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Chazore said:
Soundwave said:

The PC version is apparently run two types of DRM simultaneously causing the CPU to take a massive hit, lol. I guess they're really afraid of piracy.

The game looks quite meh visually IMO, Capcom just can't optimize or isn't even bothering to try (getting the game to release before the fiscal year end probably is a far higher priority).

So many of the Youtube comments are shitting on the game for mediocre visuals and bad performance, lol.

Capcom needs a much better engine badly, this thing was not designed for anything but narrow scope Resident Evil games. Dragon's Dogma II was hilarious too in that it wasted a ton of CPU overhead on NPCs that weren't even on screen that people realized if you started killing NPCs, the game's frame rate would go up, lol.

The double DRM is just every publisher suit thinking that. Notice how indie devs barely give a shit, but the big corpos do, despite their games selling well?.

Capcom's engine is fine, but it was not created in mind for open world games that feature a lot of NPC's and other entitles. I suggested before that they should simply fork the engine in two; one for smaller worlds like Resident Evil, and the other for larger more open ended words. This way they will not have to completely modify the engine only for open worlds, and then possibly run into issues later on for smaller ones (because problems can come back to bite you in the ass when it comes to game engines, like with Bethesda as a primary example). 

That being said, I would rather they simply fork their engine than to pull a CDPR and just drop it and going for UE5, where we'll only really see more and more stuttering and jank loading times. I'm more for pubs/devs making their own engines today more than ever (That and I don't want Epic actually having a monopoly they think they deserve, but don't).  

UE5 Might be a disaster on console but it does well on PC and PS5 PRO so high hopes for it on 10th gen but I've seen with the last chapter of Blavk Myth Wukong that it'd be perfect for a Monster Hunter game even now, lots of artificating while speeding around a big map with lots going on but the stability of streaming and the draw distance on base PS5 was actually mindblowing and way more stable than MH Wilds even if it is still janky. They just need to go back to the segmented open world no matter which engine they choose and ho back to having a central hub for the story stuff and have a limited ammount of other players on the map to keep things less intensive. No one was complaining about that design, it was actually a corner stone of the series formula and nice to have that down time.  

Last edited by LegitHyperbole - on 03 March 2025