Squad
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WolfPax Nov 27, 2024 @ 4:35am
2
really? transferring to UE5?
the FPS and performance will be worser than it already is.

we already seen how all UE5 games stutter, crash, lag spike, or hitch frequently.
Last edited by WolfPax; Nov 27, 2024 @ 4:35am
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Showing 1-15 of 21 comments
Leo Nov 27, 2024 @ 4:52am 
Yeah I'll just drop the game for good at this point. I have a decent computer (32gb ram, ryzen 5 3600 and 8gb RX 6650 XT) and the performance is very unstable even on lower settings on 1080p. Unreal 5's bloat alone will drop performance, imagine how it will handle legacy code and new effects and systems......
Togo Nov 27, 2024 @ 5:26am 
I really dont think games are ready to switch to that. At this point we all will have to buy the new GE Force cards. This engine while very beautifull is not optimised at all. Game requires you to use DLSS or FSR to play well and that requires people to literally buy new pcs.
Chungal Grease Nov 27, 2024 @ 7:09am 
Honestly I wouldn't worry to much. UE5 was released on April 5th 2022 and what you see from the beta orbiter YouTubers is as far as they've made it. If they had actual staffing, leadership and a real physical location they could have made the migration over two years ago right? Instead its a handful of folks working remotely on weekends and evenings after their real day jobs with an imaginary CEO and some pittance from Tencent.
Pr0fessor Nov 28, 2024 @ 8:22am 
Reposting my response from another thread:

Originally posted by red/:
Players will always have something to complain about. Performance will increase not decrease, just trust me on this one. I've been working in UE4/UE5 and if they don't push the fidelity too far, it's going to FLY on FPS especially with static lighting removed for Lumen. Lumen is a godsend for large scale maps.

So there's a ton of advantage here, I could go on and on. It will be so good infact, that this game will be able to be expanded to the low-end tier of gamers and still have nominal performance especailly with frame generation (they'll have to adapt to the increased input lag though).

Dude.

Compare Warthunder on max settings to Squad on max settings. They are both UE4.
You get twice the amount of fps in War Thunder and WT has more tri/polys on the map.
What WT is able to squeeze out of the UE4 is simply amazing.

Nanite is not a tool for developers. Nanite is a tool for managers. Why do I say that?
Making LODs (Different models for different distances) is a time consuming process, nanite simply automates this process and thus it helps save businesses on development costs. Nanite is a big meme because many industry professionals already have made many performance comparisons and benchmarks. Is the technology cool? Yes! Is it overhyped? Absolutely.

This exact argument is applicable for Lumen too. Instead of having developers make different shadow masks by hand the engine now "Pre-cooks" these shadows masks, thus saving, again, time and money on development costs.

Unreal Engine 5 is a game engine built for business cost efficiency. If you are a layman or noob on these matters, you get suckered into believe that this new engine is about graphic fidelity or performance, pro tip: IT IS NOT.

Bug fixing and performance optimization does not generate money. Unless you have a dev team like the hyper autists at Factorio that actually enjoy optimization, 95% of the developers simply know jack about optimization. Engine Development and Optimization is a completely different field, highly specialized.

Squad is moving to Unreal Engine 5 because it is a marketing ploy. They will start a massive marketing campaign once the conversion is done and relaunch Squad as the next best thing, thus attracting new customers.

OWI has the Chinese state funded and state guided Tencent as a shareholder. Tencent only cares about profit maximization and is notorious for their disregard for privacy. It is also one of the, maybe the most greedy company in the world.

TLDR: Why is Squad on UE4 a mess with performance? Cause of CH*INA*MAN . Will UE5, fix anything? No, because of CH*INA*MAN.

EDIT: LMAO CH*INA*MAN is a censored word.
♥♥♥♥♥♥♥♥
76561199369698173 Nov 28, 2024 @ 8:24am 
Originally posted by Pr0fessor:
Reposting my response from another thread:

Originally posted by red/:
Players will always have something to complain about. Performance will increase not decrease, just trust me on this one. I've been working in UE4/UE5 and if they don't push the fidelity too far, it's going to FLY on FPS especially with static lighting removed for Lumen. Lumen is a godsend for large scale maps.

So there's a ton of advantage here, I could go on and on. It will be so good infact, that this game will be able to be expanded to the low-end tier of gamers and still have nominal performance especailly with frame generation (they'll have to adapt to the increased input lag though).

Dude.

Compare Warthunder on max settings to Squad on max settings. They are both UE4.
You get twice the amount of fps in War Thunder and WT has more tri/polys on the map.
What WT is able to squeeze out of the UE4 is simply amazing.

Nanite is not a tool for developers. Nanite is a tool for managers. Why do I say that?
Making LODs (Different models for different distances) is a time consuming process, nanite simply automates this process and thus it helps save businesses on development costs. Nanite is a big meme because many industry professionals already have made many performance comparisons and benchmarks. Is the technology cool? Yes! Is it overhyped? Absolutely.

This exact argument is applicable for Lumen too. Instead of having developers make different shadow masks by hand the engine now "Pre-cooks" these shadows masks, thus saving, again, time and money on development costs.

Unreal Engine 5 is a game engine built for business cost efficiency. If you are a layman or noob on these matters, you get suckered into believe that this new engine is about graphic fidelity or performance, pro tip: IT IS NOT.

Bug fixing and performance optimization does not generate money. Unless you have a dev team like the hyper autists at Factorio that actually enjoy optimization, 95% of the developers simply know jack about optimization. Engine Development and Optimization is a completely different field, highly specialized.

Squad is moving to Unreal Engine 5 because it is a marketing ploy. They will start a massive marketing campaign once the conversion is done and relaunch Squad as the next best thing, thus attracting new customers.

OWI has the Chinese state funded and state guided Tencent as a shareholder. Tencent only cares about profit maximization and is notorious for their disregard for privacy. It is also one of the, maybe the most greedy company in the world.

TLDR: Why is Squad on UE4 a mess with performance? Cause of CH*INA*MAN . Will UE5, fix anything? No, because of CH*INA*MAN.

EDIT: LMAO CH*INA*MAN is a censored word.
♥♥♥♥♥♥♥♥
War thunder aint ue4 wtf u on about?
BlackWolf9988 Nov 28, 2024 @ 8:42am 
stalker 2 is a prime example of why UE5 is trash. it may look nice but the performance is god awful. stalker 2 devs also had frame gen in mind when they released the specs for the game which is awful because it adds a ton of very noticable input lag defeating the point of having more FPS.

many other games out there also just look and run better at ultra graphics like red dead redemption 2 than stalker 2 on the lowest graphics.

games like hunt showdown that recently made an update to a newer version of their cryengine which failed misserably adding more problems than fixing them making me more sceptic about squads success in doing the same.

at this point whenever i hear either engine update or UE5 i expect the game to be broken for atleast 1 year.

squad devs should add more content like maps, factions and reworking game modes instead of upgrading their engine.
Last edited by BlackWolf9988; Nov 28, 2024 @ 8:44am
zelatur Nov 28, 2024 @ 8:59am 
Originally posted by Pr0fessor:
Compare Warthunder on max settings to Squad on max settings. They are both UE4.
You get twice the amount of fps in War Thunder and WT has more tri/polys on the map.
What WT is able to squeeze out of the UE4 is simply amazing.

War Thunder is not running on UE, it has its own engine ...
Originally posted by Leo:
Yeah I'll just drop the game for good at this point. I have a decent computer (32gb ram, ryzen 5 3600 and 8gb RX 6650 XT) and the performance is very unstable even on lower settings on 1080p. Unreal 5's bloat alone will drop performance, imagine how it will handle legacy code and new effects and systems......
r3600x its like intel 7700k from 2017 performance. have a decent computer from 2017. thats now 8 year old hardware.
squad need a fast cpu to run smooth.
sell 3600x for 50euro and buy 5700x3d for 170 euro. you will have 100 fps avg.
https://www.youtube.com/watch?v=WRK30P9_Tvg&t=621s
70 to 120 fps.
Last edited by ♥♥ZIPO♥♥ ♂; Nov 28, 2024 @ 2:57pm
Radegast Nov 28, 2024 @ 10:46pm 
5800x3D is relatively cheap and offers a good performance, still you need a fast RAM.... fast is not equal to the size.
BillyT Mar 4 @ 7:52am 
Judging by "it will be "worser" ..." I can tell you dont know what youre talking about lol
UE5 actually offers many performance improvements over UE4, I currently work with UE5 on several projects. If squad implements nanite, FG, MFG, etc. the game could start leaning closer to the GPU side, which would be amazing for performance impact.
Also, OWI released news that they are going to be implementing UDS (Ultra Dynamic Skies) into the game, which is a plugin that I currently use, and it is absolutely insane what that system is capable of. I am very exciting to see what the modding community is able to do with that new system.
WolfPax Mar 4 @ 12:31pm 
Originally posted by BillyT:
Judging by "it will be "worser" ..." I can tell you dont know what youre talking about lol
UE5 actually offers many performance improvements over UE4, I currently work with UE5 on several projects. If squad implements nanite, FG, MFG, etc. the game could start leaning closer to the GPU side, which would be amazing for performance impact.
Also, OWI released news that they are going to be implementing UDS (Ultra Dynamic Skies) into the game, which is a plugin that I currently use, and it is absolutely insane what that system is capable of. I am very exciting to see what the modding community is able to do with that new system.
ok
zelatur Mar 4 @ 1:01pm 
UE5 or 6 and even 7 offers nothing if you cant design your game properly, squad unfortunely is poorly made and not optimized at all
I think artillery barrages will cause hardware components to melt through our rigs like Chernobyl?
I'm expecting refunds from players who originally bought a game that their hardware was compliant with, and then it wasn't.
Aegmar Mar 4 @ 4:37pm 
Originally posted by KDM 16AAB:
I'm expecting refunds from players who originally bought a game that their hardware was compliant with, and then it wasn't.

isn't UE 5 making BETTER use of hardware resources ? at least that was how i understood it. More efficent, better performane, not higher requirements.

Usually games transitioning to UE5 will be less optimized in the first versions i guess, but in general UE5 should enable better performance.
Last edited by Aegmar; Mar 4 @ 4:39pm
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