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Do you even own 4
He doesn't need to own 4 on steam to actually own it, It's available on Steam, Epic and Xbox Gamepass isn't it?
Either way, TSW1, TSW2, TSW3 and TSW4 all suffer from the same stuttering issues because of the engine they all use.
Rather than using PSO shader precaching, UE4 games including TSW1-4 build shaders on the fly in realtime so you're getting stutters even if it's installed on an NVME SSD.
I was hoping the release of TSW5 would have some significant changes compared to previous titles, such as the move to UE5 where PSO precaching of shaders is readily available.
I'll still be claiming my TSW5 upgrade but I'm not holding out much hope that the stutter issues are going to be fixed in this iteration.
There is a fix but not one that can be done on Unreal Engine 4, UE5 has PSO shader precaching which basically fixes that issue but since TSW5 is UE4 still, It's going to have the same shader compilation stutter as it's being done in realtime.
Then why don't they upgrade to UE5?
That would be something I would ask the developers during their next dev stream.
Another game that was ran on UE4 recently got the UE5 treatment and while it takes maybe 20 to 30 seconds longer to load in, The stutters were all gone so I know it can be done.
Epic games also uploaded documentation on how to migrate UE4 projects to UE5 so that the UE5 project can utilise optimisations specific to that game engine.
It takes work to do but the bonus of having projects in UE5 vs UE4 is that UE4 builds take longer to load in the editor whereas the UE5 editor is much much quicker at generating the shaders and can also repackage and build projects quicker so it's puzzling why Dovetail aren't taking advantage of newer tech.
"Even if it was possible to "port" your UE4 game to UE5 (and depending on the game, there are some tools to assist with that - none of them would really work for TSW because of how much we've changed in the core engine) - even if it was possible, you'd end up with a UE4 game that has a UE5 badge on it. It would gain none of the benefits and would probably require months of fixing to get it back to square 1 again.
To get the benefits of the new world system, lumen lighting, nanite for meshes etc, you have to design from the ground up to use them, otherwise you're just papering over it."
https://forums.dovetailgames.com/threads/is-tsw-using-unreal-engine-5.83620/#post-876678
so they could start workin on it what they wait for ?
It can still be ported from UE4 to UE5, you don't need to take advantage of nanite/Lumen and all the other specific UE5 visual stuff, That's not really necessary, You can still do the old school method of lighting by pre-baking everything into the client without the need for lumen which is quite intensive.
The game that I have that was ported from 4 to 5 didn't integrate nanite or lumen or any of that stuff, The benefit from a transition to UE5 is PSO precaching of shaders which eliminated stutters ingame.
In UE4 the shaders are cached on the fly and you can see disk usage spike when TSW stutters as shaders are compiled in realtime.
He did state "Not sure any of you want that. Happy to be corrected!"
I don't have an account there though so I can't tag him in it and point out this one major benefit with UE5 otherwise I probably would have.
It's free, so just create one. I'm sure they will be happy to recieve useful input.