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u/Bot1K Start Wandows Ngrmadly Jul 27 '26
"I hope an EA executive takes over your fav game studio"
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u/4DimensionalButts Jul 27 '26
Been there many times...
Mythic (Dark Age of Camelot), Bullfrog (Dungeon Keeper), Westwood (C&C games), etc. etc.
Haven't bought an EA game in 15+ years.
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u/ThemainZguy Jul 27 '26
Hope your shading rendering never completes
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u/Inside-Example-7010 Jul 27 '26
I hope every graphics option you change requires a full game restart.
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u/meester_jordan Jul 27 '26
God this drives me nuts, and forcing you to watch the stupid startup video / logo animations over and over again, as well as all the warnings. Fuck the companies that do this rather than jumping straight back to where you were
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u/Inside-Example-7010 Jul 27 '26
fr fuck any game that for some reason doesnt let you mash keys through the startup logos.
Even worse if its something that then comes up with the MTX/Store page AND THEN once you close that youre in the game menu.
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u/SwordOfJiang 5900x 9070xt Jul 27 '26
A lot of time they're just regular video files. If you look through the game's files there's usually some kind of "Movies" folder and you can just delete them all. If it breaks your game and you're a little savvy you can just make a split second black screen .mp4 and overwrite the files. Now you're a modder!
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u/Alarmed-Strawberry-7 Jul 27 '26
a lot of the time the startup logos are hiding a loading screen. that's why so many modern games don't have startup loading screens anymore, it's not because they instantly load the menu.
at least most of them, I'm sure there's cases where they gave it 0 coherent thought and just put unskippable videos before the actual loading starts to make sure their beautiful logo animation doesn't stutter
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u/spyingwind Jul 27 '26
Some devs can't because of licensing agreements. It's still shit, but kind of understandable.
Now when this isn't the case, fuck the devs. Bless that one person on nexusmods that posts a "mod" that is just instructions on what files to delete or replace with an empty text file.
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u/jmad16 Jul 27 '26
I built a 14900k 5080 build in January and I canāt believe how fast those shaders render, it is really something.
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u/trollsmurf 14700KF | 32G | 5070 Ti | 2T | U27G4XM + 2x U2412M | Z906 Jul 27 '26
I hope your favorite game gets updated to need 64G of RAM and a 5090.
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u/InitRanger Jul 27 '26
UE5 can be optimized but itās up to the developer to use the tools that are built into Unreal to accomplish this.
As for the āUnreal lookā. Unreal Engine games donāt have to look like that, the issue is that a lot of devs use the default render pipeline settings and donāt take the time to customize it.
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u/TheAwesomeMan123 Jul 27 '26
A lot of early games optimisation came from limitations and learning how to do the thing when you didnāt have the resources or power behind the tach.
Now When you are able to simple click a few buttons and rig some preconfigured elements you donāt ever need to learn the best way to do something and you also donāt understand the resources and demand your āsolutionā uses when implemented.
Necessity is the mother of invention as the saying goes.
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u/InitRanger Jul 27 '26
This is true.
Optimization is an art form that is being lost. What should be done is when targeting a base of 60 FPS you should be looking at the frame graph to see what is taking too long to process per frame and then make targeted optimizations as needed.
The problem is that until we have proof otherwise it looks like studios donāt do this and instead rely on things like DLSS/FSR/XESS + Frame Gen.
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u/TheAwesomeMan123 Jul 27 '26
Sonic 2, for Sega Megadrive is kind of a decent allegory to this. The game itself grew to large in scope and was not properly managed to fit the hardware limits of the time and instead of solving the problem the head of SEGA simply approved a more expensive 8-megabit cartridge.
Currently video game development is to simply through tech/ai at the problem to compensate for the lack of optimisation. Until the tech can no longer handle the slack we wonāt see any changes for a long while
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u/Agret i7 6700k @ 4.28Ghz, GTX 1080, 32GB RAM Jul 27 '26
Crazy that sonic 3 grew in scope so much they had to split it into 2 separate games
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u/DrAstralis 3080 | 9800X3D | 32GB DDR5@6000 | 1440p@165hz Jul 27 '26
Of all the shitty things AI is doing this is one area I would love to see it succeed. An AI capable of studying a studios game before launch to tell them specifically "this is where your performance tanks and here is why and how it can be avoided." Because clearly the industry has no intent to optomize on its own.
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u/FartSnarfGod Jul 27 '26
This already exists. You run the Unreal Engine profiler and AI can do an analysis on the data generated.
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u/DrAstralis 3080 | 9800X3D | 32GB DDR5@6000 | 1440p@165hz Jul 27 '26
Indeed. Was watching a video where they go through ue5 games to point out decisions that were made that impact performance; and then to prove it they'd redesign that piece of code (or whatever the issue was) and show the performance difference. In one case they showed that instead of carefully trimming the textures used on grass and corn stalks, they just had the engine make any parts of the texture that were 100% white an alpha layer. Pure laziness (or being time crunched) that cost 2-3 fps just for existing. It doesn't sound like much but when you add up all the places 2-3 fps loss was "acceptable" you start realizing how much performance is being wasted.
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u/tiga_94 Jul 27 '26
yeah they rely heavily on nanite as if it will solve all the LOD issues and then you get shimmery image that can be either blurried to hell with TAA (hence the "unreal engine look", UE4 games also have it) or maybe get somewhat decent image thanks to AI in DLSS4+ FSR4+, only AI models can turn that shimmery mess into an acceptable picture
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u/Roflkopt3r Jul 27 '26
People tend to exaggerate the 'AI' aspect of upscalers a lot.
Upscalers are mostly just very good TAA solutions. They sample a different point within each pixel's area on each frame, and then combine this subpixel-information across frames to effectively increase the resolution over time. The AI just helps a little bit with adjusting pixel values from previous frames. It's not simply 'making up' information between the real pixels like most people seem to believe.
And classic anti-aliasing techniques simply suck:
SSAA literally renders the image at 4x the native resolution, which obviously destroys performance. You render the game in 4K to get a 1080p picture.
MSAA clawed back some of the performance compared to SSAA by limiting the super-sampling to edges between geometries. That worked really well with old games, which generally had few meshes without too much fine detail, but does not have much benefit in games with more detail on screen (like any game with lots of grass and leaves, detailled hair, mesh fences etc).
It's also hard to implement well with many advanced shader effects that modern rasterised graphics rely on.There are analytical solutions like SMAA and FXAA that don't multiply the effective pixel counts and that have worked somewhat in some games... but the results are usually underwhelming, leaving some combination of smear, aliasing, and flickering. They don't have the performance boost of upscalers, while generally delivering worse image quality.
In realistic scenarios for modern games, MSAA can easily cost around 20-30% performance, without looking notably better than quality upscaling. So compared to DLSS4/FSR4, you lose around 40% performance just to avoid a small number of artifacts.
This can still be worth it for some games. Especially racing games come to mind, which often (so sacrificing some FPS for better AA is more often worth it) and tend to suffer from more visible artifacts behind moving cars. But by and large, it's perfectly sensible that most games would rather want users to let upscalers handle the anti-aliasing. It's super easy to implement for the developers, and the best overall choice in the clear majority of games.
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u/According_Hyena_3593 Jul 27 '26
This was true until dlss 4.
Dlss 4 becomes more unstable the longer an image is on screen, it starts to warp wherever there is a repeating pattern.
Dlss 4.5 hallucinates entire parts of the screen. It turns fine tree branches into a completely different tree canopy and will hallucinate patterns where there are none
It s clearly doing much more than supersampling over multiple frames. It s interpreting what is on the screen and then redrawing parts
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u/Roflkopt3r Jul 27 '26 edited Jul 27 '26
Dlss 4 becomes more unstable the longer an image is on screen
I'd like to see some examples of that, because I have never seen that happen to any notable extent.
This behaviour also doesn't have to be linked to 'AI'. As new frames come in and the upscaler integrates new samples, old samples are gradually forgotten. This can lead to instability in two different ways:
If samples are faded out too abruptly, the pixel can have noticable colour changes from one frame to the next.
If samples are faded out too slowly, then increasingly unreliable information is kept around, which could for example have outdated lighting information (which may also have been extrapolated wrongly).
Nvidia recommends that the engine should iterate over 8 (for DLAA) to 72 (for ultra-performance) different subpixel locations. That doesn't have to mean that it integrates exactly that many samples before forgetting the oldest ones, but gives a rough impression of the frame count across which subpixel data still contributes.
Dlss 4.5 hallucinates entire parts of the screen. It turns fine tree branches into a completely different tree canopy and will hallucinate patterns where there are none
Unexpected patterns can also result from basic TAA/upscaler working principles. I like explaining upscalers as if they literally gluing together pieces from individual pixels, which is essentially what the inputs are, and which is also mostly true for the end results. But practical implementations do work on groups of pixels and can lead to artifact shapes.
The problem you describe sounds like it could be game-specific. DLSS works best if the subpixel-positions are moved around in a semi-random way, but the exact implementation is left to developers. Nvidia specifically recommends to use a Halton sequence. If developers use a sequence that's either too structured (like going in a box pattern or spiral shape) or poorly distributed, the risk of artifacts increases substantially.
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u/Fancy_Performance416 Jul 27 '26
The ai doesn't help on the card.
It is a linear operation and an ml trained algorithm. That's the only ai in dlss. The real magic comes from the hardware used to do it.
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u/sodiufas i7-7820X CPU 4 channel ddr4 3200 AUDIO KONTROL 1 Mackie MR8mk2 Jul 27 '26
I play all my racing games with dlss, no visible artifacts. It can suck if motion vectors not implemented properly, but it's rare nowadays.
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u/zhokar85 i7 965XE @3,8 / RX 480 Strix OC / 12GB DDR3-1600 / MSI X58 Pro-E Jul 27 '26
Cries in FH6 FSR ghosting
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u/Xendrus 9800X3D | 5090 | 64GB | 4k 32:9 240hz Jul 27 '26
Expedition 33 is riddled with this, I couldn't even play it because of how bad the lod and blur was, shit gave me a headache even at 4k. Blows my mind how many awards that mess got.
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u/The-Arnman Space Heater Jul 27 '26
Satisfactory being a good example. Although I hate the fact that the industry is moving to one engine. Some of the in house engines like frostbite was real gold looking back at it.
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Jul 27 '26
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u/CapableCollar Jul 27 '26
They do, UE5 added new optimization features in the engine and the response by many devs was to spend less time optimizing on their end because UE5 handled it.
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u/BlueKnight44 Jul 27 '26
This was always the selling point of DLSS and Framegen. Good visuals faster. The features are entirely for developers. The tech demos were just to get consumers on board with the product that was being sold to devs. Nothing in the feature set was impossible before. The effects just took more time.
So now we will have an entire generation of devs that have no idea of to create the effects with traditional methods and are dependent on Nvidia and engine makers.
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u/InitRanger Jul 27 '26
I believe this to be true, not for every studio but a lot of them.
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u/NineThreeTilNow i9 12k / 4090 / 64GB ram Jul 27 '26
UE5 can be optimized but itās up to the developer to use the tools that are built into Unreal to accomplish this.
As for the āUnreal lookā. Unreal Engine games donāt have to look like that, the issue is that a lot of devs use the default render pipeline settings and donāt take the time to customize it.
This is one of those deeply misunderstood things.
UE5 doesn't magically solve things for developers. They still need to be developers who optimize and work on the rendering pipeline.
If your UE5 game has performance and rendering that looks "same" then the developer was lazy and said "This is good enough".
Blaming the engine instead of the lazy developer is peak under informed gamer.
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u/descastaigne Jul 27 '26
IMO, my guess is when a studio picks UE5 is because it's cheaper to outsource labor, which is a great formula to have a small army of underpaid and overworked devs who probably aren't in contact with designers, churning out work with no time left to improve performance.
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u/InitRanger Jul 27 '26
This would not surprise me. There is a very popular Unreal Engine Discord server that has a job board channel.
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u/Balc0ra My other PC has a 1030 Jul 27 '26
DF talked about this, and why a few UE5 games are massively different vs the majority.
But they also mentioned how almost no games did "peak" or live up to the engine potential with it like the Matrix demo did, or any UE engine vs their demo
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u/Kusko25 i5-4690K / GTX 970 Jul 27 '26
At some point you have to make a result driven evaluation though. It doesn't matter how good it could be in UE5 if it consistently isn't. Don't know or care for the reasons that tools don't get used or effort isn't put in, I want games that look decent and run well and if I am more likely to get that from games developed in different engines the hows and whys are completely irrelevant to me.
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u/Coffescout Jul 27 '26
The problem is that if you focus on fixing the wrong problem you will get no different results. If you go along with the premise that it's an inherent issue with the engine that is the source of all problems, then the solution is simple - just change to a different engine. But the point is that there is no magical engine that has all performance issues sorted out. These games would have the exact same issues if everyone switched over to Unity, Godot, or Crysis Engine. If an engine like Frostbite because publicly available we would eventually see the same issues with teams that aren't equipped to follow best practices putting out bad games.
In-house engines normally have better results because the people who built the engine are also part of the company and can give coders and engineers more insight into how to fix performance issues. But that doesn't mean that the engine is better, it's just that the people who use the engine are better at using the engine.
The whole "just make your own engine" debate negates the fact that that is not remotely feasible for a lot of teams. If everyone was forced to make their own engine there simply would be less games created, or different games. You'd lose out on all the great AA 3D games because it isn't feasible for a 20 person team to build a modern engine from scratch. Are there issues with a game like Expedition 33 related to their use of UE5? Sure. But what's the alternative? They couldn't have built an equivalent engine on their own. So what is the alternative, Expedition 33 not existing at all? Or them having to compromise on their vision and make a 2D game instead?
People forget that in-house engines can be just as terrible. Look at the insanely bad launch of Cyberpunk 2077. Technical debt and insufficient resources led to an abysmal end product that took years to fix. Now, the same team has switched over to UE5 so that instead of building every small piece of the engine from scratch, they can fork the engine and tailor it to their exact needs. They still have their own engine programmers that can add new features and develop the engine in a way that fits their type of games. They just don't have to waste their time on building every base level of functionality from scratch.
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u/Figorix Jul 27 '26 edited Jul 27 '26
It's conscious choice. If they go for UE5, they usually go for that look, because Hur dur realistic graphic best for every scenario right?
It's also a choice for optimisation. They can blame the engine, so they will.
As non dev I also don't understand why it's so fucking bad with almost every game. People say there are tools to fix it, but if it was as simple as running a tool overnight, it wouldn't be the case. So what makes UE5 so bad, has to be that default way of development is causing this, with no easy fix. They have such insane backing, why can't they make it so that the default way is optimal
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u/InitRanger Jul 27 '26
Itās not as simple as running a tool overnight. You have to use the built-in frame graph and manually optimize areas of the game that are taking too long to process every frame. You only have so much time you can execute instructions per frame when targeting 60 FPS. When you go over budget thatās when you get things like frame stutter.
Each section of the game has different tools that Unreal has built to help with this.
An example would be using PSOs with the render pipeline. Yes, PSO is technically enabled by default but if you donāt make the intentional effort to cache all of the games shaders during development and ship the game with those objects and then have them compiled on first boot it doesnāt matter that Epic has it on by default, it still requires manual work.
What it comes down to is these executives at these big studios donāt want to push the game back to do proper optimization. They rather ship the game in a less than ideal state, make some return on investment and then fix the game up over time.
Itās not a lack of capability, itās a lack of effort.
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u/TheAwesomeMan123 Jul 27 '26
I mean Borderlands 4 is a prime example of this where the shaders will recompile regularly over the course of playing. Obviously the first compile is the worst for time it takes but you will see it happen from time to time during playing
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u/InitRanger Jul 27 '26
I would argue that Borderlands 4 is the least optimized approach when using PSOs.
The way PSOs should be utilized to make it less noticeable to the player during moment to moment gameplay is that the devs should cache every single shader that is used in the game during development and ship that and then compile everything on first boot.
Yes, for a game as big as Borderlands 4 this would probably dramatically increase the first wait time but it would eliminate the need to compile shaders during real-time gameplay.
This does present a problem though, if it takes too long then you could lose out on the Steam refund window. I think the only realistic solution to this is to provide a limited demo of the game that is kept up to date with the latest optimizations made to the full game.
Maybe Valve should make demos a requirement if this becomes a common practice.
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u/TheAwesomeMan123 Jul 27 '26
Apologies I may have made it sound like I was in favour of BL4 but Iām not. I was agreeing with your comment and using the poorly optimised BL4 as an example that shows what you were describing exactly. The compiling of shaders is noticeable and constant throughout play sessions (obviously during gameplay they are much quicker).
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u/Hell-Kite Jul 27 '26
The core issue with UE5 is that is a brand new pipeline, we are 6 years into using it, maybe 3 years into using a very usable version of Nanite and Lumen, games take on avarage 4-5 years to make, bolstered by Covid.
So you have a new pipeline for your engineers to build around, designers design with and artists to learn and adapt to. A lot of stuff falls between the cracks.
Nanite for environment art, if you're using lumen, is just an objectively better solution if you have dynamic weather etc. it has a higher initial cost than doing standard raster basic LOD, but the tradeoff in fidelity and dynamic use, as well as the reduction in time spent on LOD creation is significant (no, Simplygon and other LOD generators are actually not 100% perfect all the time, and require a lot of retooling and rework) If your game has static lighting, you can still use Nanite but its better to reconfigure Lumen at that point and also clamp the actual nanite mesh density, a lot of new projects didn't do this, and as such they're a mess.
The best running UE 4 games, were late in the last gen (days Gone, after some patches, ran and looks incredible still) And the best running and looking UE 5 games will be the ones released in the next 3 years.
Nanite itself isn't UE exclusive either, the tech of having micropolies stored in a texture is used in the Avatar game by Ubi as well, and other engines are adapting the tech. So as it matures, it'll get better and better.
For comparison:
We've done traditional LODs the way they're done pre nanite, for nearly 30 years, and it still wasn't perfect. As institutional knowledge and experience grows, the actual features will be used to their best.
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u/Zander_gl Jul 27 '26
When Satisfactory, a game I love and find very pretty, changed over to UE5. I spent 30 minutes just looking around at the game, in awe of its beauty all over again.
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u/TactlessTortoise 5070Ti | 7950X3D | 64GB DDR5 4800 Jul 27 '26
Yeah, I already got tired of saying that with how many people who don't know anything about programming or game dev keep parroting stuff.
One of UE5's curses is exactly that it already does so much of the job to begin with, that people who don't know what they're doing manage to finish a project while disregarding important parts of the project.
I do have to say though, UE5 documentation is fucking ass.
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u/stayndarsh Jul 27 '26
"I hope your RAM stick dies"
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u/dibz_ Jul 27 '26
I would never ever wish death upon an electronic, but⦠āI wish that an a-hole would have a very faulty PSU and damage other componentsā š
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u/ISEGaming Jul 27 '26
I'll do you one better.
"I hope UBISlop buys your favorite games IPs."
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u/picardo85 AMD 7600x + 7800XT Jul 27 '26
"I hope your favourite game series ends up in rights limbo between EA and Microsoft"
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u/RobertMaus Desktop Jul 27 '26
You can't hurt me with that, already happened...
Black & White my beloved š¢
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u/picardo85 AMD 7600x + 7800XT Jul 27 '26
That was the inspiration for the insult, yes.
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u/Rohen2003 Jul 27 '26
or bfme. lotr rights are held by embracer but ea still has the right to the bfme name.
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u/KyeeLim Arch | 5600X | 16GB DDR4 RAM | 7600XT Jul 27 '26
"I hope ex CEO of EA work in your company"
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u/newsflashjackass Jul 27 '26
"I hope Bethesda makes your favorite developer a mockery of itself and then Microsoft makes Bethesda a mockery of itself."
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u/live-the-future R9 3900X, 2080 Super, 4K, 32GB DDR4 3200 Jul 27 '26
The latter can't happen because Bethesda is already a mockery of itself
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Jul 27 '26
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u/Sir-Pinball_Wizard Jul 27 '26
You and I are the only two Dragonās Dogma players here haha
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u/Llewelyn6051 Jul 27 '26
3 now, I don't even look into this subreddit but the moment I saw the image I was "Wait is that Julien?" And went to the comments to see if anyone said something about it lol
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u/PrimeSabacc Ryzen 5 9600X | Acer Nitro RX 9070 |32 GB RAM 6400 MHz | B850 Jul 27 '26
4 now. Though I have yet to play the second one, the first one is one of my favorite game of all time.
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u/shuukenji92 š„ Potato PC Master Race Jul 28 '26
Technically 5? still getting into it finishing Dragon Age series (sans Veilguard) first lol
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u/_OoApoCalyPseoO_ Jul 27 '26
I'm wondering if there is anyone asking about Julien art right there, well at least some people realize this is DD
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u/EmergencyPool910 Jul 27 '26
I instantly recognized the armor lol, not exactly the most memorable character like most of drsgons dogma chars however, drip is immaculate and he is a particularly twatty twat
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u/Benezio98 7600x || RTX 3080 || 32GB 6000MHz || 4K Jul 28 '26
"A bleating she-goat, mocked even by her own men."
He really knew how to sting didn't he?
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u/CrabJuice83 Ryzen 7 9800X3D | Gigabyte RTX 4090 OC Jul 27 '26
I hope your favourite game gets a remake catered to the "modern audience".
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u/ProduceNo1629 Jul 27 '26
remake catered to the "modern audience".
LOL behold Deus Ex https://www.youtube.com/watch?v=f1RdKezTYNk
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u/live-the-future R9 3900X, 2080 Super, 4K, 32GB DDR4 3200 Jul 27 '26
To steal a couple comments from there, they used bad AI upscaling to upgrade the graphics from 2000 to 2005
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u/MangoAtrocity 13700K | 4070 Ti | 32GB Jul 27 '26
I hope your game is a PS5 exclusive thatās online multiplayer only
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u/gljivicad Ryzen 7 5700x, 32GB Corsair Vengeance, 7900 XT Jul 27 '26
It's a meh insult. The video game is not going to be ass because it's made with UE5. It will be ass because it was developed in an ass way.
There must be a correlation between shitty UE5 games and the fact that UE5 engine is a go-to for corporations because switching talent is easy due to the fact that devs know how to use the mainstream engine. It's basically like Atlassian of project managers.
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u/AisperZZz Jul 27 '26
You mention Atlassian as if your average redditor would know the reference lol. But I appreciate it. God I hate Atlassian. Hope that Epic's Lore takes at least some portion of market so that they're forced to do something with p4
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u/MokitTheOmniscient i7-9700K@3.60GHz, GTX 4070, 48GB RAM Jul 27 '26
Yeah, it's the exact same complaint people used to have about Unity.
The engine was never the problem, the popularity of it just meant that a lot of bad games were using it, since a lot of games in general were using it.
It's just Sturgeon's law in action, i.e. "90% of everything is crap".
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u/Multivitamin_Scam Jul 27 '26
That's far too nuanced for this subreddit.
A quick glance at what games are using Unreal 5 shows plenty of games that don't fall into the typical pitfalls of the engine.
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u/ThisIsMyCouchAccount 3070 Jul 27 '26
Atlassian is a pretty decent comparison.
So many companies push it out to people with no customization or training. And I bet employees there hate it. While I've worked at a place where it was fully customized and integrated and it actually helped managing the project and I thought it was great.
I once was trying to coach a client a little bit on project management. They didn't have much. The typical collection of outdated spreadsheets. The ended up getting Jira. But because they didn't have an actual project manager or at the very least somebody with Jira experience - it was a shit show.
Leadership wanted it configured a specific way. A way that makes it completely ineffective as a tool but would allow leadership to look at one dashboard instead of two. I couldn't talk them out of it.
Stuff like that is what I think about when this sub talks about "bad devs". The people in my example that actually did the work were fine. Completely competent people. But they were not "allowed" to produce output as good as they could because some jackass in the org chart above them doesn't actually understand the problem.
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u/Hawk953 Jul 27 '26
I'm going to go out of a limb and say Deep Rock Galactic (UE4) and Rogue Core (UE5) is a shining example of a great game using that engine. It shows that it can be done right.
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u/rocker_attribute Jul 27 '26
Correlation does not equate to causation yes but unironically almost every single game that has been made in ue5 that I've played has had dogshit optimisation to say the least. That being said I do have a moderately old computer but still I have not played a single ue5 game that doesn't require me to go into the settings menu and make everything look like it's on the ps3 before I start getting more than 30 frames. A lot of other games made in recent years mostly hasn't had this issue for me.
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u/Guydelot Jul 27 '26
I put about $150 into dead by daylight over the years. Then they "updated" its engine from UE4 to UE5. I could no longer play it at all because my CPU is incompatible with UE5. Nobody cares because having an old CPU means I am a horrible human being and don't matter.
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u/Thugshaker70 Jul 27 '26
Is it crossing the line if you said I hope your gpu dies? especially with the prices these days
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u/Bubbly-War1996 Jul 27 '26
Your ram dying is way worse because you have the memories of a better time rubbing salt to the wounds and the same price as a GPU.
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u/MortgageAnnual1402 Jul 27 '26
I work with UE5 and all of you have no idea
UE5 is one of the best game engines of all time
Problem is AAAstudios not only dont use and optimise it right
All of you see things like lumen wich is great but is not there to slap it on open worlds on big scales
near every game that runs like shit on UE5 has no drawcall optimisation whatsoever wich is extremely important bit all of you slap all assets in there letting it draw each asset on its own and behave like nanite would help
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u/cunthands Jul 27 '26
It's not even just AAA studios. It's also indie "devs" following youtube tutorials filling Steam up with FAB store asset flips. They've never even heard of performance profiling.
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u/xumix Jul 27 '26
Lumen and nanite were marketed exactly as features for big open world maps, basically auto lod replacement. So why wonder that they are used as they were marketed?
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u/Seltexe Jul 27 '26
Because in its current state Nanite is slow asf and auto LOD still is much better
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u/MurrmorMeerkat Jul 27 '26
then maybe unreal shouldent advertise them as fucking open world lod replacements hmm?
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u/susnaususplayer Jul 27 '26
Thank god that there are some reasonable mfs knowing that UE5 by itself is not bad or good, its literally just a tool
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u/SahneErguss Jul 27 '26 edited Jul 27 '26
Yeah, I felt like I'm going crazy reading those comments. As if the devs using UE5 couldn't just turn off certain or even all of its taxing features??
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u/shadhuun Jul 27 '26
Yup there are not many people here who actually know much about engines. Just here to yap cause they own a pc
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u/Trevor_GoodchiId Jul 27 '26 edited Jul 27 '26
Halo is now 75 gigs and barely runs on handhelds. Used to play that on 32MB vram.
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u/Clerithifa Jul 27 '26
FF7 being remade on UE4 for 10 years š¤ that dev team is seriously squeezing all they can out of that engine
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u/YouAteMyChips_ Jul 27 '26 edited Jul 27 '26
Anyone seriously stating that Unreal 5 is the big scary villain behind unoptimized or ugly games is severely ignorant and/or misinformed.
Clair Obscur: Expedition 33, The Finals, and Split Fiction are all games that look and run spectacularly well. All three were built inside of Unreal Engine 5. The engine is not the issue.
The reality is that UnrealĀ is just a tool. And like any tool, it requires knowledge and skill to use. If a game is poorly optimized, it is a lack of one or the other on the developer's part, not the engine itself.
If the engine itself was shit, it would not be so widely used.
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u/MichelleBarrymoore2 Jul 27 '26
Found out the other day Dave the diver uses unity probably my game of the year that and the new James bond
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u/awesomedan24 There's never been any RAM, RAM is just a myth Jul 27 '26
I hope your game is locked at a narrow FOV that makes you moderately nauseous during fast paced gameplay
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u/Artaxeus Jul 27 '26
I hope your game has excessive head bobbing on top of narrow FOV that makes you puke out your guts on your screen.
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u/ssakurass Jul 27 '26
UE5 is fine, it's the lazy devs not bothering to optimize anything.
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u/Daver7692 Jul 27 '26
āLazy Devsā or money hungry suits who will give the absolute bare minimum time & cost allowance to get something remotely functional out the door to make their quarterly reports look better?
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u/sir_schuster1 Jul 27 '26
That and games are just expensive, time consuming and difficult to make
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u/ExocetHumper Jul 27 '26
Suits were always momey hungry. Also, as coding becomes more high level with more abstraction, the skill of the average dev on low level stuff naturally plummets.
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u/sorig1373 | Ryzen 7 5800X | RTX 3060 ti | 32GB DDR4 | I USE ARCH BTW Jul 27 '26
Satisfactory runs on ue5 and it runs great.
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u/finalremix 5800x | 7800xt | 32GB Jul 27 '26
If the "lets game it out" meme build isn't a fucking testament to how well the devs managed to beat UE5 into submission, I don't know what is. Satisfactory is some kind of weird outlier game that has no right to be as good as it was.
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u/hermitxd Jul 27 '26
Eh, expedition 33 was made on unreal 5 and people generally still loved that.
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u/ChampionSailor Jul 27 '26
Ikr. The devs were even explaining how the ue5 tech helped them save so much effort and time considering their team size.
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u/Valtremors Win 10 Squatter Jul 27 '26
Yes but it was still terribly optimized and fatal engine errors were common.
That game was good DESPITE the engine. I'd say gameplay and story hard carried it.
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u/Botuser999 Jul 27 '26
Fatal errors one is caused by intel usually 12-14 gen cpus having trouble when decompressing the games content because one of the main compressions in unreal is oodle which is one of the modern solutions for streaming game files specifically catered to consoles. Oodle in itself is good but one of the updates in intel cause instability when oodle does it's thing eventually botching decpmpression and causing the game to crash from missing references
An actual fix is to limit the cpu by under clock or even just disable any overclock.
To the end consumer, one could say it's unreal's fault and you can't really expect them to have to do much beyond use what they purchased as is.
But if you're within or working in the industry, you realize it's more than just one tool, and it can get frustrating having to basically pick your poison on which part/system to compromise and which part of your potential userbase/community would get upset because of it, obviously one would want to please everyone as much as possible but there are unfortunately many unavoidables and eventually bullshit that happens along the way that you just cant predict
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u/Material_East_8676 Jul 27 '26
People say UE5 is shit like being remade in unity isn't a much worse fate
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u/UltraX76 Laptop Jul 27 '26
ue5 is not even bad yall just be hating on the wrong thing
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u/viperswhip Jul 27 '26
I can't believe they moved from RedEngine to UE5 for the Witcher 4. Why? Was the Witcher 3 not good looking enough? Looks amazing to me.
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u/FadedVictor 6750 XT | 5600X | 16 GB 3200MHz Jul 27 '26
I hope your favorite game is announced as a remake, but is actually a remaster with higher resolution textures. The bones of the game will be dated and function the exact same way. Then we'll charge you $69.99 for it.
That shit hurts me a thousand times worse.
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u/RTC1520 Jul 27 '26 edited Jul 27 '26
Oh, I have one that is worst "I hope the people of r/pcmasterrace likes your favorite game"
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u/sonicandtales8 Jul 27 '26
I hope you become an expert at something, then have to hear people like you shit all over nuanced topic with an opinion they uncritically got from a YouTuber.
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u/Conscious_Dirt_1118 Jul 27 '26
Conan exiles just got updated to ue5 and its way better on my old pc (xeon-e5+rx5500xt). Its smaller, runs better and has had a lighting upgrade.
The real problem is not UE5. Its the short deadlines or greedy studios trying to max profit without spending much.
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u/HayabusaKnight 7800X3D | 7900XT Jul 27 '26
Ace Combat 8 is confirmed to be on UE5, and being Japanese devs I weep for how much it will stutter and shit the bed mid dogfight.
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u/chronicnerv Jul 27 '26
Or a remake of a classic movie.
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u/Toyota__Corolla 192gb | 9950x3d | 3090 24gb | 20tb hdd Jul 27 '26
Michael Bay remake of 2001 a space Odyssey
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u/AggravatedShrymp Jul 27 '26
I hope you always have lag no matter how top-of-the-line your device and connection are
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u/BeRkAnT_AkAr64 Jul 27 '26
I am pissed that modern games dont look better than 2018 games but they need more requirements, storage, money, and so on.
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u/kvijay1 Jul 27 '26
Some people say that UE5 is not "bad". What I will say is that UE5 is unnecessary at all. Batman Arkham Knight was made on UE3. In a batcave! With a bunch of batscraps!!!
Joke aside so many devs use UE5 to just have games that look worse than a game that was made on UE3 and released 12 years ago. Why don't use older engine that have all tools you need with much more guides and documentation?
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u/LocalShineCrab Jul 27 '26
It is genuinely insane that big modern game studios have just lost the sauce. Not only can they not make anything new, they cant even do the old thing without making it worse.
Im as serious as i can be, are there any good remakes in the past 10ish years?
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u/Capable-Sky-8995 Jul 27 '26
Games used to be more interesting and unique when devs didn't all use the same engine.
When everybody uses the same tools, it's no wonder that the end result becomes samey and generic.
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u/MithranArkanere ... Jul 27 '26
With UE4, the end user could do subsampling and turn off graphic settings all the way down to "runs on potato".
UE5 doesn't run well even when you double the requirements.
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u/Flothrudawind Desktop Jul 27 '26
"I hope your game has an issue so rare that even no one on Reddit has reported it."
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u/BluntieDK Jul 27 '26
Blame the devs, not the engine. Or rather, blame the people making the devs work under stupid timelines and budgets. UE5 itself is fine.
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u/uL4G Intel Dual Core E2200 | Inno3D 9600GT | 2GB DDR2 Jul 27 '26
I hope your singleplayer games requires internet connection