Squad
With about a month or so, the UE5 is coming to Squad what is your thoughts?
the title above ^
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There is no set date for UE5, but public testing will be opening up very very soon for everyone to come and test things.

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.
SnW Apr 3 @ 8:21am 
Originally posted by Mr.Phileo:
There is no set date for UE5, but public testing will be opening up very very soon for everyone to come and test things.

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
Last edited by SnW; Apr 3 @ 8:22am
Originally posted by Mr.Phileo:
There is no set date for UE5, but public testing will be opening up very very soon for everyone to come and test things.

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.

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?
Originally posted by SnW:
Originally posted by Mr.Phileo:
There is no set date for UE5, but public testing will be opening up very very soon for everyone to come and test things.

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
Unless your using Native rendering instead of the dlss or fsr technologies, UE5 is going to look blurry or water coloured, basing that off of the UE 5 games I've been playing so far. Dlss and fsr might give you more frames, but it's fuggly.
Originally posted by Mr.Phileo:
There is no set date for UE5, but public testing will be opening up very very soon for everyone to come and test things.

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.
What do you mean by "reasonable framerate"? Is it able to stay at least at 60FPS even in big firefights? Because with a similar CPU (i5-12400) and GPU (3060Ti), at 1080p it's really difficult to have at least 60fps with medium settings during an entire battle.
Last edited by Showtgunner; Apr 3 @ 10:13am
Originally posted by KDM 16AAB:
Originally posted by SnW:

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
Unless your using Native rendering instead of the dlss or fsr technologies, UE5 is going to look blurry or water coloured, basing that off of the UE 5 games I've been playing so far. Dlss and fsr might give you more frames, but it's fuggly.
Maybe the main problem of Squad, the blurry scopes when using DLSS or FSR. It's a shame that the AA is still glitched in every scope after all this time.
I dont use either of them in games, always prefer the native option or having the dlss fsr disabled.
Originally posted by GLITCH:
Originally posted by Mr.Phileo:
There is no set date for UE5, but public testing will be opening up very very soon for everyone to come and test things.

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.

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 really wanna say but I do not want to get in trouble lol. But it is 'player playable'. And that's me trying to get quality over frames. So Its not going to be as bad as people see it.
SnW Apr 3 @ 11:54am 
Originally posted by KDM 16AAB:
Originally posted by SnW:

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
Unless your using Native rendering instead of the dlss or fsr technologies, UE5 is going to look blurry or water coloured, basing that off of the UE 5 games I've been playing so far. Dlss and fsr might give you more frames, but it's fuggly.

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.

Originally posted by KDM 16AAB:
I dont use either of them in games, always prefer the native option or having the dlss fsr disabled.

yes, same here
Last edited by SnW; Apr 3 @ 11:55am
Crowing Apr 3 @ 12:12pm 
Originally posted by Mr.Phileo:
Its not going to be as bad as people see it.

Stellar review right there, imagine that on the box cover with 3 stars next to it.
MacDuh Apr 3 @ 12:26pm 
Judging by some play testing videos, UE5 tanks fps even more.
Aegmar Apr 3 @ 1:49pm 
Will UE 5 change how the game uses available hardware ressources ? Especially does UE5 distribute the cpu workload more effeciently over several threads, or will the main load still be on only two of them ?
The video they posted shows a FPS in the 70's. When they scoped in it dropped into the 40's. This was their video, which you would imagine was being done on very high priced hardware. If this is the best they can do they need to stop and walk away. They keep ♥♥♥♥♥♥♥ the game up more and more every time they "improve" it.
SnW Apr 3 @ 2:41pm 
Originally posted by Beatlejuice:
The video they posted shows a FPS in the 70's. When they scoped in it dropped into the 40's. This was their video, which you would imagine was being done on very high priced hardware. If this is the best they can do they need to stop and walk away. They keep ♥♥♥♥♥♥♥ the game up more and more every time they "improve" 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
Originally posted by Mr.Phileo:
There is no set date for UE5, but public testing will be opening up very very soon for everyone to come and test things.

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.
imma play that playtest like a playtest can ever get played.
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