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I just cant grasp the fact that people are even fighting about it and disscusing whos right and whos wrong, when its clear as summer sky
Unreal engine baby....there's a reason all the best (performing) games throughout gaming history all had custom in house engines. Engines like Red engine, A4 engine, Snowdrop engine etc run games beautifully even on aging hardware.
For instance, Love it or hate it, but The Division 2 (snowdrop) is over 5 years old and still looks better and more detailed than most games out there today and runs at 1080p/140 fps or 1440p/90fps fps or 4K/70fps locked on my 3080. All without any form of upscaling.
The sad part is 90% of all AAA releases use that godawful Unreal Engine.
The misconception that in-house engines are generally better optimized is fundamentally flawed. Take the Division as an example - upon its release, its performance was subpar. It's important to remember that an engine is merely a suite of tools used to construct a game. The responsibility of handling different pieces of logic still lies with the developers. Regardless of the engine, poor code will result in poor performance. The developers need to ensure the use of efficient algorithms and, in the case of building their own engine, the correct integration of renderers with various GPU APIs.
Moreover, consider the EA games running on the in-house Frostbite engine. Dragon Age 3, for instance, had to force the engine to perform tasks beyond its intended capabilities, which is clearly visible in its performance issues, even on current-gen hardware. Bethesda's Creation engine offers another example: every game released on this platform seems to inherit the same bugs, including game logic linked to FPS, threading problems, and memory leaks.
On the other hand, many successful games have been built on Unity. While there are numerous examples of well-executed Unity games, there's also a fair share of poorly-written ones. The engine doesn't determine the game's quality; it's the development and implementation that truly matters. In this case, it might be related to Unreal but its more likely a bad implementation of a bunch of systems.
Everything you said has a point, but that still doesn't change the fact that you are paying 60€ for a product that barely runs on hardware that could realisticly run 2 games at the same time.
Forcing and using DLSS scaling methods (which were made for lower end hardware in a first place and RTX usage) to be able to maintain somewhat stable framerate is a comedy and should not be supported.
The longer we keep eating everything they serve at us, and not voice our opinions (and with our wallets) things are only going to get worse and worse.
Not sure about soon, as their whole developing process was about focusing into upscaling methods... its gonna take time.. if ever..