Mortal Shell II

Mortal Shell II

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What sorcery is this
Alright, what the ♥♥♥♥

--Plays mortal shell 2
--Maxed out
--Ray tracing
--No frame gen
--1440p
--80+ fps constantly
--0 hitching
--Looks under the hood

UNREAL ENGINE 5

What the ♥♥♥♥ is everyone else doing wrong?
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Showing 1-5 of 5 comments
UE4 automated a lot of the fine tuning process, UE5 doesn't, so if a studio hires a bunch of junior devs to cut costs it's going to be reflected in performance. Hitching could be excused when UE5 was new as there weren't any industry standards established to work around the way it draws shaders, but at this point if an UE5 game is performing poorly and your system is up to par you can blame the people who fund the dev team.
Originally posted by Naamtar:
UE4 automated a lot of the fine tuning process, UE5 doesn't, so if a studio hires a bunch of junior devs to cut costs it's going to be reflected in performance. Hitching could be excused when UE5 was new as there weren't any industry standards established to work around the way it draws shaders, but at this point if an UE5 game is performing poorly and your system is up to par you can blame the people who fund the dev team.


In other words, we can just blame everyone.
In all honestly most of the areas I've seen so far are very careful set pieces that don't show much in the distances or more often valleys, tunnels, caves, etc. If it IS a vista it's probably not actually rendering anything since it oftentimes shows places you can't directly reach from there or do so in limited scope (like when you first see the keep, basically everything else is barren).

They do a great job of it and make the presentation great, but I mean it's running smooth because it's not really pushing much graphically.
Newer UE5 versions has improved a lot also linear level design with few enemies won't give engine issues. UE5 struggles with open world and having many NPCs.
This developer knows Unreal engine. Mortal Shell 1 punched above it's weight. Shocking that a team of 15 people made it.
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