Tim Sweeney, fix your fucking garbage engine stutters

Buggy Loop

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Edit. yes Tim Sweeney aka Men_in_Boxes Men_in_Boxes

Tidbits about an interview with HiFi rush developer that reveals something interesting. First the game is known for being butter smooth and no stutters on UE4 (gasp). So why so many games can't? Even the ones the compile shaders still fuck it up?

Its old but I totally missed this tidbit. :


"Hi-Fi Rush uses Unreal Engine 4's PSO Caching functionality to avoid large hitches," Tanaka wrote. "UE4 misses some cases such as certain lighting shader combinations, computer shaders, Niagara VFX, and these may still cause hitches. In Hi-Fi Rush, some hitches remain, but they are mostly during certain cutscene transitions that don't affect gameplay. In another one of our UE4 titles, Ghostwire: Tokyo, we currently preload problematic assets in the title screen background to minimize hitching and try to provide a better gamer experience."

"UE4 misses some cases such as certain lighting shader combinations, computer shaders, Niagara VFX, and these may still cause hitches.

Say Word Lol GIF by Desus & Mero


When there's a problem in a graphic engine, always someone who fills the gap and makes money right?

Right


Features:

  • Automatically finds all Materials
  • Automatically finds all Niagara Systems
  • Loading screen that shows compilation progress

9f1hHuW.jpg


Are you kidding me? How many goddamn engineers at Epic does it take to change a light bulb? How can they let their engine get such a bad rep in performances when fucking outsiders fix it?
 
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This hasn't been fixed because the engineers only do what they are told to do and f everything else. Like every job in America you only work as hard as you have to, if you don't own the place.
 
When you're the best on the planet and have no peers, you attract haters. It happens in all walks of life. It comes with the territory.

Tim has no peers and is the best on the planet?

Oh Hi Tim!

I was wondering what his neogaf alt was, I tried to @ him in the first post.
 
Are you kidding me? How many goddamn engineers at Epic does it take to change a light bulb?
Maybe you should have told them versus making a thread about it.

Or, you know, it all depends on the individual studio.

How can they let their engine get such a bad rep in performances when fucking outsiders fix it?
Because you are going to use it anyway, one way or another. That's part of what, their strategy? People are willing to up with it in the same way as people are willing to put up with Unity's idiosyncrazies.

You make this thread acting you are surprised, but you really know that's the reality of it.
 
Robocop uses Unreal Engine 5 and has no stutters. Jedi Survivor was a stutter fest, although it is significantly better now. I'm less inclined to blame the engine and more inclined to blame the developers using it.

I wish more developers would use id tech, although I don't think they share it anymore.
 
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Robocop uses Unreal Engine 5 and has no stutters. Jedi Survivor was a stutter fest, although it is significantly better now. I'm less inclined to blame the engine and more inclined to blame the developers using it.

I wish more developers would use id tech, although I don't think they share it anymore.

Then they should lock a way of doing it permanently, inherent to the engine. When you let these bozo devs do it themselves they fuck it up.
 
I think he should just personally ask the devs who made their game stutterless. Like swallow your pride and just implement whatever it is they're doing engine wide. Yes, it's workable but the engine's reputation is going down due to user error. If the common dev can't make it work, do the work for them even at a slight performance cost. Want to improve performance? Allow users to revert that option and allow devs to manually fix the stutters. This way there are no stutters universally while competent devs can still flex their abilities.
 
Oh here comes Tim's white knight

Toy Story GIF

Speaking sense is "white knighting" now?

Bottom line: even if the PSO caching misses certain combinations, the issues should be caught well in advance of publication by the devs. If not, why not?

Buying an off-the-shelf engine is a short cut, not a complete solution.
 
Multiple engines have shader issues. It's not an engine thing, it a API issues and the lack of proper tools for devs to create a common solution.

Vulkan has some solutions with exportable shader caches, so user download the cache via steam without compilation issues. DX12 seems to be the biggest culprit in not having a general solution, letting everything up to the devs
 
Robocop uses Unreal Engine 5 and has no stutters. Jedi Survivor was a stutter fest, although it is significantly better now. I'm less inclined to blame the engine and more inclined to blame the developers using it.

I wish more developers would use id tech, although I don't think they share it anymore.

But Robocop is UE5.3, which has automatic gathering of PSOs.
Jedi Survivor is UE4.27, which has only manual gathering of PSOs. Which the devs didn't do, so the game will have shader compilation stutters.

And let's take into consideration that shader compilation is just one source of stutters in Unreal Engine. There is also a stutters from asset streaming.
 
Devs are licensing an engine, they are still the ones that develop the game. They are incharge of capturing those shaders that need to be compiled. Simply playing the game would do it. Star Wars opens with the biggest stutter of all time. Literally the first frame. There is no way fucking way the developers missed it. They just dont care.
 
Oh no another layman who has never touched an engine telling professionals how it's done

We have a thread just for you


In the meantime, I don't need to "make a game" to criticize the dog shit we are being served on PC

Unreal 4 Jedi survivor: The amount of locking/unlocking and kernel calls make it seem like an intern did the port, with no peer review.







Let's not even go into the script kiddies who find problems or fix problems such as the Last of Us using a bugged Oodle version or the constant ultrawide screen support done by just changing an HEX entry.

But go hang in that thread of the Starfield dev who says we can't say shit about them because "difficult"
 
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We have a thread just for you


In the meantime, I don't need to "make a game" to criticize the dog shit we are being served on PC

Unreal 4 Jedi survivor: The amount of locking/unlocking and kernel calls make it seem like an intern did the port, with no peer review.







Let's not even go into the script kiddies who find problems or fix problems such as the Last of Us using a bugged Oodle version or the constant ultrawide screen support done by just changing an HEX entry.

But go hang in that thread of the Starfield dev who says we can't say shit about them because "difficult"


people can tell there is a problem, but that dev is totally right when he says that they rarely have any idea what they are talking about when they try to say what that problem is, whos to blame or how to fix it
 
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