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As someone who has played the UE5 Squad I will not share nothing that isn't public yet but will say that there are a lot of areas of improvement from UE4 that I love, one being the nanite. This is a very big thing. Not only of the optimization side but view distance. Like whats been shown there will be less heavy fox on maps. And maps like Fallujah where every single building will be visible. Unlike in UE4.27 Squad the view distance is very little. Another thing to nanite is the foliage. If you go to lets say black coast and see the trees and stuff everything looks blurry and like play-dough. Now in UE5 that is not the case, things look crisp and clear. At any distance.
Another thing being the lighting. Some maps are very bland such as black coast. The new lighting for all the maps look great. Its a major improvement. Indoor and outdoor.
After the release of this upgrade offworld want to continue working and adding on so it may take time to see the full affect of the new engine but there will be some big changes at first sight.
I am able to run it on my slow build (2070S, Ryzen 5600x, 16GB 3200MHZ @1440p) at a playable frame rate.
One thing that does suck for some people is the upgrade in spec requirements that they mention in the latest Q&A. Its a known thing with UE5 games that older dino setups will not perform well or at all because of the new tech and requirements. You will be fine with like 8gb of vram and 16gb of ram. Like me.
I want to share more but you will have to wait for the play test announcement coming up.
can you share at least if using scopes will not destroy our fps? i'm happy just knowing that.
One techinical question here that i noticed in most UE5 games, they look blurry like some sort of noise grain graphically, would this be the case?
Thank you
I hope you don't mind me asking... The definition of 'playable' can vary a lot, and since the FPS target isn't mentioned, I'm assuming that information isn't public. Are we talking about 'industry playable' (20–30 FPS) or 'player playable' (a stable 60+ FPS)?
Another thing is the visuals—many effects in UE5 seem to rely on TAA for smoothing and other visual enhancements. Will Squad's visual clarity be compromised in any way?
i never use dlss or fsr for the reasons above, i hate that technology is garbage, yet some games looks blurry for example last demo i tried was "inzoi" and it has a lot of grainy rendering and the shadows looked horrible, i had everything maxed out and wasnt using any upscaling option.
yes, same here
Stellar review right there, imagine that on the box cover with 3 stars next to it.
ah damn, so what's the deal then on migrating engine if we're not gonna have any performance improvement, which is what everybody wants first. Destructive meshes, and nice graphics comes later