If somebody didn't realize it was almost certainly going to run poorly the second it was revealed to use UE5, I wouldn't even know what to say to them.
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Can we please stop blaming UE5 for sloppy development and poor QA?
As soon as someone releases a UE5 game that doesn’t run like ass
Fortnite, Wukong, Tekken 8, Layers of Fear, Firmament, Everspace 2, Dark and Darker, Abiotic Factor, STALKER 2, Jusant, Frostpunk 2, Satisfactory, Expedition 33, Inzoi, Immortals of Aveum, Starship Troopers: Extermination, Ninja Gaiden 2 Black, Lords of the Fallen, Robocop, Myst (UE5 remake), Riven (UE5 remake), Palworld, Remanant 2, Hellblade 2, Subnautica 2… and the list keeps growing.
When a big studio skips QA and releases a broken game, it’s not the engine’s fault, it’s the studios fault. As long as consumers tolerate broken games that can maybe be fixed later (if we’re lucky) then companies will keep releasing broken, unfinished, unpolished, untested games. Blaming UE5 is like blaming an author’s word processor for a poorly written novel.
Well that's a pretty shit list. You have there games that aren't using UE5 (Layers of Fear 2), that are known to have poor performance (STALKER 2), that just released into early access (Inzoi) and that haven't even released into early access (Subnautica 2).
I'd throw half the list out the window, actually probably more because the other half of the list are mostly games I don't know enough to evaluate their performance.
Also, “I don’t know what I’m talking about, so your list is invalid” isn’t the dig you seem to think it is.
Idk I think the only one of those on that list that I’ve played that ran well enough that I’d consider it ok was tekken and I’m assuming that’s more because it’s a fighting game.
So what you’re saying is that Tekken being a fighting game just magically made a “bad engine” run well?
No I’m saying that it being a fighting game meant that it’s much easier to optimize because you have such a fixed camera angle and few characters on screen.
So it’s because the developers paid attention to optimization and polish to ensure the game ran well on the largest number of devices.
My point exactly. It’s not the engine, it’s what you do with it and how you do it.
It’s because there’s a lot more optimization you can do on a fighting game vs a big open world, it just doesn’t have to render that much comparatively.
Fighting games would run well on a fucking smart fridge. They're by far the least performance hungry game genre. There is no live loading of assets, the Background scenery is 100% static and there are usually just two characters on the screen on any given moment. It would take actual effort to fuck up the performance of something so simple
Satisfactory alone would be enough, the game runs so smoothly for the amount of shit going on there, it's amazing.
Avowed ran well for me.
I'm not blaming UE5, but I'm capable of pattern recognition. There's a pattern of developers not fixing UE5 issues and releasing games with them still present. The fault lies with both game developers and UE developers.
Yes. It runs like dog water. And it seems people are just looking past it because of the nostalgia effect.
It runs like most UE5 games.
Like shit.
It’s playable though, that’s all I want right now.
I don't trust this shit anymore after City Skylines 2 ran just fine. A bunch of people lost their shit anyways.
I mean I enjoy CS2 as well but I can't deny it had pretty major performance problems. It's gotten better over time but launch day was a disaster.
I tried it again recently and starts out tolerable but gets worse the bigger your city gets, even when you lower settings. It would be one thing if the game looked amazing and had these deep, detailed simulations… but it just looks okay and the digital corner-cutting trickery becomes obvious when you start looking closely. I feel like there is something fundamentally wrong under the hood of Skylines 2.
For day one, performance is actually fine. I have much bigger gripes than getting fps dips in the open zones. Like levelling ffs. I have 100 strength, willpower, and blades, but am doing less damage to mobs now than I was doing in the beginning of the game. Or levelled loot drops and quests.
The key to oblivion is to pick tag skills that you won't use. If your build is a stealth archer, pick block blunt and restore. You only level when your tagged skills level, so your archery illusion and sneak will be 100 but your character will be sub level 10 so you'll basically be a god
The level system doesn't work that way anymore. Now when you level up, it doesn't matter what skills you leveled up when you get a new level, you always get 12 points (called "virtues") to spread around to any stat. Luck, however, takes 4 "virtues" to level one point, while the others are just 1:1 and you can add up to 5 at a time.
I can level up entirely through using Agility linked skills but then put my stat points into Strength and Intelligence instead of agility.
The real issue has to do with the level scaling on enemies still being the worst of any Elder Scrolls game because they didn't change anything about that from the OG. So once you're level 50, everything has the best weapons and armor on them.
Doesn't work in the remaster; they changed so that all skills contribute to level up progress.
Sort of. The new leveling system has minor skills contribute to your levels, to a lesser degree. IIRC it’s something like 10 major levels or 20 minor levels (or some combination thereof) to get a character level.
Mentioned this in another thread yesterday:
Like many UE games over the years, they didn't properly optimize Unreal itself for their use, and there were already several ini tweaks up on the Nexus to remedy this the day of launch.
Went from 27 average fps when in exterior cells to a solid 60, with an unsupported GPU by just using one of these ini tweaks.
Ngl I'm running a pirated copy through Lutris and it's not too bad. Beggars can't be choosers though lmao.
[Have a coin, beggar.]
Lmao I'll buy it when I can. :)
Bethesda doesn't need any more money, spend it on an indie game.
Its Lumen. Its 100% Lumen.
It’s Unreal 5 slop with OG Oblivion running in the Background. Of course it has these issues.
Yeah, I wonder if that's perhaps the result of basically stapling the old game engine onto UE5 in order to preserve the core gameplay. Back when Oblivion was first released, multicore CPUs were incredibly rare, so it's likely the engine was not built to take advantage of them. But ever since then, most of the improvements in CPUs have come in the form of adding more cores rather than increasing clock speed, and it's by no means trivial to convert single-threaded code into multi-threaded. Most likely it would require a complete rewrite, which they'd probably want to avoid in order not to introduce more bugs.
But of course, it could also just be UE5's fault, since even a single core on a modern CPU should not be slower than a 2006 model.
I've been playing it on steam deck, it's definitely playable but I wouldn't call it smooth.
It's poorly optimized. At version 0.4 is probably the first thing that looked decent, with final art in place, but no QA or optimization done. My bet is that they had to launch earlier than expected due to the rumors, or they extended way past the due date and the money for the project ran out. If successful, probably optimization will take place, but they are waging on it.
Heads up, because I imagine the DF guys were too PC master race to notice, but you can smooth out a lot of the hitches by using framegen.
There's this weird implementation in the game where if you set frame gen to auto it seems to automatically turn it off if you're over the fps cap and then turn it on when you drop below and it's worth giving that a shot. It took some tweaking but I did end up finding a mix where between that and VRR with a low enough cap to maintain it most of the time but high enough to get acceptable latency the game is... mostly playable?
It was still a shock to go outside for the first time (most of the hitches seem to be around outdoors traversal) and it's still not perfect, but it did clean up a lot of it. Well, some of it. Your mileage may vary based on hardware and expectations, though.
IME framegen hasn't meaningfully reduced the open-world hitching. It gets the framerate nice and smooth while standing still, fighting a bandit or whatever... until you walk a bit and the game becomes CPU-limited while streaming in new cells, at which point you noticeably hitch.
The performance in interior cells (including cities) is very good even on Ultra settings.
I suspect that this is one of the compromises they made by keeping the old engine running under the hood, because as DF notes this also happened in the original.
It is verified for the Steam deck though.
At 30fps if you call that verified
That's fine honestly, provided it's smooth. In the video, there was a fair amount of hitching though...
It’s definitely not smooth. Interior cells run decently, but my OLED Steam Deck dips into the low 20’s in exterior cells.
Bethesda game runs like ass
That's not news