IGN: Borderlands 4 Performance Gets Worse the Longer You Play on Console, Randy Pitchford Suggests Quitting the Game and Restarting as a Workaround

Usually its "good guy phil" or one of sony ceo's who getting all the heat, but borderlands 4 launch made some unique change here ;)
randy-pitchford.gif
 
How's the performance on Ps5 in general?
I've seen a lot of talk about the PC version being poor but what about the console version?
Is the framerate decent? Is the IQ decent or is it another 720p FSR smear in motion?
It's a piece of shit and anyone defending it thinks the oblivion remaster also ran without problems.

There's no pro support, and it drops frequently in performance mode. The quality mode has shit frame pacing.

Visually there's pop in non stop, low res textures galore, blurry AF, and you have no shot in hell shooting anything past close range for clear distinction. Tracking enemies or their heads is a nightmare.

This is by far and large the shittiest game of 2025. Oblivion is no longer the crappiest performance wise.
 
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then he should just say that then just leave it at that telling people to reset it just sounds really condescending.
I think people are just a little bit delicate these days!

I mean, imagine getting your nose out of joint over this comment…

"Known issue of perf dropping on PS5 pro after several hours of continuous play," he said. "Workaround until we patch: Quit game and restart. Sorry for the friction!"
 
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At this point, does he understand that the "workaround" that he's laying out here just sounds incredibly INSANE?! It's as if Randy wakes up every day with his memory deleted from the previous day and starts every day as if it's his first day at the company.
What's insane about closing your game and relaunching it? With any it issue a restart is always the first thing to do. Though with some of these consoles restarting the console doesn't close the game.
 
I know we like to hate on Randy, but he said nothing wrong here. He acknowledged a problem, confirmed it's being worked on and offered a temporary workaround. Without bullshitting about premium games this time.
 
I know we like to hate on Randy, but he said nothing wrong here. He acknowledged a problem, confirmed it's being worked on and offered a temporary workaround. Without bullshitting about premium games this time.

the issue is this happening on combination with his previous statement about the technical competence of the game.

the game runs like ass compared to its visuals, and now there's seemingly a memory leak or something.
 
I know we like to hate on Randy, but he said nothing wrong here. He acknowledged a problem, confirmed it's being worked on and offered a temporary workaround. Without bullshitting about premium games this time.
Indeed, but admitting there's a technical issue they are working on right after all that premium bullshit and "upgrade your PC" is pure irony. He made his bed, hard to feel any sympathy now.
 
the issue is this happening on combination with his previous statement about the technical competence of the game.

the game runs like ass compared to its visuals, and now there's seemingly a memory leak or something.

Indeed, but admitting there's a technical issue they are working on right after all that premium bullshit and "upgrade your PC" is pure irony. He made his bed, hard to feel any sympathy now.
Oh you're 100% right. He's been a massive fool about the state of the game. Which does make this a bit cathartic.
 
The memory leak from BL3 is back.......
Now I know why BL4 have same problems...they coded game in UE4 & just slapped UE5 engine over it as update & voala....you have this shit performance
 
I'm playing splitscreen and haven't encountered any of those issues.

The menus are a pain and the graphics mode has floating grass though. They need to be fixed.
 
Patch 1.0 Notes: "Game will remind players to take a break after two hours. If continuing game will automatically save and quit upon reaching the third one."
 
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What's insane about closing your game and relaunching it? With any it issue a restart is always the first thing to do. Though with some of these consoles restarting the console doesn't close the game.

If this was the only issue with the game, I'd agree with you. But............yeah. It's just been one bad story after another.
 
Duuude, I love this. I give the guy about a week. Maybe a month. How can he survive this nonsense as the CEO? There's no way.

Guy's melting down in real-time.

If I were him at this point:
"Guys, I dropped my USB at Wendy's sometime last week. There was nothing bad on it this time but all my passwords were on there, so my Twitter totally got hacked. All this crazy stuff that got posted on my account - none of that was actually me, guys. I'm so sorry. But it wasn't me. Also, the USB just had cat pictures and dank memes. And my passwords. All my passwords."
 
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PS5 pro feels like its getting shafted with this game! First no pro patch even though they had the nerve to show it running on "ps5 pro" when they first showed it, now a memory leak at release!

Premium?
 
Another case of bad optimization? I was planning to purchase either Silent hil f or BL4 for my base ps5 slim, but it looks like I will go for SH f.
 
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At this point, if you're buying a game made in Unreal Engine 5 at launch, I'm sorry, but you're an idiot, and it's your own fault if you get ripped off with this poorly optimized crap.
 
Another case of bad optimization? I was planning to purchase either Silent hil f or BL4 for my base ps5 slim, but it looks like I will go for SH f.
I've seen some informed comments around their implementation of nanite. Basically, nanite's performance hit is only worth taking if you're using exceptionally high polygon counts in your static geometry - which we have seen in titles like Black Myth and Lords of the Fallen to great effect. Otherwise, nanite is just a really performance expensive replacement for environmental LOD systems. BL4 uses nanite, but it's static geometry just isn't complicated enough for players to see nanite's chief benefit: exceptional geometric detail without pop-in. I've seen some chatter around their implementation of lumen as well, however that's still an open question. But, that this is being discussed at this level at all tells me that this isn't a question of optimisation any more, it's become a question of competency: why implement a hugely expensive system to handle complex geometry if you're art design just doesn't use complex geometry? Why implement a RT software ray-traced lighting solution when you're scenes just aren't realistic enough to warrant it?

UE5 is the go-to engine because it offers real-time solutions to complex issues, saving developers time, effort, and money. LOD systems are expensive to make, and baking assets can add literally years of overall development time. However, swapping to a fully real-time solution to both of these issues carries a performance hit. In some titles, like id tech's Doom: The Dark Ages, the visuals on show offer an answer to why the game has higher hardware requirements than prior entries. With UE5 titles like Lords of the Fallen, the answer is on the screen, present in it's incredibly detailed world that surpasses anything possible in prior generations. Basically: the reason it's heavy is self-evident. With Borderlands 4, the visual presentation just isn't good enough to answer the question of why the game runs so poorly. Ultimately, the answer for this question isn't in the game: Gearbox used UE5 because it sped up development, regardless of if it actually made the game better. They could've stuck with UE4, however, then they'd have to continue to bake their lighting assets and implement numerous LOD passes, taking up time and money. Randy saved money, and now his players are paying for it.

With Nvidia and Gearbox going on the defensive, trying desperately to justify BL4's utterly horrible performance, it's clear Gearbox are out of their depths. I imagine it won't be long before Tim Sweeny steps in and offers Epic's Engineer's considerable expertise to fix what Gearbox can't, even if not publicly.
 
Elder Scrolls players: "Hold my beer"

Quitting and restarting the game has been the solution to Bethesda games slowing down for decades. Except in the case of Skyrim for PS3, that one would become unplayable once you played long enough and your save file got too large no matter what you did
 
#include <iostream>

class MyClass {
public:
MyClass() { std::cout << "MyClass constructor called." << std::endl; }
~MyClass() { std::cout << "MyClass destructor called." << std::endl; }
void greet() { std::cout << "Hello from MyClass!" << std::endl; }
};

int main() {
// Allocate a single object
MyClass* obj = new MyClass;
obj->greet();
delete obj; // Deallocate the single object

std::cout << std::endl;

// Allocate an array of objects
MyClass* arr = new MyClass[3]; // Calls constructors for 3 objects
// ... use the array ...
delete[] arr; // Deallocate the array, calls destructors for 3 objects

return 0;
}

Destroy/delete your game objects when you're done with them in the game world Randy.
Not destroying them is how you get memory leaks.
I've only made a crude asteroids clone and I know this.
(I'm learning programming/game development and I'm glad with c# you dont have to worry about it as much.)
 
I think people are just a little bit delicate these days!

I mean, imagine getting your nose out of joint over this comment…

"Known issue of perf dropping on PS5 pro after several hours of continuous play," he said. "Workaround until we patch: Quit game and restart. Sorry for the friction!"

Avoiding memory leaks is one of the things even relative beginner coders learn.
Gearbox aren't beginners at this.
Stop making excuses for favorites.
 
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Has everyone ever seen Randy and Weird Al in the same room? Just saying.
Although Weird Al is much better at music than Randy at game development.
 
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