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



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"Masculinity is a shader option. Try turning it off if you'd like to tune your own performance"

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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?
It's happening on PS5 base too, but it's more obvious on PS5 pro (from VRR range to non VRR range), PS5 version often is under VRR range
 
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Randy makes BL4 sound like it needs absolutely no patches and is polished to a sheen and perfect. If anyone has any issues with the game, the problem is on their end.
 
How do fucktards like this keep their job? Lol.
When you are speaking publicly what you said will always be taken out of context a little. The solution is to think carefully before you make any speech instead of doubling down against your client.

Not that I am against it though, Randy always provide entertainment far exceed what he is trying to advertise.
 
I don't think that was a rude comment. Literally picking up everything this guy said as a major article.

He simply suggested Turn it on and off till a patch comes. Probably shouldn't have said anything.
 
This is the natural consequence of developers cutting corners with optimisation and just trying to brute force everything. The issue is though that Borderlands 4 is selling really well, which is telling them they can just keep pulling this shit.
 
He simply suggested Turn it on and off till a patch comes. Probably shouldn't have said anything.
They have to go buy a Pro first...... Because they sure didn't do any QA on one.

I don't find his comment about restarting offensive, just the fact they released it in this state in the first place.
 
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I'm 30 hours in over 4 played days and I have not ran into this problem on a PS5 Pro.

If this is happening on the Series S or eventually the Switch 2, I don't care, that's their problem.
 
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I'm 30 hours in over 4 played days and I have not ran into this problem on a PS5 Pro.

If this is happening on the Series S or eventually the Switch 2, I don't care, that's their problem.
"stuttering on console, even on PS5 Pro. In fact, oddly, particularly on the more powerful PS5 Pro."

"Known issue of perf dropping on PS5 pro after several hours of continuous play," he said
 
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Look, I've taken shrooms and this is 40 year shroom taking activity here. This man believes he has slipped into a reality where the consumer apparently must buy their product and the company does not have to entice the customer to purchase. Brilliant.
 
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.

It's incredibly insane to quit the game and relaunch it again?

Not defending the state of the game, but genuinely puzzled at some of the weird hyperbole in this thread. Did you only read the title?
 
This really begs the question why they decided to move up the release date.

The additional 2 weeks of QA would have helped improve the stability of the final product.
 
Makes complete nonsense of Randy Pitchfork's claim that Borderlands 4 is well optimised.

In fairness, I think he was referring to the PC version but if the console version have this memory leak issue that degrades performance over time then it follows that the PC version likely has this too, as well as many other issues (which people who bought the game are well aware of but which Mr. Pitchfork seems to want to ignore completely because he is just an arrogant and ignorant so-and-so!).
 
Wait for updates/ patches. And only buy Borderlands games on deep discount. It'll be fine. BL2 is one of my all-time favorite games and played with 3 of my best friends for 60+ hours, and we got it for like $10 each.
 
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Makes complete nonsense of Randy Pitchfork's claim that Borderlands 4 is well optimised.

In fairness, I think he was referring to the PC version but if the console version have this memory leak issue that degrades performance over time then it follows that the PC version likely has this too, as well as many other issues (which people who bought the game are well aware of but which Mr. Pitchfork seems to want to ignore completely because he is just an arrogant and ignorant so-and-so!).
No, he was talking about the PS5 version

"Known issue of perf dropping on PS5 pro after several hours of continuous play. Workaround until we patch: Quit game and restart. Sorry for the friction!"
 
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I'm 30 hours in over 4 played days and I have not ran into this problem on a PS5 Pro.

If this is happening on the Series S or eventually the Switch 2, I don't care, that's their problem.
It most certainly is there. Just because you don't see it, doesn't mean it's not there.
Not just in the ps5 pro version, but also in the base ps5 version. There are also Xbox Series players out there that have the same problem.
And there are numerous videos on Youtube that demonstrate the issue. Play several hours of the game and sure enough, you will run into the issue.

The other thing is that most people apparently can not notice that the ps5 pro version is most definitely is enhanced.
I've played the game on my regular ps5 and ps5 pro and there is a very clear difference in sharpness. PSSR is being used if you ask me, or a vastly higher resolution with way better assets.
DF will let everyone know soon enough, but this game is ps5 pro enhanced. Compare the two versions and you will clearly see the difference.
 
How the fuck do you get memory leaks on consoles? Memory management is one of consoles' greatest strengths.
From what I know, memory leak is a feature of C( the programming language). So the language causes the engine to have potential memory leak. Not sure how consoles prevent it( besides having extra checks).

Is there something extra that consoles do that prevets memory leaks?
 
It's incredibly insane to quit the game and relaunch it again?

Not defending the state of the game, but genuinely puzzled at some of the weird hyperbole in this thread. Did you only read the title?

So how often are people supposed to restart the game? 3 times a week?
 
So how often are people supposed to restart the game? 3 times a week?

If you bothered to read the OP, it's a short term workaround until it's fully fixed.

Until then, it takes all of 5 seconds to close a running game on PS5 and relaunch it. An additional 30 seconds to load your save game.
 
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If you bothered to read the OP, it's a short term workaround until it's fully fixed.

Until then, it takes all of 5 seconds to close a running game on PS5 and relaunch it. An additional 30 seconds to load your save game.
It's far from ideal and not something that should be a regular thing to do have to do in a released game that you paid $70 for. It is unacceptable, plain and simple. If it happens more than very rarely, it's not acceptable in a finished product.
 
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And still people will defend this and talk down to you because "you aren't a developer".

The game's visuals do not justify the level of performance.
 
Randy can send his details to DSP for a complimentary spoon to eat shit at this point. What an insufferable person he is, no sympathy though, this is what you get for supporting the slop that is Borderlands.
 
What exactly is Borderlands 4 gaining from being on UE5? Borderlands 3 already looks amazing maxed out on PC and runs like a dream. I'd argue most people would prefer better performance over slightly more impressive lighting.
 
What exactly is Borderlands 4 gaining from being on UE5? Borderlands 3 already looks amazing maxed out on PC and runs like a dream. I'd argue most people would prefer better performance over slightly more impressive lighting.

I have to agree that Unreal Engine 5 was a poor choice for this game, especially considering how stylised and cartoonish looking it is.

Sure, the Lumen global illumination looks nice but not to the extent that it justifies the massive performance hit. Also, the game uses Nanite but has a flawed animation system for the grass and trees which causes them to go from being static to animated just 5 metres in front of the player, giving the impression of pop in and I find it very distracting personally. And despite using virtual shadow maps the game still has shadows that pop in mid-range.

In terms of using UE5 features, I have to say that Borderlands 4 is the most underwhelming looking game running on that engine that I've played to date. I don't think the game looks that much better than Borderlands 3 personally and that game ran a hell of a lot better on Unreal Engine 4 despite it not being as well multi-threaded as the newer engine.

Also, on PC, despite all the shader compilation going on during the initial boot and when loading into the game, it STILL has bloody stuttering and this is perhaps more annoying and immersion breaking than any of the game's many other flaws for me.
 
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From what I know, memory leak is a feature of C( the programming language). So the language causes the engine to have potential memory leak. Not sure how consoles prevent it( besides having extra checks).
To my knowledge there is literally no programming language out there where memory leaks are not possible.

C, C++, Java, C#, Rust, Python, etc. etc. can all leak memory. It's easiest do to in C / C++, since you're expected to manage the memory allocation yourself. However, it's also possible in so-called "managed" languages, such as Java.

Short version:

You allocate some memory and then never free it - that's a leak

You allocate memory in a managed language - you can still leak memory by not closing resources, by making objects reference each other (thus making garbage collection by reference counting not happen), and also by mismanaging memory allocated within threads.
 
From what I know, memory leak is a feature of C( the programming language). So the language causes the engine to have potential memory leak. Not sure how consoles prevent it( besides having extra checks).

Is there something extra that consoles do that prevets memory leaks?
Consoles do not prevent this, but the memory management is more seamless and much easier to control and predict, which is one of the reasons it's so rare. Devs always mention the unified memory on consoles as well as the addressing as one of their greatest strengths compared to developing on PC.
 
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