Chrkeller said:
Otter said:
The thing is, developers can get back to UE4 performance and better if they just remove some of the new features.
Like I don't see why borderlands needs Lumen and Nanite for its art style. I think developers are using these things also to speed up development (less time creating LODs for assets) and less time creating baked lighting/cubemaps etc, but it's very heavy.
Both Oblivion and Borderlands also have gradual performance decay (worse performance over time) which is not a common thing with with Unreal Engine games and something wrong the developers have done/not checked for. Oblivion in particular is not rebuilt on a logic level, so a lot of its issues are nothing to do with Unreal engine.
The one thing that UE does specifically suffer from engine wise is how it manages large maps streaming/transversal stutter. But the better the games overall performance the less that is noticeable.
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I agree. I am quite annoyed at pushing technology that doesn't run well. Don't get me wrong, Path Tracing looks great, but runs like crap. They should focus on technologies that run solid, not like crap.
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Hazelight did the latter with Split Fiction and it turned out really well since even though it's not using stuff like lumen it still looks really nice and runs extremely well. The visuals to performance ratio is genuinely excellent in that game, like I'd say the graphics in it are about an 8/10 while the performance was outright a 10/10 aside from a few notable stutters but that was just a handful across across over a dozen hours so it was whatever. Some studios should push new demanding technologies but most should focus on getting a visuals to performance ratio as good as Hazelight.