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hinch said:

Holy crap, iGPU's are getting good. Amazing to see the 680M going neck and neck vs a GTX 1650 Max Q in some games, sometimes thrashing it and losing in others. The Arc well, hmm okay I guess if you have to go Intel and want to do some gaming. Looking at these benchmarks, it make me excited to see how good these things are going to get once we get Zen 4 and RDNA 3 on these APU's.

DF news coverage. They test UE5 on PC and its actually extremely CPU limited! Single thread performance being the key for playable fps, at least on PC. Talks on UE5 starts at 35:00.

I think that overall, I am not too worried because all these games that are being developed for UE5 will still need to run on consoles which have much weaker CPUs than what's on PCs. I am sure there's a lot of optimizations and such that the devs will do to make UE5 work with more cores and threads before actually shipping their games. Cause otherwise, it really doesn't make much sense to have games go back to frequency when we have so many powerful cores available to utilize on consoles and PCs.

The shader compilation nonsense is what I am more worried about. It seems to be the main thing that plagued many UE4 PC releases and it doesn't sound like there is a good way to get that resolved in UE5 either. On Consoles and Steam Deck, they can simply download the precompiled shaders because it's all fixed hardware. But on PC, because of how many combinations there are, it would be impossible to do. So they really need to figure out something to compile majority of the shaders.



                  

PC Specs: CPU: 7800X3D || GPU: Strix 4090 || RAM: 32GB DDR5 6000 || Main SSD: WD 2TB SN850