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Ilmoita käännösongelmasta
it disgusts me
It feels like without fail every Indie I've ever played on it has optimization / file size issues.
You see thousand dollar Fury X2 GPUs somehow able to play some modern games whilst newer GPUs plays the fancier ones with exlcusive techiques and features, rather than the traditional techniques. Year over year you need to pay full price for a 10-30% increase in perf to maintain a tier, but the graphical fidelity hadn't even changes that much outside of what we can notice when immersed.
I still think RE5 looked quite modern at a scale to scale overall image, when you don't count or nitpick pixels. The reason is because the image is crisp and sharper due to not using all the extra features in modern games like TAA and all that blur.
By now, interest in Raytracing has waned if you haven't noticed. Frame generation got more attention than freaking raytracing lol...
Raytracing isn't new, its just being used as a brand. Same with frame generation, it's actually not new as interpolated frames existed before.
Personally I've seen unreal engine 4 perform terribly as well. End of the day, I think this is a discussion that should be had among the developers and anyone who's had experience developing in multiple game engines. Engine performance and development speculation from those of us who have not personally developed a game is highly susceptible to incorrect assumptions and misinformation.
Also Source probably won't work for this kind of game. For all the great games made on it, you don't see many survival crafting games, only lots and lots of first person shooters.
[/script/engine.renderersettings]
r.Nanite.MaxPixelsPerEdge=0
r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution=0
r.Lumen.DiffuseIndirect.Allow=1
r.Lumen.Reflections.Allow=0
r.Water.SingleLayer.Reflection=0
r.VolumetricCloud=0
r.VolumetricFog=0
This will increase the performance of the game a lot.
The main thing is the lighting, which you can't just pre-process and 'bake in' to the level. The kind of dynamic lighting that's needed just wouldn't be possible in Source, let alone with GoldSrc.
Also by the time the devs picked their engine, Source 2 still wasn't available yet as an option; and that's assuming it would fit their needs.