Are badly made UE games on PC bad forever?

nkarafo

Member
Silent Hill 2 still runs badly. Callisto Protocol still runs badly. Stray still runs badly. Talos Principle 2 still has traversal stutters in certain spots and Luma still has horrible, distracting artifacts.

These are just the ones i played. I'm sure there are plenty more.

AFAIK, these issues can't be fixed with better, future hardware. Patches never fixed any of that and i'm not sure if any of these games will ever get more patches.

So, will these ports be forever bad? Is there something else that we might try? Maybe something like dxvk which managed to fix PC ports like GTA 4 after nearly 2 decades of being bad?
 
AFAIK, these issues can't be fixed with better, future hardware. Patches never fixed any of that and i'm not sure if any of these games will ever get more patches.
Bathman arkham knight had a terrible pc port and you could bruteforce the game years later with better hardware.
 
There are some mods and tweaks that can fix some issues.
But often, a bad game will always be bad.
 
There are some mods and tweaks that can fix some issues.
But often, a bad game will always be bad.
I did try a couple of performance mods for Silent Hill 2. I tried every trick i could find on PCWiki as well.

But the game still has horrible random stutters. It's impossible to maintain a locked, consistent frame rate even at 30fps.


Install steam OS problem solved
You are saying these are OS issues and not game/engine specific?

But not all games perform this badly on Windows.
 
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Most likely yes. For these singleplayer games 98% of the revenue has been made and the devs have moved on. Epic might fix some issues with their shitty engine but they do it in new versions so it's only going forward.
 
But UE5 isn't any better than UE4. It still has the very same issues, maybe even worse ones now.
UE5 is a piece of shit, yes. I think we are all on the same page here. The fact that for the first few years of this gen, everything was UE4 said as much.
 
Yep, trashy/dumpy/afterthought ports are a major weakness of PC.

UE has greatly exacerbated the issue to the point where devs lack of technical know-how is being exposed. Honestly it's a disaster mainly because everyone finally decided on one engine and unfortunately nobody told these developers they were fucking up their games beyond correction until it was too late.

Basically everybody piled on to Unreal Engine at the same time and now here we are. It was a bad mistake.
 
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some things might get better over time, many of UE's issues however are indeed just issues that can't be brute forced completely.

eventually you will be able to easily run Silent Hill 2 with a locked tick rate to fix it's broken animations, and mitigate traversal stutters to be not as extreme anymore with newer CPUs, but it will never be completely fixed.
 
ryzen master has always been so buggy for me. i don't use it. i do everything in bios

I did try a couple of performance mods for Silent Hill 2. I tried every trick i could find on PCWiki as well.

But the game still has horrible random stutters. It's impossible to maintain a locked, consistent frame rate even at 30fps.



You are saying these are OS issues and not game/engine specific?

But not all games perform this badly on Windows.
 
i remember The Vanishing of Ethan Carter released in 2013 (UE3), and rereleased just one year after using UE4

played on my current PC, still is unplayable using the UE3 version (stuttering festival), when it's running perfect in UE4 vest instead;
like it was on my previous PC
 
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With a faster CPU, frame time jumps from traversal stutters often get smaller. Maybe after a decade of CPU advancements they'll get so small you can just lock the game at 60fps and they won't be noticeable.
 
No lol. Pcs should have it sorted eventually. I'm not interested in jumping into current AAA games right now on PC. But older stuff is great. Playing Arkham City at 4K over 100 fps on maxed out etc on a 58003d/3080 combo. I'll stick with consoles for now for the AAA newer stuff. The stuff I dont play now I'll get and play on PC later when it runs better either through optimizations or just being able to eventually brute force with a newer pc platform etc.
 
Hopefully more robust SteamOS support will help as it does a bang up job with shaders. On Windows though… it's stutter fest and developers don't care about fixing their $70 and soon to be $80 games.
 
They fixed the Batman port a few months after release. I played through it with a GTX 970 like 8 years ago and it was fine.
I played through Arkham series/Knight back in 2018. Worked pretty well at 60fps, but asset streaming choked if you drove too fast.
Gotta install and give it a try, see if brand spankin' new hardware can handle the batmobile with the pedal to the metal.
 
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AMD RX 7900 XTX, AMD R7 5800X3D, 32 GB RAM, PCIe 4.0 NVMe SSD

UE5: I play using FSR3 FG and XeSS upscaling or XeAA, depending on game.

Immortals of Aveum runs fine
Fort Solis runs fine
Split Fiction runs fine
Brothers - A Tale of Two Sons Remake runs fine
Avowed ran fine, the initial island section (didn't get to the city)
Desordre runs fine

Where are these famous games that are SO demanding and that stutter? Because they run fine here.
 
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Silent Hill 2 still runs badly. Callisto Protocol still runs badly. Stray still runs badly. Talos Principle 2 still has traversal stutters in certain spots and Luma still has horrible, distracting artifacts.

These are just the ones i played. I'm sure there are plenty more.

AFAIK, these issues can't be fixed with better, future hardware. Patches never fixed any of that and i'm not sure if any of these games will ever get more patches.

So, will these ports be forever bad? Is there something else that we might try? Maybe something like dxvk which managed to fix PC ports like GTA 4 after nearly 2 decades of being bad?
Immortals of Aveum runs fine
Fort Solis runs fine
Split Fiction runs fine
Brothers - A Tale of Two Sons Remake runs fine
Avowed ran fine, the initial island section (didn't get to the city)
Desordre runs fine like best hair transplant turkey
Yes, unless developers release further patches or the modding community steps in with fixes like DXVK, these ports are likely to remain poorly optimized. Better hardware won't fix fundamental engine issues.
 
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Short answer depends on the developer.
In theory all the issues can be patched out.


Callisto Protocol is a UE4 game.......compare its performance to Gears 5.
There is no fundemantal issue with the engine its just devs either not putting enough time into their PC versions or missing issues during QA stage.
I feel for many of these devs cuz chances are with more time they could catch these issues but publishers force them to meet arbitrary release dates so QA falls to the way side.
 
Maybe it's because i have a powerfull pc but most ue5 games with little to no problem on my end, sh2 was 95% flawless, same with wukong, stalker, robocop etc.

I guess i'm lucky

Edit: lmao at ue5 being the same as ue4, some people really have an hilarious hate boner for this engine.
 
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Maybe it's because i have a powerfull pc but most ue5 games with little to no problem on my end, sh2 was 95% flawless, same with wukong, stalker, robocop etc.

I guess i'm lucky

Edit: lmao at ue5 being the same as ue4, some people really have an hilarious hate boner for this engine.
We still have a discussion about 'agreeing' with ChatGPT about 'PS6 portable' specs when people here don't understand hardware OR software of today. Tells you all you need to know.
 
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UE5 is a piece of shit, yes. I think we are all on the same page here. The fact that for the first few years of this gen, everything was UE4 said as much.
UE5 isnt a piece of shit, which you would know if you actually worked with it!
Most of those issues you blame the engine for are a result of the PC architecture/Windows.
But of course armchair wannabe experts like you, Threat Interactive and Co blame the engine or devs!
 
Most of the times even if my rig is not top of the line anymore, I don't fund many problems running games considered busted, I think it mostly depends on the conditions of the OS and what is installed on it, a small example, On the partition I play with, there isn't even a single program that is not gaming related, I don'use any software for lights or other BS. I understand that not everyone wants a partition dedicated only for gaming, but it is working kinda well for me.
 
I have a bit of experience with UEVR, what people fail to comprehend there has been many iterations of Unreal Engine 4 and Unreal Engine 5. Wo kong runs on very on very early version of UE5, has broken lumen.

My nephews are playing Fortnite with an old 1060 no issues. That game keeps upgrading to the newest UE5.

I have a 5080, if I want to play flat, I install DLSS4, put on my fake Nvidia frame gen 4x, max it out and call it a day. Just make sure to enable gpu hardware scheduling.

In VR I need to deactivate gpu hardware scheduling or I get performance drops.

Problem is people wanting lumen and ray tracing without dlss, on older hardware.

Things have gotten more complicated though, especially for us vr gamers.
 
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There is a fix. Play them on console
agree amazing fix

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Short answer depends on the developer.
In theory all the issues can be patched out.


Callisto Protocol is a UE4 game.......compare its performance to Gears 5.
There is no fundemantal issue with the engine its just devs either not putting enough time into their PC versions or missing issues during QA stage.
I feel for many of these devs cuz chances are with more time they could catch these issues but publishers force them to meet arbitrary release dates so QA falls to the way side.

True, but The Coalition wrote a ton of custom code for Gears 5 to run that well.
Base UE4 runs a lot worse and has a ton of issues. And that is why so many games using UE4 run like crap. It takes a lot of money and technical knowhow to fix Unreal Engine's performance issues.
 
We still have a discussion about 'agreeing' with ChatGPT about 'PS6 portable' specs when people here don't understand hardware OR software of today. Tells you all you need to know.
should be in the running for 'wankiest thread title', didn't even take a look at it, jfc
 
True, but The Coalition wrote a ton of custom code for Gears 5 to run that well.
Base UE4 runs a lot worse and has a ton of issues. And that is why so many games using UE4 run like crap. It takes a lot of money and technical knowhow to fix Unreal Engine's performance issues.

"Base UE4" is an engine designed to do everything and nothing at the same time.
Put shit in youll get shit out.

Remember some time back the Internet going crazy over Ride 4 looking photoreal at times.......Unreal Engine (a pretty small dev put that together) Runs great.
3zz1XnH.gif



I can find many many many examples from relatively small teams who basically strip the engine of what they dont need and get the engine to do pretty much exactly what they want.

One of the big issues with UE was/is streaming in data, when devs started assuming PC/Console would just load whats needed fast enough we dont need to for lack of a better word optimize we started getting traversal stutter.
JIT shader comp was also a big ask considering how much larger shaders actually got (I think this is what devs didnt fully understand, that shaders got frikken huge).
Devs are getting much better with realizing the limitations of the hardware we have.

The Ascent another game from a relatively small studio, while it did launch with traversal stutter, they patched it out in no time.
Which shows it is fixable without needed to change engine versions.
IdkkmIqxr6vZDbAyuXbb9vUeKUa9w-2z_Qfgu1Sb5k8.png


Rogue City....is using most of UE5s newest features and it runs great.
F-wQZWMWcAAt7F7





So as I said in my initial post.
It depends on the developer, the Engine isnt inherently shit, what the developers put in will dictate what comes out.
Yes it has some shortcomings, which many devs have coded around and Epic are actively working on to make the engine as stupid proof as possible.
 
"Base UE4" is an engine designed to do everything and nothing at the same time.
Put shit in youll get shit out.

Remember some time back the Internet going crazy over Ride 4 looking photoreal at times.......Unreal Engine (a pretty small dev put that together) Runs great.
3zz1XnH.gif



I can find many many many examples from relatively small teams who basically strip the engine of what they dont need and get the engine to do pretty much exactly what they want.

One of the big issues with UE was/is streaming in data, when devs started assuming PC/Console would just load whats needed fast enough we dont need to for lack of a better word optimize we started getting traversal stutter.
JIT shader comp was also a big ask considering how much larger shaders actually got (I think this is what devs didnt fully understand, that shaders got frikken huge).
Devs are getting much better with realizing the limitations of the hardware we have.

The Ascent another game from a relatively small studio, while it did launch with traversal stutter, they patched it out in no time.
Which shows it is fixable without needed to change engine versions.
IdkkmIqxr6vZDbAyuXbb9vUeKUa9w-2z_Qfgu1Sb5k8.png


Rogue City....is using most of UE5s newest features and it runs great.
F-wQZWMWcAAt7F7





So as I said in my initial post.
It depends on the developer, the Engine isnt inherently shit, what the developers put in will dictate what comes out.
Yes it has some shortcomings, which many devs have coded around and Epic are actively working on to make the engine as stupid proof as possible.

Of those games, I only played The Ascent.
And it had a ton of issues. Tons of stutters, both from shader compilation and asset streaming. And as usual, CPU performance limited by one main thread.

That game is a great example of how bad UE4 can be.
 
SH2 literally can't even animate its characters correctly unless you manually lock the engine tick rate to a specific value using launch commands.
Any video example?

Because i was all the time in the ot topic here and i barely remember anyone saying that characters had animations problems...maybe it wasn't all that noticeable or didn't happened to everyone?

I remember people talking about traversal stuttering but even that was random, slimy had a lot, i barely had anything and i think someone told me that having a strong cpu helps...
 
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I edited my post.

Edit: yeah it looks like something pretty minor, you can include that in the 5% that was wrong with the game i guess.

My experience wasn't worse because of that at all, but i guess sensitivity for this stuff can vary.
 
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I edited my post.

Edit: yeah it looks like something pretty minor, you can include that in the 5% that was wrong with the game i guess.

My experience wasn't worse because of that at all, but i guess sensitivity for this stuff can vary.

there's literally not 10 seconds in this game without a stutter of some kind.
if it's not streaming stutters it's these. and the game constantly has streaming stutters.
 
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Of those games, I only played The Ascent.
And it had a ton of issues. Tons of stutters, both from shader compilation and asset streaming. And as usual, CPU performance limited by one main thread.

That game is a great example of how bad UE4 can be.

Steam or Windows version?

Cuz Patch 1 solved most of the shuttering issues (I didnt have a powerful GPU then so I wasnt using RT anyway)
Patch 2 or 3 fixed basically all stuttering.
And all that was within a month irc.

By new year the devs were already giving out free content updates as a sorry I guess, but all the free content was nice nontheless.

And by then I was even willing to dabble in the RT which doesnt really add much but still wanted to try it out.

IF anything that shows if a small studio can attack the issues that quickly within a month clearly its a solvable issue.


P.S I didnt play the Windows Store version, I know some games inexplicably have very different performance profiles between Store and Steam version.
*Stares at Remedy games.
 
Steam or Windows version?

Cuz Patch 1 solved most of the shuttering issues (I didnt have a powerful GPU then so I wasnt using RT anyway)
Patch 2 or 3 fixed basically all stuttering.
And all that was within a month irc.

By new year the devs were already giving out free content updates as a sorry I guess, but all the free content was nice nontheless.

And by then I was even willing to dabble in the RT which doesnt really add much but still wanted to try it out.

IF anything that shows if a small studio can attack the issues that quickly within a month clearly its a solvable issue.


P.S I didnt play the Windows Store version, I know some games inexplicably have very different performance profiles between Store and Steam version.
*Stares at Remedy games.

Steam version and after all patches. Still a ton of issues.
 
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