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As game developer, you should be able to understand when a game is poorly optimized, so i'm not sure you actually are one.
A real game developer would NEVER tell something like this.
Maybe post your specs and issues?
Don't know why they wouldn't update their directx version...
UE5 comprises of new systems such as Nanite, Lumen, Chaos, and Niagara.
Nanite is UE5's rendering pipeline, splitting meshes up into clusters that are up to 128 polygons and uses a hybrid hardware/software rasterizer which switches to software when the pixels per polygon go below 4x4. The software rasterizer is used to prevent quad overdraw, a performance issue when the GPU dumps pixels on the edges of polygons because of it's 2x2 binning process. (I can write a whole essay about Nanite, but I'll cut it short here)
Lumen is UE5's lighting system. Essentially it's Unreal's distance field lighting, but made to run more efficiently with Nanite and has new features. The differences between UE4's distance field lighting and lumen are mainly it's global illumination and reflection systems. The global illumination relies on using a surface cache and the reflection system is something I still need to get around to researching. I know about the ones that proceeded Lumen's though, blinn phong and GGX were the industry standard reflection models for video games and can still be used in UE5 if you choose to not use Lumen's.
Chaos is UE5's physics engine. This engine is not as optimized as PhysX and Havok (You have to pay to use Havok in Unreal), but it's much more accurate and optimized when simulating the physics of aggregates. The simulation of falling rocks and aggregates that Choas is used for in UE5 was previously baked into an animation for videos games for a long time due to it being very demanding on performance.
Niagara is UE5's particle effects system. This is one I don't know a whole lot about, I still need to learn how to use Niagara myself because I've been using UE4 a lot recently.
I hope this proves I know game development though, this is knowledge only game developers really have. I could prove it even more and write a whole essay about how games are rendered onto your screen if you want. :)
Wouldn't you want to be able to play this on Steam deck on the go? Or not have to spend $5000 USD on a PC in order to play the game at a stable framerate?
The 3060 is the most common GPU in gaming PCs currently, and there's a huge market for mini PCs using APUs as well, so Bethesda would also benefit a lot from optimizing the game properly.
Shortly after they did release a patch that optimized CPU usage, but the memory traffic was the main issue, and it's the same issue with Oblivion Remastered. A lot of developers in companies like Bethesda tend to ignore memory traffic quite often, mainly due to hardware getting faster.
It will probably be optimized alot more as patches come through.