If somebody didn’t realize it was almost certainly going to run poorly the second it was revealed to use UE5, I wouldn’t even know what to say to them.
Can we please stop blaming UE5 for sloppy development and poor QA?
As soon as someone releases a UE5 game that doesn’t run like ass
Fortnite, Wukong, Tekken 8, Layers of Fear, Firmament, Everspace 2, Dark and Darker, Abiotic Factor, STALKER 2, Jusant, Frostpunk 2, Satisfactory, Expedition 33, Inzoi, Immortals of Aveum, Starship Troopers: Extermination, Ninja Gaiden 2 Black, Lords of the Fallen, Robocop, Myst (UE5 remake), Riven (UE5 remake), Palworld, Remanant 2, Hellblade 2, Subnautica 2… and the list keeps growing.
When a big studio skips QA and releases a broken game, it’s not the engine’s fault, it’s the studios fault. As long as consumers tolerate broken games that can maybe be fixed later (if we’re lucky) then companies will keep releasing broken, unfinished, unpolished, untested games. Blaming UE5 is like blaming an author’s word processor for a poorly written novel.
Well that’s a pretty shit list. You have there games that aren’t using UE5 (Layers of Fear 2), that are known to have poor performance (STALKER 2), that just released into early access (Inzoi) and that haven’t even released into early access (Subnautica 2).
I’d throw half the list out the window, actually probably more because the other half of the list are mostly games I don’t know enough to evaluate their performance.
Idk I think the only one of those on that list that I’ve played that ran well enough that I’d consider it ok was tekken and I’m assuming that’s more because it’s a fighting game.
So what you’re saying is that Tekken being a fighting game just magically made a “bad engine” run well?
No I’m saying that it being a fighting game meant that it’s much easier to optimize because you have such a fixed camera angle and few characters on screen.
So it’s because the developers paid attention to optimization and polish to ensure the game ran well on the largest number of devices.
My point exactly. It’s not the engine, it’s what you do with it and how you do it.
Satisfactory alone would be enough, the game runs so smoothly for the amount of shit going on there, it’s amazing.
Yes. It runs like dog water. And it seems people are just looking past it because of the nostalgia effect.
i’m looking past it because my laptop is 7 years old and i’m happy it even runs lol
Right. But your laptop and my PC shouldn’t be playing the game at the same performance ya know.
yeah i’m aware, i wasn’t generalising it was just my personal experience
It runs like most UE5 games.
Like shit.
It’s playable though, that’s all I want right now.
Ngl I’m running a pirated copy through Lutris and it’s not too bad. Beggars can’t be choosers though lmao.
[Have a coin, beggar.]
Lmao I’ll buy it when I can. :)
I don’t trust this shit anymore after City Skylines 2 ran just fine. A bunch of people lost their shit anyways.
I mean I enjoy CS2 as well but I can’t deny it had pretty major performance problems. It’s gotten better over time but launch day was a disaster.
And yet I had non other than some minor stuttering that was completely ignorable in a city builder.
Good for you.
I tried it again recently and starts out tolerable but gets worse the bigger your city gets, even when you lower settings. It would be one thing if the game looked amazing and had these deep, detailed simulations… but it just looks okay and the digital corner-cutting trickery becomes obvious when you start looking closely. I feel like there is something fundamentally wrong under the hood of Skylines 2.
I’ve had cities in the hundreds of thousands with no issues even if it does start to drop in framerate.
Heads up, because I imagine the DF guys were too PC master race to notice, but you can smooth out a lot of the hitches by using framegen.
There’s this weird implementation in the game where if you set frame gen to auto it seems to automatically turn it off if you’re over the fps cap and then turn it on when you drop below and it’s worth giving that a shot. It took some tweaking but I did end up finding a mix where between that and VRR with a low enough cap to maintain it most of the time but high enough to get acceptable latency the game is… mostly playable?
It was still a shock to go outside for the first time (most of the hitches seem to be around outdoors traversal) and it’s still not perfect, but it did clean up a lot of it. Well, some of it. Your mileage may vary based on hardware and expectations, though.
Frame gen shouldn’t be a crutch, and by design it’s only supposed to enhance games that’s get above 60fps naturally. It doesn’t do anything good for the open world that constantly tanks to 45. It’s not a master race thing, it’s a poor optimization thing.
It’s Unreal 5 slop with OG Oblivion running in the Background. Of course it has these issues.