Current Generation Games Analysis Technical Discussion [2023] [XBSX|S, PS5, PC]

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Getting annoyed with this stuff tbh... system requirements for games suggesting DLSS.. and not only that.. but DLSS "performance" mode...

di584svso2wa1.jpg



Devs are clearly just using DLSS/FSR as a crutch now to release unoptimized ports... and it's going to get even worse when FSR3 releases and then they start recommending that..

It's an NV sponsored title, what did you expect? :p

Regards,
SB
 
When we first talked about Jedi: Survivor, you called out ray tracing as a real advance that was going to impact the game. A year later, what would you say it's brought to the experience?

Stig Asmussen: I think it's allowed us to really dial in, and get very, very quick results, because it's all real time. It's allowed us to dial in and author our lighting setups with a level of precision that we didn't have in the past. You know, our lighting artists are great, but it's limiting when you have a bake solution, where you set up lights and you have to wait — sometimes several hours — to see the results, and then you fine tune. And with ray tracing, that turnaround time is a whole lot faster and the level of quality that we're seeing is even better than we had in the past, as well. I think a year ago we were still kind of sinking our teeth into it, trying to understand how to leverage it, and I'm really happy with the results and how our lighting team has pulled it off.

 

Another disastrous PC port.

And based on the video, it's another game that is heavily limited by the CPU. Why are they not using Mesh Shaders and SFS (DirectStorage+SamplerFeedback) to get rid of these issues? Both of these features would help tremendously, not only from the GPU but from the CPU aside as well.
 
Na, the question should be: Why are these low level API games so CPU heavy?! Wasnt that the reason for DX12, so get rid of these limitations in the driver and API side? Now a 5900X cant get up to 60FPS and Raytracing implementations are getting worse and worse. Seriously how was DICE able to implement Raytracing in Battlefield 5 without introducing a CPU bottleneck?!
 
It doesnt seem to be the case of a disastrous pc release. Its a disastrous release, overall. Both consoles seem to have performance issues top to bottom. The game doesnt seem to run well at its core, not on PC specifically.
 
It doesnt seem to be the case of a disastrous pc release. Its a disastrous release, overall. Both consoles seem to have performance issues top to bottom. The game doesnt seem to run well at its core, not on PC specifically.
Sounds like Gotham Knights
 
Another janked PC port. Who could have seen that coming?

It's just a simple fact that developers aren't going to go out of their way one bit to actually tailor a game for the PC platform... all we're going to continue to get is half-assed console ports that are completely unoptimized while they attempt to use reconstruction techniques and frame generation to artificially inflate the absolutely PATHETIC performance of their code.

Back in the day developers used to specifically code games around COMPLETELY different hardware and take advantage of the hardware's capabilities in any way they could. That would often mean entirely different levels, design, or visuals between versions.. Now.. they're perfectly content to ship a game with tons of performance issues, stuttering, bugs, and attempt to fall back on reconstruction and frame generation to mask it. I don't care about the costs... don't care about how difficult PC development is... I don't want any more excuses from these developers.

If Unreal Engine 5 and/or DirectStorage doesn't fix this issue with loading and streaming large worlds/levels in future upcoming games... then I'm done. It's so god damn pathetic that you can spend $3000+ on a PC and have a worse experience than a $500 console. And if the powers that be (AMD, Intel, Nvidia, MS, Unity, Epic) aren't doing anything to address this... then PC gaming deserves to die off. Just put the damn thing out of its misery.
 
It doesnt seem to be the case of a disastrous pc release. Its a disastrous release, overall. Both consoles seem to have performance issues top to bottom. The game doesnt seem to run well at its core, not on PC specifically.


Day Zero patch improves performance on Consoles:

Got the day zero patch for Jedi Survivor installed. It runs far better now, even loading feels faster. On Series X the 60 fps is actually 60 most of the time.

 
So, at least for consoles, it seems to be the case of what I said before.

The game will require a download in order to play it translates to, "This game is a buggy mess in gold release form and will require a day one patch to be playable." :p

Regards,
SB
 
So, at least for consoles, it seems to be the case of what I said before.

The game will require a download in order to play it translates to, "This game is a buggy mess in gold release form and will require a day one patch to be playable." :p

Regards,
SB
Silent, I'm not one for conspiracy theories of this type. But I can't help but think there is some kind of secret deal between gaming studios to now put out neccesary patches in day 1 code just so that they can hurt the justification for physical media and further boost digital transactions.
 
Silent, I'm not one for conspiracy theories of this type. But I can't help but think there is some kind of secret deal between gaming studios to now put out neccesary patches in day 1 code just so that they can hurt the justification for physical media and further boost digital transactions.

I think it's more of a case of development for current gen consoles/graphics = much longer time needed but project management is still trying to keep development timelines similar to the past console generation. So, something has to break and unfortunately it's games at launch that suffer and gamers suffer.

Regards,
SB
 
The first game in that Jedi series by Respawn was also seriously cpu-limited. They're just not doing a particularly good job of optimizing the cpu-side of things.
 
The first game in that Jedi series by Respawn was also seriously cpu-limited. They're just not doing a particularly good job of optimizing the cpu-side of things.

Seeing strong correlations between open world games in UE4 and high CPU.
 
I think it's more of a case of development for current gen consoles/graphics = much longer time needed but project management is still trying to keep development timelines similar to the past console generation. So, something has to break and unfortunately it's games at launch that suffer and gamers suffer.

Regards,
SB
I was partially joking 😂 but it still sucks whatever the reason is
 
I'm just saying Jedi Outcast(?) was probably the most brutally cpu-limited game I've played. It was one of the main reasons I wanted to ugprade my cpu. I'm not shocked that the sequel also has massive cpu problems.
Do you mean Fallen Order?
Outcast certainly didn't have any performance problems.
 
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