorithm will optimize your shitty shaders
mentioned, Nanite isn't the be-all, end all.
Depending on the shaders, or your VRAM budgets, it's still cheaper to use standard SMs and not nanites on specific objects depending on their shader complexity.
For example, Trees with Masked materials, or wind movement shaders, perform better as standard SMs with LODs, than they would if they were nanite. Furthermore, they're also cheaper than Nanite Trees - a good nanite tree will use up 10-30mb of data on mesh alone, compared to old school Trees which use 0.6-1mb of mesh data.
You also still need to keep your draw counts in line, as well as the tri count of the scene at a reasonable cost.
For most developers I think that flew out of their heads, I'm certian most of the unreal engine devs in big corpos just use the blueprint script and that's it.
I've done game development at university but I prefer unity , dealing with c++ and difference c++ files is a lot easier than managing blueprint spagetti with little documentation.
>"Lumen is hard for engineers to optimise, and lots of work has to go in for per-scale lighting scenarios, but it's piss easy for Level/Environment Artists to optimise - It's just grueling, hard labour.
>A lot of the work is done if you *actually* develop your assets and levels with optimisation in mind from the very beginning"
I can see a lot of developers just saying frick it and not doing much optimisation, though honestly I wouldn't blame them too much, unreal is a b***h is some cases.
>make game with super advanced expensive effects >can't do anything with it to make it look good with it because the hardware just isnt there without making massive sacrifices >game ends up looking like shit
You should do more with less not do less with more.
the game runs just as bad on pc
runs fine for me 1440p maxed out without upscaling. the game is kinda dogshit though i refunded it after an hour and a half.
anything below a 4080 cant run it at 1440p 60 fps
cope works on my machine lol
This is making me reconsider getting a 12gb 3060 as a step-up card until things become sane again.
I'm sure it'd run it plenty fine at 1080p, but still
>I'm sure it'd run it plenty fine at 1080p
Mein fuhrer...
Seriously? What the frick.
just upscale from 180p bro
Why not 72p?
Blame UE5 and the usual lumen/nanite shit it comes with. It's part of the reason why everyone defaults to shitty upscaling.
things have already returned to "sane" again. and nvidia isn't for poors. you should get amd.
1440p is quite high, it's 4 times the pixel rendering and power required than the consoles since the series x and PS5 run at 720p
lmao, runs great on my 4090 with dlss
stay mad poorgay
>needing upscaling with a 4090
the absolute state of this industry
If you think that's bad just wait until frame generation becomes mainstream when FSR 3 comes out and gets ported to consoles like FSR 2 was. 15 fps games with frame generation to get 30 upscaled from 480p to 4k
>my $1600 gpu needs to run the game at 540p
>this is a good thing
what
Imagine paying 1.6k USD to run a game that looks like a late ps4 game at 1080p base res upscalled to 4k.
imagine paying 1,600 bucks just for the gpu alone.
only 1500$ dollars to play a 10 hour EA zogslop game
What a deal
>rainbow particle effects out the ass
>"shoot the glowing rock with the right color" mechanic that would be considered braindead even on a nu-zelda boss
>all this for only $59.99 plus tip and a $3000 PC to run at 1080p/30
Aren't you glad that your 4090 is being used to its fullest extent by rendering all the clutter and distractions that make it difficult to see half the shit on the screen? Welcome to the power of UE5!
>manchild, the game
at least it's not QTE
why is the quest objective being displayed during a boss fight?
these mutts will then go on to complain about from soft "UX"
i'm convinced they ML'd large portions of the game, and the AAA are slowly A/B testing what they can get away with it.
the fact the guys arm never moves would annoy me. Like when you run his arm is still up in the air in front of him. Why is it so static? Imagine that in third person. A dude running around with his arm perfectly straight in front of him the whole time. It would look ridiculous. The arm should only come up when you need to shoot
Isn't this just the Metroid Prime Thardus fight except the rock golem doesn't move.
That doesn't look egregious honestly. But it can get much worse with visual noise and screen effects.
>hit markers in a fantasy game
fricking lmao
they said they were inspired by hexen and wanted to make a run-and-gun magic shooter
the game director unironically said he got the original idea for it from thinking "why can't I make COD but with dragons and magic instead of helicopters and guns"
these are the people leading modern game studios
I thought this game looked like pure ass since they showed it last summer.
yeah, turns out 4k is a meme and will stay that way for a long time into the future.
>ue5 shit
>runs like shit
that's a bingo.
meanwhile CS2 looks better and runs at 400fps 4K native
It doesnt look better, go pick some more bananas juan.
looks a million times sharper, clearer and with various material details instead of brown drab ugly fog filled shit
what game is that?
immortals of aveum or some generic name like that
they deadass picked a title that sounds like a phone game. next up masters of ephernium.
This game looked like one of the shittest I'd ever seen at E3 or whatever the earlier gaming convention was this year that showed it. Not even saying "oh it's bad lol" like legitimately I'd sooner play forspoken than this. That's how bad it looked.
All this game does is prove how shit FSR2 is. Constant fricking artifacts. I'll take consistent jaggies over floating pixels from the previous frame any day of the week.
all upscaling is shit. end of.
the fact this shit got as far as it did proves how dumb gamers are.
>all upscaling is shit. end of.
I'm not arguing, but the unfortunate state of the consoles means every dev is jumping on the FSR2 or TAA bandwagon, since it's what that hardware can support, and what Unity/UE4/5 support out of the box, which in turn means the PC versions will be spec'd around the expectation you're using some form of upscaler.
I'm running mgs 5 a game from 2015 at native 4k 120 fps and it looks better than this shit game lol
seriously it's beyond clownish how they're forcing these new technologies when all it does is produce something worse at a tenth of the frame rate
PS2 is (mostly) 448px internal framebuffer, overscanned to 480px. So this Xbox game is actually worse than a PS2 game.
Xbox Series S game*
yeah the series x and PS5 actually match the 360 and ps3 at 720p
its the unfortunate state of devs shoveling their garbage assets into ue5 and clicking save as and shitting out a game with no regard for any semblance of optimization, the knowledge of which is now lost.
>consoles have actually regressed since 7th gen
this shits not funny on my computer either, my RTX 3060 has a bunch of useless meme features but when it comes to playing games I might as well be in 2013
>60fps
>UE5
>Series S
What else did you expect?
seriously just drop support for the series s and call it a day lmao. what a shit console.
So is UE5 and DLS making devs frickinglazy or what? on consoles this game looks like fricking shit
they are making games for hardware that dosnt exist
polybudgets in excess of 400k tris, 300 bones, 30 textures adding up to 500mb per character models on 10 udims
its the third generation in row where devs seem to be baffled by the specs they should know by heart
lets not forget silky smooth 15 fps bloodborne ps3 era, such frick ups are nothing new
Yes, the entire point is they can shit out a build, then DLSS and friends allow them to turn down the internal render res to essentially be able to skip the pesky optimization process, and things will just werk™ because of upscaling and frame stitching from such a low render requirement.
Except in the cases of new types of artifacting now.
And instead of realizing the core problem is just optimization, nvidia and AMD will just pump more money into fixing the upscaling tech for them.
So soon games will literally require upscaling, otherwise they'll be 10fps @ 1080
Devs just don't know how to optimize UE5. Hell, lots of devs can't optimize UE4.
and what does "optimize" mean?
it dosnt matter if its unreal, unity or some in house engine
reduce drawcalls, reduce overdraw, make sure lods are set good and drop drawcalls and shaders to something simpler at a distance, keep in mind your vram budget and keep an eye on heavy shaders, its all the same thing
shader stutter was such a problem unreal devs litearlly had to patch in changes to the default settings since devs didnt know how to prioritize their cpu utilization
its not the engine, its the people
also i can say this fure sure since i work in a 500 dev studio, its 90% fricking morons, diversity hires and people who just dont care
i feel that things will only get worse as people working in the industry stop giving any fricks
>i feel that things will only get worse as people working in the industry stop giving any fricks
But that already happened, otherwise diversity hires wouldn't be a thing. At this point it's good enough to know your way around a few blueprints in UE and you're good to go.
if only, it goes downhill from here
you now get people who dont play video games, hate video games, or intentionally make the games bad to teach those racist gamers a lesson
my team is full lawyers, bankers, random israelites and other regards in managerial positions who not only dont care about the project, they actively want to make working there miserable and product bad
people like to think game dev is something special, place for passionate people, instead they should think of it as a fast food wage cuck place where people come to hate their life and blame it on their boss who gave steve a raise and not you, and since the average age in game is lower than in other jobs working there is half school where people use IT bubble lifestyle to drink coffee all day while "working" being on a meeting with "friends", half wage slave cuck shack where you crunch to dealines pushing what ever crap before publisher realizes you are scamming him
i thought there were no lods with nanite so that part of optimization isnt even there anymore.
most games dont use nanite
and while nanite is great for geo culling, it dosnt handle the shaders
still, rasterization of polygons isnt as expensive as deforming and shading them, thats what kills your fps
and no auto algorithm will optimize your shitty shaders
This is why I work in a comfy 70 man studio. No morons, better quality.
Lumen is hard for engineers to optimise, and lots of work has to go in for per-scale lighting scenarios, but it's piss easy for Level/Environment Artists to optimise - It's just grueling, hard labour.
A lot of the work is done if you *actually* develop your assets and levels with optimisation in mind from the very beginning.
As
mentioned, Nanite isn't the be-all, end all.
Depending on the shaders, or your VRAM budgets, it's still cheaper to use standard SMs and not nanites on specific objects depending on their shader complexity.
For example, Trees with Masked materials, or wind movement shaders, perform better as standard SMs with LODs, than they would if they were nanite. Furthermore, they're also cheaper than Nanite Trees - a good nanite tree will use up 10-30mb of data on mesh alone, compared to old school Trees which use 0.6-1mb of mesh data.
You also still need to keep your draw counts in line, as well as the tri count of the scene at a reasonable cost.
For most developers I think that flew out of their heads, I'm certian most of the unreal engine devs in big corpos just use the blueprint script and that's it.
I've done game development at university but I prefer unity , dealing with c++ and difference c++ files is a lot easier than managing blueprint spagetti with little documentation.
>"Lumen is hard for engineers to optimise, and lots of work has to go in for per-scale lighting scenarios, but it's piss easy for Level/Environment Artists to optimise - It's just grueling, hard labour.
>A lot of the work is done if you *actually* develop your assets and levels with optimisation in mind from the very beginning"
I can see a lot of developers just saying frick it and not doing much optimisation, though honestly I wouldn't blame them too much, unreal is a b***h is some cases.
>Devs should degrade assets instead of resolution
No.
whats the point of high quality assets when they are just a low res blurried fizzled mess?
>make game with super advanced expensive effects
>can't do anything with it to make it look good with it because the hardware just isnt there without making massive sacrifices
>game ends up looking like shit
You should do more with less not do less with more.
wtf happened this gen? Its all fell apart completely lol.
console hardware is getting pretty advanced, so much so that devs are having a hard time trying to keep up with it.
it's really not, console hardware is cut-down and old PC tech.
early gen7 was the last time console hardware was ahead of PC.
just wait until devs unlock the power of the ssd in the ps5. games will run 8k 120 fps easy
>games run so poorly on PC that everyone makes fun of it
>forget that consoles are even worse off
Whoselaughing at Nvidia DLSS 3.5 nao?
What the frick is wrong with developers?
the frick is wrong with developers?
FTFY
incel chuddy
just make good games and we wouldn't complain
simple as
based disingenuous poster
chuddy incel
series S is equvilant to a pc from 2008