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Its the same wonky WW2 diesel truck just refitted with a spanky new F150 raptor bodykit. Clunky gears, pisspoor horsepower, no working suspension.. but hey, it looks like a brand new F150 right?
I have no idea if they even got the compotent developers to optimize this game, surely not on the level current 'near UE5 looking' games doing atm (spiderman 2 etc). And this is just 'clean game', now imaging the game with massive bases, tons of dino's, boatload of players.. and i saw the server already kicking around with ~250ms ping?
Can`t we just say the UE5 isn`t it and never was and move on?
Now performance here shouldn't be a suprise at all unless you lived under a rock during the past 2 years (for the few UE5 based games that have released).
1. Since the release of Nanite and lumens, no one cares about optimizing the assets because they think Nanite will optimize it for them and lumens will make it look pretty. That is not the case. There's still optimization that needs to be handled before and after importing an asset. One rock asset can be 1 million polygons/tris. Now imagine that 1 million poly rock being used on an open world level and constantly rendered with a small cull distance. All for the one rock megascan asset they found and thought was cool. Lumens is just a fancy more expensive way of lighting your game. Not required non what so ever, but given to a lighting artist who knows how to use it, it can be optimized and used correctly. In this game's case...it eats up way to much from the CPU. (Megascan: Taking an object and taking multiple pictures of it at various angles to create a 3D asset. Pretty cool process. Very fun to do)
2. Materials and textures are very expensive and can bring down an entire game without the user even knowing it. Imagine using 4-8k textures on an entire game including small rocks and other assets that the player can barely see. Now multiply that 4-8k texture for every instance in the game. You might as well call your PC a toaster oven at this point. Not to mention transparency for foliage, water, and other assets that you can see through. i.e. glass.
3.VFX...the bane of every game production...Niagra is very amazing. Love it in every sense. Big problem though...constantly being used on every inch of the map. Falling leaves, dust, rain, snow fall, WATER (my god the water...), and etc. And of course, none of it is optimized.
IMPORTANT: Optimization is the huge reason why games have to delay for release dates. Let this game be a glimpse of what studios deal with when people complain about why the game is being delayed. Optimization is how performance is established, understanding what systems can work with the game, and how to get the game to run on the other systems. Including older gens.
3. Every game wan't to be a AAA standard and be the most polished looking game ever. You can't do that by just using UE5 tech. The artist who use it on a daily basis also understand the proper workflow for optimization which every dev using ue5 cares little about because they think Nanite will reduce the work. It does but only when used correctly. And as predicted, future small indie games are going to look nice but be unplayable for awhile. Unless the studios put more focus into the optimization work flows, we are going to see more unplayable Early Access games.
We're talking 25 fps on a system like mine. Makes no sense. Please move on this thread because you're lacking some brain cells, clearly.
Good answer. My post is rhetorical, I understand what's going on and it's pretty simple: Devs are incompetent. But you put it in good words. I guess they went for all the buzzwords without using their brains with optimization, at all... Bummer, I was hyped.