The complete recipe for disaster. A game that initially ran poorly + weird data management (dumping cells and loading them) + UE5 + Open World.Unreal Engine 5 is a mess
I didn't have any issues with Expedition 33 or Avowed. I think this is probably more due to the UE5 duplicating a different engine.Unreal Engine 5 is a mess
Unreal Engine 5 is a mess
I didn't have any issues with Expedition 33 or Avowed. I think this is probably more due to the UE5 duplicating a different engine.
Is it the engine or is it the people using it?Unreal Engine 5 is a mess
Absolutely no difference. Same crashes that are likely memory-leak-related (on a console no less), same stutters, and same low performance. They basically do nothing and claim something was changed. The likelihood of this ever being fixed is close to 0.
At this point it's clear it's the engine.Is it the engine or is it the people using it?
Look at what it's rendering though, part of a city or in a building versus a whole countryside. The intro to the remake was great for the first 20 minutes until we got outside.RoboCop Rogue City ran pretty well, too. It's definitely possible to get something good out of the engine.
From what I've seen of Skyblivion footage recently I feel like putting Oblivion in the Skyrim engine would have been the smarter move for Besthesda to take but hmm we will see how it compares.At this point it's clear it's the engine.
Look at what it's rendering though, part of a city or in a building versus a whole countryside. The intro to the remake was great for the first 20 minutes until we got outside.
There's hiccups that came with an inexperienced developer given such a massive open game on UE5 but it runs "fine" on my Series S and Series X sans the occasional memory leak crap.I honestly didn't realize people were having such huge issues with the game. I definitely came across some stuff during my playthrough. But nothing experience breaking.
Lol i made it a habit never to play bethesda rps at launch decades agoStill runs better than the original when it released.
![]()
Brute forcing it with hardware doesn't fix all issues. Look at something like GTA4, which is as bad but 15+ years earlier and it still runs like shit.that's never gonna be a good running game unless you brute force it with PC hardware a few years down the line, and lock it to 60fps
That was the beta PC patch. This is the console patch.Didn't you already post about this already,Gaiff ?
In any case, yeah - it's an Unreal Engine 5 game. It's gonna run like crap. I can't recall a single UE5 title that performs as expected given what's on the screen. Add on Oblivion's already famously weird non-sense, and just like the original, we're gonna need computers from the future to ever run it properly. It's fine on my (relatively) high-end PC, but you shouldn't need 64GB RAM to work around memory issues for a remake of a 20 year old game. And VRR is doing overtime in giving me a smooth experience with this one. I love the remaster dearly, but yeah - I doubt it's ever getting properly fixed.
Ah, my mistake!That was the beta PC patch. This is the console patch.
Unreal Engine 5 is a mess
At this point it's clear it's the engine.
I can't recall a single UE5 title that performs as expected given what's on the screen
ah good point, I forgot about avowed.Yeah, it ran just ok on my 4090 after the intro, which was a bummer. Partly due to performance, but mostly due to the game putting me to sleep, I uninstalled it shortly after the intro.
Maybe UE5 doesn't scale well to large environments? Then again, Avowed runs very well even with its own large levels.
In any event, I'm not ready to throw it in the bin with the all-time bottom-tier engines like id tech 5.
I'll give you Split Fiction actually, that runs perfectly fine. Satisfactory used UE4 and was ported to UE5, and suffered some notable performance degradation as result of said port. They're still patching it.... Split Fiction, Clair Obscur, The Finals, Fortnite, Tekken 8, Robocop, Satisfactory, Avowed...
You're right. None of them are perfect, but they're also not held together by scotch tape like some other UE5 games are.I'll give you Split Fiction actually, that runs perfectly fine. Satisfactory used UE4 and was ported to UE5, and suffered some notable performance degradation as result of said port. They're still patching it.
The rest are not well optimised for what they're ultimately presenting. Fortnite's shift to UE5 demonstrates foundational weaknesses with the engine, as it suffers from stutters and notable performance issues as you turn up the bells and whistles. They're actively improving it, but it should a whole heck of a lot better.
Incompetence from both sidesIs it the engine or is it the people using it?
this is unreal engine 5 running on gamebryo. it never had a chanceUnreal Engine 5 is a mess
I'd argue that Clair Obscur, especially on consoles, really isn't great. It's a linear RPG with relatively small environments with little to no environmental interactivity; the XSX and PS5 should be delivering top tier IQ and performance, but because of how heavy UE5 is, it's fizzle city with questionable frame rates and times. Yes, it's a small dev team, but a game that limited shouldn't be stressing the engine out of the box.You're right. None of them are perfect, but they're also not held together by scotch tape like some other UE5 games are.
Something about Unreal being free until a certain number of sales. And then BAM they get paid whether the Engine is at fault or not.Fucking unreal engine 5.
Why aren't epic working diligently to fix this shit?
annoying thing is that UE4 ran and looked great on PS4 (Days Gone for example). Heck it still looks great. Why couldn't we just stay with that for another generation?I'd argue that Clair Obscur, especially on consoles, really isn't great. It's a linear RPG with relatively small environments with little to no environmental interactivity; the XSX and PS5 should be delivering top tier IQ and performance, but because of how heavy UE5 is, it's fizzle city with questionable frame rates and times. Yes, it's a small dev team, but a game that limited shouldn't be stressing the engine out of the box.
Avowed, I had no issues there. But the world is static and lacking interactivity so might be easier then.I can't recall a single UE5 title that performs as expected given what's on the screen.
The entire industry sounds like running by a bunch of genzers, that doesn't look good and future proofing.The problem isn't UE5, it's a very good engine. The problem is using its features as shortcuts, leading to games being an unoptimized mess. For example, slamming down fully textured trees around a forest, when 5 years ago devs modified trees for distance/angle from the viewer.
Absolutely no difference. Same crashes that are likely memory-leak-related (on a console no less), same stutters, and same low performance. They basically do nothing and claim something was changed. The likelihood of this ever being fixed is close to 0.
Yeah, people are really out of touch saying that obscur running at 720p is an example of a good performant game, when it's basically a corridor game with zero environment interactivity, and with nothing going on on the map.I'd argue that Clair Obscur, especially on consoles, really isn't great. It's a linear RPG with relatively small environments with little to no environmental interactivity; the XSX and PS5 should be delivering top tier IQ and performance, but because of how heavy UE5 is, it's fizzle city with questionable frame rates and times. Yes, it's a small dev team, but a game that limited shouldn't be stressing the engine out of the box.
I agree with the point that sometimes broken is broken, but isn't GTA4 a game that needs low core count and high clock speed rather than utilising extra cores? I was under the impression that the main benefit of Vulkan there is making it use modern hardware more fully. I may be way off, though.Brute forcing it with hardware doesn't fix all issues. Look at something like GTA4, which is as bad but 15+ years earlier and it still runs like shit.
The only thing that could fix this is what fixed GTA4. Performance fix mods that go very deep using different APIs.
Unreal Engine 5 comes with a host of features to help developers cut development time, which in turn cuts development costs. That's why everyone's shifting to use it - and that also means you can farm out work to UE contractors, because the engine has reached a point where you can specialize in it, keeping costs down further. For example, it's virtualised geometry means you don't have to create LODs for large parts of the world, it's real-time lighting engine means you don't need bake lights, and it has several time-saving features like auto-LOD for models and kit-bashing.... In the end I'm just hugely disappointed by how such a problematic engine has managed to get developers left and right jumping aboard...
A few days ago I had a look at this Unreal Fest presentation about stutters/hitches:Incompetence from both sides
Sorry but I just hear "Blahblahblah I don't have time to do all that by myself!".Unreal Engine 5 comes with a host of features to help developers cut development time, which in turn cuts development costs. That's why everyone's shifting to use it - and that also means you can farm out work to UE contractors, because the engine has reached a point where you can specialize in it, keeping costs down further. For example, it's virtualised geometry means you don't have to create LODs for large parts of the world, it's real-time lighting engine means you don't need bake lights, and it has several time-saving features like auto-LOD for models and kit-bashing.
Matching UE's feature set in an in-house engine means you now need to employ a full team of engine programmers working full time. If you're a publisher like EA, maintaining the Frostbite engine for all of your stuidos, that cost works out. If you're just a developer, it's harder and harder to justify that cost. There's only a few developers left who can keep up.
The real problem is these time-saving features are basically a generation too early, and optimising them for a specific game still requires immense technical know-how. And if the developers had that level of knowledge on staff, they wouldn't be leveraging a third party engine whose biggest selling point is huge time and cost savings on the basis of NOT hiring staff with that level of technical expertise. I suspect the next version of UE6 will focus on performance, mostly because UE5 has ruined an entire generation of games at this point. No one's going back to upgrade them to latter versions of the engine once it's foundational issues are fixed - they be stuck with stutter, performance, and pacing issues forever.