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curl-6 said:
Pemalite said:

Aveum is a poorly optimized game.
There is practically no scaling between a 4 core/4 thread CPU to an 8 core/16 thread CPU.
On the consoles, that means a chunk of the CPU isn't doing much, not ideal when you could task an entire core to perform morphological AA rather than let it go to waste, something developers would do even on the PS3.

Ram requirements are also not that intensive, 16GB is more than enough for everything, even the Series S with only 10GB of Ram isn't impossible to run.

It's mostly a GPU bound game.

The game originally started development on Unreal Engine 4 then was "ported" to Unreal Engine 5 and that is likely where the dramas started to set in, because they tried to shoe-horn older development methods into the new development paradigm.

On PC when you first load the game up, there is a ton of pre-compilation of shaders going on, but even while that is occurring, CPU usage isn't maxxed out, it spikes, which means the CPU is waiting on data, which likely means they aren't pre-loading that data into system memory and is instead fetching it directly from the SSD/HDD... Which introduces an I/O bottleneck. - There is no pre-compilation stutter on all platforms thankfully but it does highlight the CPU not being used efficiently and RAM not being used effectively, the SSD/HDD is holding back performance potentially.

Nanite and Lumen are intensive, for games that are going to highlight and push that technology, I wouldn't be surprised if this becomes a common occurrence... And the way around it? 30fps. The console GPU's are the limiting factor I am afraid so you need to be able to increase your render time budget and the best way to do that is halving your framerate.

Developers need to start offloading their Global Illumination to the Ray Tracing cores... And virtualise all the texturing and geometry with Nanite, but also start loading up the RAM (Especially on PC) with frequently requested assets and bypass streaming from the SSD as much as possible.

This is all a learning thing, UE5 does change many aspects of how games are designed from the last several decades, so it's only normal for there to be a few teething issues early on... And despite being 3~ years into the generation, it's only just recently that developers started to cut the tether on older hardware.

And of course we need a Playstation 5 Pro and Xbox Series X Pro with newer, more powerful GPU's and faster SSD's.

Cheers, good to know.

How about PS5 vs RTX 4060 as discussed in this thread, can you shed some light there? How does the PS5 GPU actually stack up to PC cards, about what card is it close to in actual realworld performance?

when are you getting new hardware lol? you are about to get 2 generation jump in graphics and performance looking forward to hearing your impressions from coming out of the stone age.