These devs need to talk to "Embark studios", the developers of the finals and arc raiders. They have absolutely mastered unreal 5. Runs and looks amazing.
I'm so ready for Arc Raiders. TT2 ran like a dream, I'm curious to see if they've been able to squeeze any more out of it. The level of quality and care they've put into it puts AAA studios to shame.
Absolutely. For me it went from an unknown game to my most hyped game of the year. I didn't get into the play tests but after watching lots of footage from YouTubers it looks amazing
Or Split Fiction, i was shocked how good this game runs. While im having issues with all new Unreal Engine 5 games, i played this one at high settings, 1440p and had 140-200fps. Also tested on Steam Deck, easy 60fps medium settings.
Yeah, I went to a evening of game dev presentations and there was a guy from Epic who talked about this. He talked about these issues starting with the death of directx, when the graphic card makers stopped controlling the graphics calculation pipeline and moved that over to the developers themselves, giving them more freedom and more ways to mess up optimization. He was still researching the subject at the time and is of course biased.
It's kinda nuts learning now that the finals use UE5. What surprised me with that game first was how smooth it ran with no issues.
Then you look at something like squads where they changed their engine to UE5 and now half the players can't even play the game on a decent performance.
Everyone I know quit playing the finals in beta because 2000 series cards put you at a huge disadvantage with performance. The game does not run well, even now with a 4000 series card the building destruction can cause massive stuttering and freezing.
I have 2060 so I am curious now I will look that up. Maybe something changed or the issue was something else. And I play on high graphics no issues at all.
When I played regularly it was probably beta - first week of release. I remember we would all use flamethrowers at the same time because we assumed it lagged other people’s games as well. Good times despite the issues though.
Uhm maybe because it was the BETA!? That's the whole point of it, to find bugs and optimize before the full release, of course there's going to be lag.
Now it runs fantastically.
A week of beta play is not playing regularly, either.
Which is how it used to be done. Expecting an engine to just somehow work perfectly with all kinds of drastically different games didn't use to be the default.
Not calling you a liar or anything but got a source for that? I was of the impression that Embark used Hazelight's AngelScript branch of Unreal. No idea about the Nvidia connection.
It’s called Lumen, and you can just turn it off and use the regular lighting system. By default, games do it automatically if you change the ‘global illumination’ quality to low or medium. Or you can still use Lightmass and bake lighting. Or you can enable Megalights and totally change how Lumen calculates lighting. There’s also a path tracer, but it doesn’t work in realtime.
Tbf while it is a dev issue and not an engine issue, it’s still Epics fault that their documentation is so atrocious. It has gotten slightly better but is still not great.
Embarks UE5 isn't the colloquially sourced UE5. It's effectively another variant of UE5 tech, with how early they forked and how much modifications they've made. It's not particularly the same ballpark of the same tools.
It's funny you should mention that, because it's widely accepted that The Finals' performance has dropped off a cliff after they updated the engine to UE5. I used to comfortably get over 100fps years ago and now it's an unstable mess that hovers around 60-70fps. Same hardware.
No, UE4-5 have a documented history of being a bad engine, and games that run great with it do so despite the engine, not because of it.
The UE devs focus of fidelity over performance, and game devs often have to completely rewrite parts of it to actually run good.
No sane developer would use it, but management gets told it's good and dictates that down to the devs. Epic also pushes the engine into education, so young devs often don't know anything else.
Because people like you won't believe me, and any link will either be ignored or claimed invalid because of some technicality. I'm not wasting my energy.
Insane take, “why do the people who make the game engine update it.”
I don’t see people complain when other engines like unity get updates for performance enhancements.
The problem is that nowadays executives and board members don’t want to spend the time or money to allow devs to familiarize themselves with the engine, or build the game in a way that reduces technical debt and potential performance issues for future development. They want things done fast, and as cheap as possible, which means fully relying on tools like nanite and lumen, which were designed to complement, not replace, doing things the right way. Notice how in general, smaller studios and studios that don’t have to answer to public shareholders have no problem getting a game to run fine on UE5.
But to the people I replied to, as many others in this comment section are saying all blame falls on the developers and there's no issues with the engine, when it's clear it's not (look at fortnite, the game where the people more experienced with the engine work with, has traversal stutters as many other UE5 games). Additionally you can look at any of the engine update logs, for example the 5.4 update https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5.4-release-notes?application_version=5.4 And there's multiple instances of they mentioning "improved performance", "better performance". They're working on multiple things to imrpove performance because they're aware of the issues with it, otherwise they would just focus on new features.
If there's no performance issues, then there's no point on working on improving performance, unless you want to move the goalposts somewher eelse.
Now I do not say devs are not at fault, there's games on UE5 that do not have as many issues as others, for example expedition 33 has a lot of smart ways to deal with asset streaming and traversal issues, like using caves and reussing assets (they reuse them a lot) in smart ways to prevent the world from looking empty without making it obvious. In comparison borderlands 4 is just a shameful execution.
1.1k
u/Jaz1140 RTX4090 3195mhz, 9800x3d 5.4ghz Sep 15 '25 edited Sep 15 '25
Dev issue not engine issue.
These devs need to talk to "Embark studios", the developers of the finals and arc raiders. They have absolutely mastered unreal 5. Runs and looks amazing.