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

RedC

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Context / Why this came up
• The question says discourse around High on Life 2 is missing a bigger topic: Unreal Engine 5 performance as a broader industry issue.
• They feel poor UE5 performance is being normalized ("accepted as furniture") instead of challenged.
• They argue average consumers won't think "UE5 = expected compromises," they'll think:
• "I just played Ghost of Yotei — why does this look/play worse?"
• They pose a provocative question: Would we be better off without UE5 (at least this generation)?


Core claim: "You can't have it all" isn't universally true

• They push back on the idea that on consoles you must pick only two of:
• Image quality / visual features
• Performance
• They cite other engines as proof that "two-of-three" isn't always a hard rule:
• idTech
• Decima
• RE Engine
• Sony's in-house engines
• Their implication: UE5's compromises feel uniquely common/visible, and it's fair to critique that.

UE4 vs UE5 argument: maybe UE4 is better for current-gen
• They suggest we may be better off using UE4-level feature sets on current consoles rather than forcing UE5's heavy features.
• They cite personal experience:
• Hogwarts Legacy
• Stellar Blade
• FF7 Remake
• Their priority: those games still look good and hold steadier performance.
• They contrast that with the only UE5 game they own: Black Myth: Wukong, which they call worse for overall performance/fidelity.


Future hardware concern: next "bestsellers" might be weaker
• They add a forward-looking worry: next-gen best-selling systems might be less powerful than base PS5 (they mention: Switch 2, Steam Machine-type devices, a PS6 handheld).
• Question raised: if UE5 is already compromised now, how will High on Life 2 run on weaker future hardware?
• They expect we'll find out "soonish" on Switch 2 (they think the game is coming there).


Listener letter (Marcus): "Is DF disconnected from average console players?"

Main concern
• Marcus asks if there's a growing gap between:
• DF team seeing games on high-end PC
• Average console owners living with 720p internal resolutions and unstable frame rates
• He argues some players don't accept these trade-offs when the "visual leap" vs last gen (e.g., Ghost of Tsushima) isn't obvious.
• He also critiques John's "historian" lens (praising "better than PS3 era") as frustrating when people expect a premium modern experience.
• Proposal: do a dedicated discussion on cost vs visual return of new engines/features.


Alex's response: sympathizes with console players; 720p TSR looks bad

• Alex agrees that 720p upscaled via TSR to 1440p/4K looks dramatically bad on a 4K screen:
• "fizzly," aliased
• "swimming pixels"
• He adds that at those low internal resolutions:
• Lumen reflections (especially software Lumen) can look bad too
• He argues it's not 100% an engine problem, but:
• Epic arguably oversold "60fps-ready" UE5 features without stressing the internal-res compromise
• Developers choosing UE5 features + 60fps are making the trade: resolution tanks


Key point: 60fps mode is a major driver of the problem

• Alex says if High on Life 2 didn't target 60fps, it likely wouldn't need to run at ~720p.
• Trade-off explanation: consoles lack:
• DLSS-style reconstruction
• strong ML upscaling options
• abundant compute headroom
• So if a dev insists on 60fps + UE5 features, resolution becomes the sacrifice.


John's response: admits PC play "tainted" his impressions

• John openly says his view was influenced by playing at high-end PC 4K.
• He agrees the console image quality is pretty bad when seen properly on a TV.
• He notes DF initially saw console clips in a PC window, where it looked "okay," but full-screen/4K display reveals the issues.
• He highlights a broader reality: DF rigs can be near "borderline unobtainium" for many users (prices/supply).


Bigger historical framing: every gen has winners + failures

• John argues every console generation has:
• games that push limits and still run well
• games that fall short due to choices/implementation
• Example: PS2 era had many 60fps games, but Killzone 1 ran terribly (~15fps) despite looking nice.
• He says Unreal has always had this pattern: UE3, UE4, and now UE5 — but expectations have shifted because players now expect 60fps more widely.


UE5 "pick-and-choose" reality (especially with Lumen/Nanite/VSMs)

• John says with UE5 features like Lumen + Nanite (and virtual shadow maps), it becomes hard to hit:
• great image quality
• high frame rate
• advanced features
• He doesn't think it's impossible, but believes it requires:
• exceptional tech teams
• deep engine customization (e.g., studios close to Epic like The Coalition)
• time, budget, and knowhow

Practical alternative: use UE5 more conservatively
• John cites an example game he played (Reanimal) that:
• looks beautiful
• runs 60fps on PS5 Pro
• but doesn't use Lumen/Nanite
• His argument: some projects can get stunning results with art direction + conservative tech choices (static lighting, fixed camera angles, etc.).


"Use the technique that fits the project"

• John argues UE5 features are powerful but not always necessary.
• Suggests:
• static worlds might be better with baked lighting (more stable + higher res)
• dynamic open worlds/time-of-day games benefit more from Lumen/Nanite-style tech
• He frames the issue as devs sometimes using "new shiny features" by default, then paying the price in resolution/perf.


Oliver/Rich hardware notes: budgets, CPU limits, and midrange PC reality

• Another panelist reiterates: it's about CPU/GPU time budgets and UE5 features eating that budget.
• Notes testing High on Life 2 on a Ryzen 5 3600 + RTX 4060:
• CPU streaming limits show up more than on consoles
• even with DLSS, upscaling from 720p isn't attractive
• 4060 may hit memory limits; 4060 Ti fares better for higher settings
• Bottom line: the game is demanding, devs chose the trade-offs knowingly.


Alex pushback: people romanticize other games' tech too

• Alex argues comparisons can be selective:
• Hogwarts Legacy has lots of technical issues on many platforms
• FF7 Remake runs well but has visible flaws in certain areas
• Stellar Blade may be conservative visually even if performant
• He also says Black Myth: Wukong is an especially bad UE5 console example and not representative.

UE4 vs UE5 rebuttal:
• Alex says "UE4 would be better" isn't a great argument because you can often:
• disable UE5 features and effectively return to a UE4-like approach, gaining performance


Custom engines vs UE5: "Could you do Forza Horizon-level results in UE5?

• The group wonders aloud whether you could match something like Forza Horizon 5/6 performance + visuals in UE5 today.
• One speaker says: probably not, because those engines are purpose-built for that exact game.


Review philosophy + what High on Life 2 "should have done"

• They conclude reviews can only present results; consumers decide if they accept them.
• Specific critique for High on Life 2:
• It should have had a quality mode (and possibly a 40fps mode)
• By only offering performance mode, everyone is forced into the low-resolution presentation
• Not everyone needs 60fps, and shooters can still be fun at 30fps (even if some dislike it)


VRR rant / actionable ask

• Panel complains devs should implement VRR properly, especially:
• Use 120Hz output to enable low-framerate compensation
• 60Hz-only output won't cut it
• Mentions Sony has internal pushes (power saver / handheld considerations), but VRR implementation still isn't universal/easy at system level.
 
My tactic with those games that run while also looking like shit is to not buy them.

So far so good, I've had 0 issues.
 
Throw Away Norm Macdonald GIF by MOODMAN
 
My tactic with those games that run while also looking like shit is to not buy them.

So far so good, I've had 0 issues.

Same.
If you designed your game to only work properly on high end PCs and unreleased next gen consoles, then I'm only going to buy it if/when I have a high end PC or next gen console.

At which point I'll probably pick it up from the bargain bin for $15 or less.
 
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Same.
If you designed your game to only work properly on high end PCs and unreleased next gen consoles, then I'm only going to buy it if/when I have a high end PC or next gen console.

At which point I'll probably pick it up from the bargain bin for $15 or less.
Fuck yeah. I have a myriad of games to play that work flawlessly, so why would I pay 80 bucks for half-baked games?

AAA devs really need to step up their game if they want to compete with backlogs. A good example imo is KCD2: day 1 looked great and ran like a dream. Should be the bare minumum.
 
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With giant open worlds and fully dynamic time of day with weather conditions and sometimes even different seasons?
That was already fixed a long time ago by the likes of AC Unity. Bake the lighting for 3 or 4 different times of day and switch between them.
It's not perfect but it's a whole lot better than most dynamic GIs of today. If you don't have the means to implement a good looking dynamic GI then don't do it.
 
With giant open worlds and fully dynamic time of day with weather conditions and sometimes even different seasons?

99% of UE5 games with issues have either fully static or semi-static (simply day/night cycle) environments.

Lumen is almost always used as a shortcut, not as a way to improve fidelity (because improving fidelity with Lumen is an oxymoron)
 
• They argue average consumers won't think "UE5 = expected compromises," they'll think:
• "I just played Ghost of Yotei — why does this look/play worse?"
For anybody else confused by this bulletpoint's use of "this" like I was:

GoY doesn't run on UE5. The video is about a player who might play High on Life 2 then Ghost of Yotei then wonder why HoL2 (this) plays worse. not realising UE5 is the culprit for poor performance vs GoY.

Frankly I think they're trying to set up the MS and Epic partnership and how it solves "all the problems that plagues current machines". Just wait for it.

MS and Epic are in deep now


Epic benefits from their own store for Fortnite without a big MS cut and they're going to be trying to push that machine soon.
 
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I agree. I really really want to play Silent Hill 2 Remake but I have refunded it twice in two different platforms because of the microstutter, it's not hardware, it's UE5. Bloober has said "haha, lol, that's it for patches!" to SH2R.

It's a shame as SH2R is a great game, great visuals, fun combat and lots of secrets but has atrocious stutter which will only be fixed when we will have very high hardware in the future where CPU speeds and GPU power full just bruteforce the stutter and frames will be super smooth.

I'm kinda 50-50 with the claim that UE4 is better, while I do agree most UE4 games with engine.ini custom settings and after shader compilation run very smooth, UE5 titles like Abiotic Factor, The Alters also run extremely well after a few minutes of shader compilation. Outer Worlds/Avowed on the other hand runs terrible but Arc Raiders runs amazing.

Unreal engine is terrible in the hands of bad developers but performant and smooth in the hands in talented devs so I don't blame the engine UE4/UE5 too much but I definitely blame the developers quite a lot.

It's never the tools, it's time & (skill) spent optimizing.
 
It's never the tools, it's time & (skill) spent optimizing.
It can be both, the quality of the tools can increase the time you need to work on something exponentially.
I've never used UE5 but I wouldn't be surprsied if all the abstraction they use to allow even apes to create a game hinders developers who have more know-how but don't have the time to tinker behind all that poor pre-made shit.

Seems like they're trying to make UE and jack of all trades and a master of none and this is the result.
Whenever you get purposely built engines for specific types of games usually you get way better results. RE engine and Id Tech for example come to mind. And funnily enough when Capcom tried pushing the RE engine onto its open world games the result was disastrous.
 
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