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Digital Foundry: What Can Be Done About Unreal Engine 5 Games With Image Quality/Performance Issues?

id tech isnt pushing any fancy graphics though despite pushing ray tracing. it looks like a last gen game.

s8vAYtvRh7eRSvcN.jpeg

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5s4nIJtFef8JKnLI.jpeg


what optimizations could they have made here?
This looks every bit as good as any UE5 game I have seen. It also runs many times better. I would bet you that ANY gamer would prefer the smoothness visuals of this over the garbage of UE5.
 
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I think many of these developers should be talking to Embark and what they've done with Unreal Engine 5/ARC Raiders.
The game looks incredible and runs extremely well with all the craziness happening during games.

It will also be interesting to see what CD Projekt Red ends up doing with their highly modified Unreal 5 Engine(using it for The Witcher 4).
 
Why do you guys still do not understand that game engines are not magic. they cannot make a hardware push more than it physically can. It's 100% on the devs to work with the chosen tools and make the correct choices. Even if there are bad parts about UE3 .. the devs still decided to include those.
Some of the earlier UE5 games suffered from CPU bottlenecks due to UE5 being extremely single threaded. This was resolved by UE5.4. Every game since then that has issues is because these consoles are not equipped to run games at 60 fps while pushing next gen tech.

Gamers can go to the 30 fps modes which run at an average of 1440p but they refused to do so, and that is basically the core of the problem. people bought these cheap $500 consoles in 2020 and think they are going to run games at 4k 60 fps while pushing ray tracing and AI upscaling these consoles dont support.

This. All engines rely on the same rasterisation or raytracing techniques at the core in the end. GPU APIs pretty much dictate that.

Rendering at 4K is expensive. Raytracing is expensive. You can render at lower resolutions and then upscale, but that's that really for any "magic" to get things running better.

If you want performance with good looks, then you use pre-baking. Pretty much all engines can do this. But then you lose either dynamic lights and/or dynamic objects.

I wish there was an engine that would have "free" raytracing and physics, but that's just not going to happen.
Some of the more recent UE5 games actually run at 1080p 60 fps. Expedition 33 and Mafia both target 1080p 60 fps. mafia has some drops while riding cars through the open world but during normal gameplay its mostly 60 fps. UE5.6 is supposed to make hardware lumen performant enough so that it runs at the same performance profile as software lumen. They already showed Witcher 4 running at 800-1080p 60 fps using hardware lumen.
 
I think many of these developers should be talking to Embark and what they've done with Unreal Engine 5/ARC Raiders.
The game looks incredible and runs extremely well with all the craziness happening during games.

It will also be interesting to see what CD Projekt Red ends up doing with their highly modified Unreal 5 Engine(using it for The Witcher 4).
Arc Raiders is a good example of a UE5 game that runs fairly well at decent resolutions. You dont HAVE to use next gen features like lumen and nanite to get a decent looking game built on UE5. Split Fiction does the same.

It's clear that the issue isnt UE5, but developers choosing the wrong features for their games. A game like High On Life 2 doesnt need lumen. Nanite maybe. But lumen, eh? At least drop it in the 60 fps mode and claw back some performance that way. Forcing everyone to play a 60 fps mode at 720p on 4k monitors is retarded. The game looks like garbage on consoles. Either stick with 30 fps or drop these fancy next gen features for the 60 fps mode.

This is where console manufacturers shouldve had some standards forcing devs not to drop below 1080p on base consoles. If you cant ship a 60 fps version at 1080p then dont.
 
UE5 is pushing other tech like nanite and VSMs. Graphics cost graphics processing power. this is not rocket science.

it literally doesn't matter what UE5 "pushes"

because what the end result is is games looking worse than last gen titles, while running at ÂĽ the resolution and struggling to hit 60fps.

UE5 games on current gen consoles look like how games like Doom looked on Switch 1.
that is to say they look like games not designed for the systems they ship on, but instead are forced onto hardware that's clearly not capable of handling it.

and at the same time other engines are just as advanced while having to make far less compromises to image quality and performance.

other engines have good looking shadows, they have RT GI, they have nanite-equivalent LOD handling... but somehow easily reach double the performance of your typical UE5 game.

Star Wars Outlaws runs on the fucking Switch 2, with RT GI, RT reflections and RT shadows.
Fortnite can't even run Nanite on Switch 2 yet, let alone Lumen. and that's the game MADE BY THE FUCKING DEVELOPERS OF THE ENGINE ITSELF!

Indiana Jones will be the next Switch 2 game with full RT GI, and will probably run at a higher resolution than most UE5 games do on Series S, on something with only half the GPU and CPU power.
 
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it literally doesn't matter what UE5 "pushes"

because what the end result is is games looking worse than last gen titles, while running at ÂĽ the resolution and struggling to hit 60fps.

UE5 games on current gen consoles look like how games like Doom looked on Switch 1.
that is to say they look like games not designed for the systems they ship on, but instead are forced onto hardware that's clearly not capable of handling it.

and at the same time other engines are just as advanced while having to make far less compromises to image quality and performance.

other engines have good looking shadows, they have RT GI, they have nanite-equivalent LOD handling... but somehow easily reach double the performance of your typical UE5 game.

Star Wars Outlaws runs on the fucking Switch 2, with RT GI, RT reflections and RT shadows.
Fortnite can't even run Nanite on Switch 2 yet, let alone Lumen. and that's the game MADE BY THE FUCKING DEVELOPERS OF THE ENGINE ITSELF!

Indiana Jones will be the next Switch 2 game with full RT GI, and will probably run at a higher resolution than most UE5 games do on Series S, on something with only half the GPU and CPU power.
So much exaggeration in this post its ridiculous. Pretty sure you are just trolling at this point. No point getting into a serious discussion with you anymore. You have turned into a parody of yourself.
 
Like I already said in another (similar) thread, the current gen consoles can't run UE5 games with all their iconic features enabled (VRS, Lumen and Nanite) and achieve reasonable image quality at 60 fps. Nanite and Lumen can make a difference, but not at 4K with a 25% resolution scale and poor image reconstruction (or simple bilinear upscaling). The benefits of these features are obscured by a blurry image and intense noise.

"High on life" is a good example. The first game runs on UE4 at 1800p on PS5, while the sequel runs on UE5 at 720p and use lumen / nanite / vsm. Technically, High on Life 2 has more advanced graphics, but the blur makes the game look worse. That's not the engine's fault, but the developers' fault because they opted for technology that can't run well on PS5 hardware at 60fps.

The PS5 has the power to run UE5 with all it's features, but only at 30fps. Black Myth Wukong in quality mode on PS5 runs at 1440p reconstructed to 4K (with either FSR3 or TSR) and the image quality looks very good (4K like to my eyes) on this screenshot below.


60fps performance mode however looks like crap:


What can be done on current-gen consoles? If the game has a static TOD and must run at 60 fps, the lighting should be pre-baked, and the most demanding UE5 features, such as Nanite, VSM, and Lumen, should be deactivated. This allows for 4K like image quality (FSRQ) at 60fps. If the game has a big, open world with a dynamic TOD, it can use UE5 with all its features, but at 30 fps. It may also be possible to balance the image quality at 40 fps and that would make even first person shooter games enjoyable.

UE5 will shine on the next generation of consoles, if they can offer 9070XT/4080-like performance (xbox magnus should even beat the 9070XT according to recent MILD leak). This will enable 4K at 120 fps with FSR 4 quality and FG x2. Those with similar PC hardware can already play UE5 games with amazing quality and frame rate.
 
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No developers telling developers how to do their jobs?
basically, yeh, I just wish one or more of of these studios called them out on it, I'd love to see DF attempt to make a game in UE5, they should make a video series out of it, show us how easy it is to make an amazing game with no performance issues, do it DF
I Dare You Do It GIF
 
id tech isnt pushing any fancy graphics though despite pushing ray tracing. it looks like a last gen game.

s8vAYtvRh7eRSvcN.jpeg

LMhd074UVeEjtQxr.jpeg

5s4nIJtFef8JKnLI.jpeg


what optimizations could they have made here?

I liked Doom TDA a lot, but the graphics in this game looked nice and ugly at the same time. I was impressed with the scale of the levels, overall art direction and look but the lighting looked a little bit flat despite using RT (even with PT many objects were missing direct and indirect shadows) and the ground textures often looked PS3 like. UE5 games (at least the best looking ones) definitely push wayyyyy higher graphics fidelity.


DLSSQ-FGx2.jpg
 
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I think the Unreal Engine 5 graphics engine isn't very successful in terms of optimization, especially on consoles, and in fact, the Sony Decima graphics engine is much better.
Decima is great but does it have the same level of lighting that UE5 does? I don't think it does.

UE5 isn't any more optimised on PC either but a minority have beefy PCs that it doesn't become a problem hitting 60fps in comparisons. >70% of PC players have hardware that is lower performance than a PS5 though.
 
What can be done on current-gen consoles?

Current consoles are running on hardware from 2019/2020 basically. Imagine the raytracing and upscaling capabilities and performance of the AMD hardware back then. Miniscule, basically.

Only recently AMD has caught up somewhat with RT and FSR performance. We just need a new hardware generation, just like you wrote.
 
KCD2 was truly a pleasant surprise in this regard. Expansive open world, great image quality and very well optimized.

Vast majority of UE5 games (especially open world ones) are a shit show on PC.
 
KCD2 was truly a pleasant surprise in this regard. Expansive open world, great image quality and very well optimized.

Vast majority of UE5 games (especially open world ones) are a shit show on PC.

CryEngine was built for expansive worlds from the jump.
The editor loads you into an 8x8km world by default........default.
UE5 large map preset is 2x2km.....max without tinkering is 8x8km.....world partition is a solution but still aint perfect as evidenced by so many games.
 
Probably a better take.


Denis Dyack on Unreal Engine, Optimization, and the State of the Industry

Large Unreal teams + extreme specialization

• Denis Dyack argues that most Unreal Engine projects are built by very large teams.
• Those teams often function like an assembly line, where individuals specialize in very narrow areas.
• Example:
• An artist whose entire focus is just blades of grass
• They optimize their grass assets, but may have no visibility into how other systems interact
• With 200–1,000+ developers, everyone pushes their piece forward, making full technical oversight extremely difficult.

Experience gaps + why optimization is hard
• Many teams include talented developers, but a large portion may only have 2–5 years of experience.
• Denis contrasts this with his own background:
• 35 years in the industry
• Experience building custom engines
• Key point: optimization is extremely hard, even for experienced teams.

Unreal as an "all-round" engine
• UE5 is described as a general-purpose engine designed to handle everything.
• But optimization needs vary drastically depending on the game:
• Racing game
• Open-world RPG
• 2D title
• Each genre requires deep, game-specific optimization knowledge.
• There is no universal solution that automatically makes everything run well.

It's not the engine — it's the industry
• Denis Dyack's central claim: poor performance in many UE5 games is not the engine's fault.
• Instead, it reflects the current state of the video game industry.

Shipping without optimization
• According to Denis, many studios are in such a difficult position that:
• If the game "works," they ship it
• There isn't enough time or budget to properly optimize
• Result: games launch in technically rough condition.

Optimization vs. content dilemma
• Optimization takes time and resources.
• That time could instead be used to:
• Add new content
• Add features
• Market "what's new"
• In many cases, decision-makers prioritize content over performance polish.
• Optimization is often seen internally as "not worth it" compared to visible additions.

Industry turmoil: "black swans" + "extinction-level event"
• Denis references multiple black swan events in recent years.
• He also describes an "extinction-level event" in the industry.
• Consequences:
• Many colleagues are gone
• Investment and funding have shrunk
• He predicts that for the next 2–4 years, we'll continue seeing the after-effects of earlier mistakes.

Final takeaway from Denis Dyack
• UE5 itself is not inherently the problem.
• The real issue is:
• Reduced budgets
• Lost talent
• Tight timelines
• Industry instability
• In his view, performance issues reflect systemic industry problems, not engine design flaws.
 
I was a fan of DF and I think they are responsible in general for developers to make sure their games have better framerates. I think overall they did help the gaming comunity with their work. But lately they're going downhill in my opinion.
The High on life 2 video was really bad.
There you have a game that objectively looks bad on console and they're saying it looks good enough. The video has about 90% downvotes according to Rich and then they're saying in the Direct that those 90% are all wrong and they are right.
And then you have John saying he played it on PC while also saying in other directs that we didn't need a PS5 Pro and we don't need a PS6 yet. But he is playing on PC because the game looks too bad on PS5 Pro.
It's not that I won't watch them anymore it's just that I think they are getting worse.

In my opinion the only way to get good visuals out of UE5 is to optimize your game or don't use the advanced features of UE5 like nanite and lumen. And get rid of 30fps modes, 60fps standard. By having a quality and performance mode I think the performance mode is more an aftertought by some developers and not properly optimized.
 
I love Unreal Engine 5 games on PC, generally speaking. Crank Lumen to 'Epic' and that shit looks godly with no "boiling" in the latest versions of the engine. Image quality is great with DLSS. I don't have many complaints.

The games look like crap on PS5 because it's outdated hardware that isn't well suited for the engine. Image quality suffers because the internal res is low and FSR is an image garbling mess on the platform. Not much to do about that other than play on PC for the vastly better experience.
 
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CryEngine was built for expansive worlds from the jump.
The editor loads you into an 8x8km world by default........default.
UE5 large map preset is 2x2km.....max without tinkering is 8x8km.....world partition is a solution but still aint perfect as evidenced by so many games.
Really wish more devs used Crytech more but that company has a lot of issues. Still, results are damn good.
 
Some RTX4090 / 5090 owners said in this thread that UE5 games runs like crap on their PC. Sure, even high end GPUs cannot run UE5 games at 4K native resolution, real 120 fps, and with maxed-out settings at the same time. However, it doesn't take much to achieve amazing quality on such capable GPUs. With a slower RTX 4080S, all I had to do was use DLSS (feature everybody use these days anyway) and adjust the settings from Epic to Very High or High at most (In most cases, there's barely any difference). I can understand why console gamers aren't happy with their experience in UE5 games, as they get a blurry image and a low framerate (sometimes only 720p at 40–60 fps). However, the RTX5090 is 5x times faster compared to PS5 in raster and has an amazing AI that allows it to boost framerate to insane levels. To me, it seems as though PC users with RTX 5090s have unrealistically high expectations. They either don't use DLSS features or refuse to adjust their ingame settings because they paid $3,000–$5,000 and believe that they shouldn't use AI to boost the framerate. They can run almost all of UE5 games at 4K 60 fps even without AI, but that's still not good enough for them.

Below are my own screenshots from the UE5 games I have played. They demonstrate how UE5 games will perform on next-generation consoles, as they will offer comparable GPU power and AI capabilities.

DLSS 4K DLSS Quality. These games didnt supported FGx2.

Silent Hill F


Hell is Us


Gothic Remake demo


Sillent Hill 2 Remake. This game support FG, but I don't have an FG screenshot in my library, so I would need to download the game to get one. With FGx2, the game runs at over 120 fps with maxed out settings.


Now FGx2 screenshots. Framerate could be pushed 20-30fps higher if I would use DLSS Performance instead of Quality

Robocop Unfinished Business


Borderlands 4 (high settings)


Assetto Corsa Rally


Cronos


Mafia the old country


Hellblade 2


MGS3 Delta


Black Myth Wukong, lumen lighting and high (console like) settings

4-K-DLSSQ-FG2.jpg


I can even play Black Myth Wukong with Path Tracing if I use DLSS Performance. 80-100fps is still enjoyable experience on gamepad IMO. Input Lag around 40ms. For comparison 60fps games on PS5 have around 70-110ms.

4K DLSSP + FGx2 with maxed out PT

PT-4-K-DLSSP-FG2.jpg


Even with PT set to low, the lighting in Black Myth Wukong looks much better than with software RT (lumen). With lumen, shadows flicker a lot (especially tree shadows because they constantly move). In dimly lit locations lumen lighting can look flat (especially vegetation). Water reflections also look much worse without PT.

BMW-4-K-DLSSP-low-PT.jpg


At 1800p I can get around 120fps and still use maxed out PT. This is very impressive considering PT is a feature designed for next gen GPUs.

1800p-PT-DLSSP-FG2.jpg


If my RTX 4080 Super didn't support excellent DLSS or FG, these UE5 games wouldn't run so well, but they would still be enjoyable. With console like settings my 4080S can get 55-80 fps at 4K native depending on the game. Robocop runs at 70-90fps at 4K native with high settings, black myth wukong and mafia runs between 55-70fps. However, with DLSS and especially with FGx2 on top of that, these UE5 games run smoothly as butter, and DLSSQ image still looks 4K to me.

From all UE5 games that I played I only had real problems with SH2 remake. Camera stutter was not only noticeable but affecting my experience. However, that camera stutter was drastically reduced if the game ran at high framerate, so I played this game at 1440p with 150-200 fps and still had an amazing experience.

Some games, like Resident Evil 8: Village, run much better than Unreal Engine 5 (UE5) on my PC. I get 120-160 fps at 4K native resolution with maxed-out settings and ray tracing (RT). However, I feel like the UE5 requirements are justified, given how much better the graphics look. The best looking UE5 games reminds me CGI quality at times. I haven't seen a more detailed ground surface than in Hellblade 2. In RE Village, the ground surface is just a flat texture, sometimes with POM.

Hellblade2-Win64-Shipping-2025-01-10-00-44-19-936.jpg
 
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With giant open worlds and fully dynamic time of day with weather conditions and sometimes even different seasons?

I agree when a scene is very dynamic that RT solution makes way more sense

But say, Silent Hill 2? Time of day controlled by devs and no destructions? Fully static scenes? Makes a lot less sense

I don't care ultimately as I'm on PC.
 
thats why i said it many times, gaming PC has to be high end to brute force the optimization.

a "budget" or "console" equilavent PC is not going to do it. you are just wasting your money.
 
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better than budget or mid range PC thats for sure.

Is it? On PC you can always increase internal resolution while lowering some settings, use DLSS4/FSR4 etc.

On console many UE5 games are 720p and still have traversal stuttering. Most of them with TSR or FSR2 that looks blurry as fuck.
 
This looks every bit as good as any UE5 game I have seen. It also runs many times better. I would bet you that ANY gamer would prefer the smoothness visuals of this over the garbage of UE5.
Doom TDA with standard RT is quite demanding and runs comparable to UE5 games. With PT the performance is absolutely tragic in DOOM TDA. Even PT in black Myth: Wukong is less demanding and way more scalable. The graphics in DOOM TDA is OK, but the best-looking UE5 games are in a different league when it comes to assets quality, especially texture quality.
 
This is last week's debate but since it has come up: good talk, fair points from all of them. Yet they stubbornly refuse to admit any problem with the engine at all. Yes, in part is the dev's fault. In part. Like 30%. The other 70% is that shit stumbling with the CPU or the GPU or both. I guess they are not in a position to make Epic an enemy of theirs but in the end the video is unsatisfactory and leaves a bad taste in the mouth.
 
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better than budget or mid range PC thats for sure.

A mid-range PC with an RTX 5070 could be purchased for $1,250 in 2025, before prices increased. UE5 games run very well on an RTX 5070 PC at 1440p resolution, offering razor sharp image and over 100fps.

XfrhTdQatsfUHMcV.jpg

150-170fps with FG, 110fps with just DLSSQuality.
 
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I love Unreal Engine 5 games on PC, generally speaking. Crank Lumen to 'Epic' and that shit looks godly with no "boiling" in the latest versions of the engine. Image quality is great with DLSS. I don't have many complaints.

The games look like crap on PS5 because it's outdated hardware that isn't well suited for the engine. Image quality suffers because the internal res is low and FSR is an image garbling mess on the platform. Not much to do about that other than play on PC for the vastly better experience.
i have tried some games on the PS5 and the 30 fps modes look great because they run at 1440p internal resolutions. FSR, TSR and TAAU can do a great job upscaling 1440p to 4k.

The noise comes into play when you enable the 60 fps modes and TSR just cant handle it at 720p-864p resolutions. DLSS is better at hiding that noise on PC, but the PS5 Pro is terrible at it. This is an issue with almost all ray tracing solutions at lower resolutions. It's not a UE5 specific issue. Just look at how poorly the ray tracing patch looked on the Pro. Base consoles didnt even have it.
 
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I love Unreal Engine 5 games on PC, generally speaking. Crank Lumen to 'Epic' and that shit looks godly with no "boiling" in the latest versions of the engine. Image quality is great with DLSS. I don't have many complaints.

loooololololol

we have reached "I can't see the difference between 30 and 60fps" levels of standards here.

dude... I literally tried for at least an hour to modify Outer Worlds 2's Lumen and was not able to get rid of the insane boiling and ghosting.

the default looks like shit. increasing the amount of temporal information used makes everything ghost, reducing the temporal information used boils like ass. the default max in-game setting has boiling and ghosting in equal measures.

Lumen is so insanely ass, it's literally impossible to get a good looking result
 
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This is last week's debate but since it has come up: good talk, fair points from all of them. Yet they stubbornly refuse to admit any problem with the engine at all. Yes, in part is the dev's fault. In part. Like 30%. The other 70% is that shit stumbling with the CPU or the GPU or both. I guess they are not in a position to make Epic an enemy of theirs but in the end the video is unsatisfactory and leaves a bad taste in the mouth.
I thought this was one of their better discussions. They do blame the engine in that they are you gotta leave out lumen in games like High on Life 2 that dont have any dynamic lighting or day night cycles. Clearly lumen is expensive but they have also played games from other engines that push these next gen features and they are just as expensive. At which point, its not always the engine's fault. if the engine was at fault then you wouldnt be getting 1440p 60 fps games like split fiction and arc raiders from UE5. Reanimal came out recently and looks great on consoles. Doesnt use lumen or nanite.

these features are expensive on any engine. You can see it in Sony games too. Enabling ray tracing in ghost of yotei brings the resolution down from 4k to 1800p. thats a 40% hit to pixels. And lets be honest, that ray tracing implementation is as barebones as you can get. If it was something closer to AC shadows or Avatar, they wouldve been forced to go down to 1440p 30 fps just like UE5, Snowdrop, Northlight, Anvil games. And they didnt even bother including a 60 fps rt mode on consoles because they knew that the 60 fps mode would come crashing down below 1080p if they did.

I personally want to see next gen features like lumen and nanite in every game. But devs also have to be smart about this and remove them from the 60 fps modes. AC shadows devs did this. Ghost of Yotei did this. It's ok. The people who care so much about 60 fps are ok with their games looking last gen, but no one should be forced to play a game that looks worse than 720p games did in the ps3 era.
 
UE5 is the fake engine this gen, you could tell it's behind every fan/niche/impossible project.
it was also behind the biggest GOTY winner of all time last year.
The year before that it was behind the best remake made this gen.
That same year it was behind a GOTY nominated game that won best game from the fans.
 
LOL, sure not that we could not see Indiana Jones and DOOM: The Dark Ages pushing 60 FPS on consoles with RTGI and RT shadows and lighting… totally last gen if you just well improve its presentation and get rid of baked lighting completely… come on…
Ah yes, the games with an RTGI resolution so low that it misses half the objects on screen....and when you are on PC and turn on PT it suddenly is just as heavy as any other PT mode in other games. Almost as if there aren`t any magic shortcuts with that tech beyond what is generally being used already, only compromises.
 
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Until Dawn was made in UE5 but it looked insanely good. I don't think it used Lumen or Nanite though.

The problem I have with High on Life 2 is that it looks way worse than the first game and for what? The art style, environments and general look and feel looks exactly like the first game, except blurry with crappy screen space shadows that pop in and out of view all over the place. It's UGLY. The first game didn't have Lumen or Nanite and yet still looked and ran great... so why make it run and look like crap just to use the latest real time lighting features?

 
Stutters are still the weak point of the engine for me, not just shader compilation that more often effects PC, but traversal stutter as well. Stuff Microsoft is building into DirectX12 look to solve these issues, but traversal stutter I'm not sure will completely go away until UE6 when Tim Sweeney said it would be re-built for multi-threaded simulation. So we can get away from AI, physics, animation being relegated to a single or few cores together.

Software lumen I also just think is a fail, and not good enough vs using baked GI lighting. Hardware Lumen I'm just hoping will get better and more performant over time.
 
Ah yes, the games with an RTGI resolution so low that it misses half the objects on screen....and when you are on PC and turn on PT it suddenly is just as heavy as any other PT mode in other games. Almost as if there aren`t any magic shortcuts with that tech beyond what is generally being used already, only compromises.
The funny thing about PT being expensive to run is that no one on PC makes threads like these asking about why path tracing is so expensive. Because it just is mother fucker.

I bought a 5080 thinking i would be able to run path tracing at 60 fps in Doom, Wukong and Indy and nope. not even close. They arent all CPU bottlenecks either. i tried it and turned it off after realizing i would have to drop down to 1440p dlss performance (or 720p internal resolution) to even come close to 60 fps. At that point, the sacrifices in settings and resolution was not enough for me so i just gave up. i was kinda upset since ive spent $2,000 in the last 4 years chasing path tracing on PC and had to give up on that dream, but i understood its just expensive. I find it hilarious that people paid $500 in 2020 and are like, give me 1440p 60 fps with ray tracing and nanite.
 
Solution to this problem will come naturally, just for that u need 3 things, if game is targetting smooth 60 fps ofc u need better cpu than zen2 archi from 2019, downclocked and downvolted at that.
On top if we want current gen graphical fidelity combined with good enough IQ(and 60fps) u will need something way more powerfull than base ps5's gpu which is equivalent to roughly 2070s/rx 6700 non xt, ps5pr0 is solid improvement but even that is at best comparable to 9060xt, so lowend currentgen amd card which means ai upscaling leaves a ton of room for improvement vs dlss transformer model.
TLDR- Lets wait for ps6 with its much better cpu/gpu, much better rt features(or rather rt wont be taking 50% of gpu power anymore) and ofc much better ai upscaling coz what base ps5 got or even pr0 is far from enough.

With more potent hardware suddenly every1 will love UE5, even most devoted playstation fans, just gotta have ps6 for that, aka console strong enough to take advantage of all UE5 features w/o crazy big compromises with IQ and framerate.
Believe me guys 720p or anything below 1080p native ai upscaled by pssr/fsr3 to 1440p or even 4k is nothing compared to what ps6 gonna provide, more raw performance and tons better ai upscaling on top of much stronger rt capabilities, next gen cant come soon enough :messenger_smiling_hearts:

Edit: Im sure it will feel same way having standard ssd felt for current gen consoles, suddenly everything will just work so much smoother/better and previous gen nastiness will feel like nasty dream u once had :P
 
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right now the only engine that i could see potentially replace or compete with Unreal Engine on market as a general universal engine is Decima. but it depend on Sony. would be cool if that happen

also glad 7 remake part 3 didnt use UE5. the UE4 they use is a modified version already. SE should invest abit and turn that into a fork UE4 of their own. call it Materia/Lifestream/Mako/Midgar engine or whatever cool name they could think of.
 
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Stutters are still the weak point of the engine for me, not just shader compilation that more often effects PC, but traversal stutter as well. Stuff Microsoft is building into DirectX12 look to solve these issues, but traversal stutter I'm not sure will completely go away until UE6 when Tim Sweeney said it would be re-built for multi-threaded simulation. So we can get away from AI, physics, animation being relegated to a single or few cores together.

Software lumen I also just think is a fail, and not good enough vs using baked GI lighting. Hardware Lumen I'm just hoping will get better and more performant over time.
Witcher 4 and Epic devs said that they have resolved the traversal stutter with UE5.6. So you dont have to wait till next gen. Whenever that might come now that its been delayed.

DF went through the footage and IIRC they found maybe 1-2 instances of a traversal stutter that was extremely minor and occurred during a fly by. i think its safe to say they have figured out the traversal stutter.

You can see the full demo here and see if you can notice the stutter DF found during the flyby sequence.

 
I find it hilarious that people paid $500 in 2020 and are like, give me 1440p 60 fps with ray tracing and nanite.
Yes, but to be fair you can't really expect tech know how from the casual mainstream. They only see bad performance and IQ and are ofc looking for a scapegoat and Epic's marketing did their best pretending that the consoles could actually punch above their weight with UE5 out of the box which is simply not true.
 
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