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When developers write bad code, it's just that: they do a poor job at their job and it's their fault. In performance-critical type of applications, where performance is actually critical, like brain scanning(MRI applications) and video games, the default and a good practice is that you write well-performing code by default. Not optimally good, because that kills readability and takes a lot of time to write, but very well-performing, which is 95% compared to optimally good. What we have nowadays in video games is lots of crappy code written by people with the mindset "User's PC will tank this. We'll just tell them to buy a better PC lmao".
The complaint is that it should be enough and it isn't. Capiche? Why should it be enough? Because it's possible and easily achievable: you write better code and have better design and make your game run on pretty much any PC, console and even make it run on portable devices like Steam Deck and PS Vita. It's very possible to do and achievable even with mods without access to the source code. It's just it shouldn't be on players to do it, it is on the devs. And if they don't optimize their code well, it means they did a poor job.
Nah, there's no need. There's a mod to play this not well optimized game on a much weaker hardware:
https://i.imgur.com/s7viyRI.png
Also, you shouldn't talk about how well optimization is if you hadn't looked at how the game actually works and you don't actually understand what you're talking about(you'd need to be a programmer to know).
The FPS(and performance, lowering the requirements by 2 times) can be doubled in this game if it was well-optimized. Here's just a few things that could be done to double it: all the blueprint code ported to C++, better event-driven system instead of poll-based system that they're using now, better animation system: don't transform animations from their custom system to UE system in blueprints on every tick and instead do it during compilation. These 3 things would double the FPS in this game and lower the requirements for hardware to run it at 60 FPS by 2 times. But there are more things that can be done like allowing players to switch from deferred to forward renderer that has a simplified rendering pipeline, which further lowers the requirements for hardware.
If I can triple the FPS without access to the source code myself, the game isn't well-optimized. Oh wait, I did triple the FPS without access the source code.
The reason people say it's well-optimized is because you have no idea what you're talking about and the industry made you used to crappy products that barely run and require $2000 PCs to barely run at 60 FPS, and so you think that it's OK, because you never seen anything better and you don't really know the subject.
oooo, you should hella worry about performance. If you can't run this game at perfect 60 FPS, or if the other person can't, you'll experience desync online very quickly, because if the other person runs it at 60 FPS and your FPS is 57-58, you'll quickly desync, because the game runs slower at lower FPS, and so they'll advance in time quicker than you. In a few seconds the game will see that it desynced too much, stop and try to sync time again.
This will happen every few seconds: the game will pause and sync.
this game runs at gtx10 series cards- 1070 can have ultra preset, 1080p, stable 60fps. And we're talking midrange gpu from almost 8 years back.
Hell, it runs 60fps on my old gtx970, which is ANCIENT hardware at this point.
This game IS well optimized. It is holding stable 60fps on 10yo hardware...I trully have no clue how ppl manage to get bad performance, other than trying to play on higher preset than is reasonable for the hardware/software combo. Some ppl expect a new game to run at ultra on 10yo hardware, and cranked to 4k, beacause 4k is trendy now...
Also, it's not about if it runs on X hardware, it's about how much better you can make it. I already explained: you can triple the performance with optimizations without sacrificing graphics by actually doing optimizations in code.
Then you can improve it from there further by removing objects and unnecessary running code: make the game simpler looking on a simplified renderer. This would result in around 500% performance improvement compared to what we have now. Now, that would be a well-optimized game, because further improvement would be hard to make, long to make and would result in diminishing returns.
When you can optimize the performance by up to 500%, it's objectively not well optimized. There is no arguing that, unless you don't understand what optimization and optimal means, which you don't it seems.
Before that game looked like blurry crap with dips up to 20+.
Im still have a pain in the ass about forced upscalers and lack of native resolution. This is unfortunately starting to become a common pathology of modern games.
You should consider letting intros play out if you have issues at start of match. Make sure your FPS is stable afterwards.
There is also the tekkenoverlay which provides additional graphic settings that might help you out, alternatively consider profile settings from nvidia if you use that.
I have RTX 4090, 32GB of RAM, i7-13700KF and I have FPS drops to 57 or sometimes it locks itself to 53 which is unplayable online... All of my other games runs fine.
Is this a decade old CPU/GPU for you... ?
how to install overlay please help :( it says process ıd not found