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DF Direct Q+A: The Big Unreal Engine 5 Image Quality/Performance Debate

I don't think next gen will solve the elephant in the room: RT, bad optimization, shaders comp...

I don't remember the last time I praised UE.

The resolution is getting lower and lower, dynamic resolution is not enough, we are almost at the edge of back to 30 fps games, for what?
 
Nah fanboys are just too nick picky while the masses don't really give a shit unless it's an extreme case.
We been getting 1080p since 2013, now it's 2026. I don't think expecting 1080p-1440p/60fps is too much too ask. RTGI/lumen is not worth it when IQ looks like shit.
 
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I don't think next gen will solve the elephant in the room: RT, bad optimization, shaders comp...

I don't remember the last time I praised UE.

The resolution is getting lower and lower, dynamic resolution is not enough, we are almost at the edge of back to 30 fps games, for what?
I think nexgen will solve most issues. upscalers should be much better, much better RT hardware plus a good deal more powerful, should be no excuses for descent developers.
 
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The elephant in the room is that the general public has no clue about graphics rendering and is not able to appreciate what huge uplifts Lumen and Nanite bring to the graphics. We literally have movie like assets now, every pebble in 3D at high poly counts and dynamic lighting that looks like reality. Yet people still compare that to last gen games like Ghost of Tatsushima and Cyberpunk like they would come even close to what UE5 renders on screen. According to the average joe, Cyberpunk is optimized, UE5 is not simply because UE5 renders at a much lower resolution and framerate . They fail to see UE5 games have much more sophisticated lighting (excluding path tracing on PC of course) and MUCH higher polycon count everywhere. Look at any ground in Cyberpunk and you will see a flat plane, in UE5 games there's a ton of depth and micro detail that even casts shadows.

UE5 is not unoptimized, it is just doing a lot more than last gen games which were programmed with PS4 in mind. That's not to say the engine is without quirks, of course and there are some significant issues, but still it is incredible what UE5 renders on screen. And of course that will come with a huge performance and resolution penalty, especially on consoles, but that is the price you pay for progression.
 
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The elephant in the room is that the general public has no clue about graphics rendering and is not able to appreciate what huge uplifts Lumen and Nanite bring to the graphics. We literally have movie like assets now, every pebble in 3D at high poly counts and dynamic lighting that looks like reality. Yet people still compare that to last gen games like Ghost of Tatsushima and Cyberpunk like they would come even close to what UE5 renders on screen. According to the average joe, Cyberpunk is optimized, UE5 is not simply because UE5 renders at a much lower resolution and framerate . They fail to see UE5 games have much more sophisticated lighting (excluding path tracing on PC of course) and MUCH higher polycon count everywhere.
The tech can be impressive but also not really useful. I love tech and those ray tracing card are impressive. But as a end user, I would say those tech have a huge performance impact and a really small ROI. Those tech are not ready. It's like at the beginning of 3D, while technically impressive, a lot of 2D games were looking better than the 3D game.
 
I think 900p should be the baseline.... And upscale to 1800p. PS4 era has some solid looking 1800p checkerboard rendering games.

900p internal then whatever upscaling method to target 1800p.
 
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The elephant in the room is that the general public has no clue about graphics rendering and is not able to appreciate what huge uplifts Lumen and Nanite bring to the graphics. We literally have movie like assets now, every pebble in 3D at high poly counts and dynamic lighting that looks like reality. Yet people still compare that to last gen games like Ghost of Tatsushima and Cyberpunk like they would come even close to what UE5 renders on screen. According to the average joe, Cyberpunk is optimized, UE5 is not simply because UE5 renders at a much lower resolution and framerate . They fail to see UE5 games have much more sophisticated lighting (excluding path tracing on PC of course) and MUCH higher polycon count everywhere. Look at any ground in Cyberpunk and you will see a flat plane, in UE5 games there's a ton of depth and micro detail that even casts shadows.

UE5 is not unoptimized, it is just doing a lot more than last gen games which were programmed with PS4 in mind. That's not to say the engine is without quirks, of course and there are some significant issues, but still it is incredible what UE5 renders on screen. And of course that will come with a huge performance and resolution penalty, especially on consoles, but that is the price you pay for progression.
IQ and fps is gonna be always the most important thing people notice now cause graphics already look good enough




compare this to high on life on ps5 and this looks a generation ahead cause the damn IQ is so bad. like john said maybe they should use UE5 and not use lumen if its gonna ruin the graphics.
 
I don't think next gen will solve the elephant in the room: RT, bad optimization, shaders comp...

I don't remember the last time I praised UE.

The resolution is getting lower and lower, dynamic resolution is not enough, we are almost at the edge of back to 30 fps games, for what?
Frame generation, dynamic resolution, Ray and path tracing are all fine technologies and techniques however, it is my personal opinion that all of those things have just made developers more lazy. Optimization is a dying skill set in the industry out side of the devs that use custom or proprietary engines, even then it's not a primary focus for a "finished" game now. Just like patching games led to unfinished games being released to meet the release date the higher ups set for whatever reason in the past rather than making sure it's as good as it can be at launch.

If some studio really focuses on releasing a sound and solid game that is optimized and only uses the aforementioned tech as a bonus or for the end user to push things then they would be in rare company. Games without a day/night cycle or real-time lighting for gameplay purposes DO NOT NEED FUCKING RAY TRACING. Let's knock off using it "cause it's cool" if it's not necessary. It's lazy.
 
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