Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

maybe because it still has to run on last gen hardware and you can't make a whole different looking game for gameplay purposes, plus the still available 120fps mode which uses the standard rendering.
Whether you can stream assets on time depends on your camera speed. If this fly-through is faster than the expected player movement speed, you'll experience some popup. Another plausible reason are issues with world partition HLOD baking. Tooling for issues around WP isn't great (yet, hopefully) so occasionally some actors may be excluded from HLODs (you need to pay close attention to warnings and know how to troubleshot issues). But even if things are properly baked, it's possible that your streaming setup is tuned for the ground level line of sight and not a flyby.

It's also pretty important to use assets without scaling. Not only does this make texture density consistent (or at least allows you to manage it) but if you have a mesh that's supposed to be 20x20cm and set its smaller LOD to "disappear" (a valid thing to do) but then someone scales it to 2m x 2m because it still looks good up-close... ;) The opposite can also be true (scaling assets down) and will tank your performance.
 
So you're saying unless I can tell them specifically what is wrong with their code and show them the errors in their code, I shouldn't mention it? If I explain the symptoms with proof and suggest the cause it is still ignored much of the time. Why even make this comment in the first place when the entire post that you edited out explains exactly why I said they wouldn't take said comment seriously?

You don't have access to the code so you can't really say what is wrong. Showing the symptoms is exactly what DF does and they are very resptected.
 
You don't have access to the code so you can't really say what is wrong. Showing the symptoms is exactly what DF does and they are very resptected.
Worth noting also that they seem pretty respected inside the industry, with developers thanking them for highlighting issues that have led to fixes.
 
You don't have access to the code so you can't really say what is wrong. Showing the symptoms is exactly what DF does and they are very resptected.
Right. All I ever said was that as a consumer, you're often ignored (not always).. because it's easier to ignore issues you don't intend to fix, then to acknowledge they exist and not be able to fix them. You can report stuttering and call it "traversal stuttering" and show when and where it happens, and how repeatable it is to no effect.

It's only once a big tech outlets like Digital Foundry brings light to certain issues that things actually get acknowledged. Look at Capcom with RE8's stutter everytime you shoot or killed an enemy and the DRM fiasco.. absolutely NO acknowledgement from the general population which was flooding the forums with complaints about this issue.. then some modders/hackers find that DRM is causing issues, Digital Foundry reports on it.. and shortly after it's fixed. It's not even a silver bullet however. Let's look at Star Wars Jedi Survivor.. Game released in a completely abysmal state, was flooded with complaints on the forums. DF made videos about the specific issues of stuttering among other things, and they were mostly ignored. It wasn't until after multiple videos bringing up the subject and being objectively called one of the worst AAA PC ports of all time by DF repeatedly and basically becoming a meme as the face of shitty ports to where it's actively hurting EAs reputation, do then they ATTEMPT to fix it.. and they still haven't been able to fully address it.

QA is a serious issue within some of these companies. It doesn't ultimately matter who's fault it is.. engine or developers.. it keeps happening. If it wasn't for Digital Foundry PC gaming would be a damn trash heap right about now, I swear. Games are finally doing a better job of pre-compiling shaders, after an entire generation of most games suffering from them. From Andrew's comments, and comments I've read from people on twitter, what they say is right. Epic is not selling Unreal Engine to consumers, they're selling it to game developers. Game devs choose the Unreal Engine for their games. Which means ultimately they have to make it work for the game they're creating. However my issue with the engine is that developers keep choosing it despite it clearly showing the same issue in game after game, regardless of the ambition of the game. I mean let's not act like Digital Foundry themselves don't call out the engine itself as well. I'm sure Alex is more fed up with it than I am.
 
Right. All I ever said was that as a consumer, you're often ignored (not always).. because it's easier to ignore issues you don't intend to fix, then to acknowledge they exist and not be able to fix them. You can report stuttering and call it "traversal stuttering" and show when and where it happens, and how repeatable it is to no effect.
It’s a super tough industry. The bigger the studio you work at, the more you can’t sit idle. You will be pulled to assist other projects, or you are now working the dlc, etc.

They don’t have this massive post launch team compared to the all hands to ship the project, other than a team that is responsible for post launch support and content, everyone is immediately being reprioritized elsewhere.

This is why you’re seeing more and more contractor and 3rd party studios. You don’t have to manage this massive pipeline of games, you labour up and down a lot easier. Once you’re huge like Ubisoft, you’re going to need a large funnel of work planned years in advance to keep everyone busy. And now we’re back to why it’s so hard to make games, because you’re green lighting games way in advance to keep work flowing but it won’t be ready to launch until years too late.
 
a few examples
 

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The foliage lighting is pretty transformative. Is the geometry scaling automatic LOD of the nanite meshes, or is the lower tier baked different and a smaller download as a result?
 
a few examples
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fortnite_20241201162357-jpg.12457

Wow. I mean, damn! (y)
 
I wanted to test out HW RT and oh boy did I have problems. If I turned it on within minutes my pc would start slowing down. Even if I quit the game or alt-f4'd out, my pc would eventually just freeze. Then my pc actually just started going mental and I was getting black screens on reboots. Had to go through the whole display driver uninstaller thing and then reinstall my nvidia driver. Everything seems stable, so I turned on HW RT in fortnite again and my pc started going to a crawl again. No thanks, not trying that again. Lol.

Probably some stability issue on my end, but I've never seen it before. Have the latest nvidia drivers and stuff. Not sure what's going on.
 
Obviously I'm putting more emphasis on Unreal Engine for precisely the reason you mentioned... it's used in more games, it's more prolific, and it's an issue game after game after game
This is a perfectly valid thing to do. But you went even further by saying that you hate Unreal which is bizarre. Either you understand that these issues aren't engine-specific or you don't.

If I explain the symptoms with proof
That's data.

//edit
Apologies for double-posting, too many tabs.
 
Fortnite is now far away from my 60 FPS target compared to when it first switched to UE5.1 and the following months on my system.

Performance is really bad on PC relative to the consoles and it was a gradual slow process. I was getting 60 FPS with 1440p@DLSS Performance (which is 720p) and Nanite, Lumen to high, some settings medium, high and epic.

Now I'm usually hovering around 43 to 55 fps on these settings on my 2060 laptop... Despite the consoles still doing 1080p to 4K upscaling. Something is wrong here, it shouldn't perform that much worse.
 
Exceptionally good graphics on XSX. I think it runs at a much higher resolution than before. Reflection effects around 5 minutes.


Is this UE5.4 or 5.5 already?
 
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