Maybe they have those changes already merged to Main for Unreal?Surely it would pay significant dividends for MS to have a branch of Unreal that is optimized for XSS/XSX ?
SRP is a friendly way to write multiplatform rendering code, and solves a lot of existing problems with unity, but the nature of the problems are such that you need to be an expert in your content and in the subject to really maximize performance regardless of what unity does or doesn’t provideInteresting perspective from Sebbbi about public engines and custom engines, seeing his role at Unity. I wonder if there's an intention within the Scripting Render Pipeline to integrate such custom rendering within the Unity development framework? How custom does custom need to be?
Microsoft has an optimized UE4 branch. The Gears games use it. Multiplatform games launching on PS will of course not use it.I'm surprised, or more likely not aware enough of how things work, that AMD and NVIDIA dont have a dedicated team of engineers, always optimizing the latest version of Unity and Unreal. I know there is a Nv branch of Unreal, but i thought that was more about features than performance.
Surely it would pay significant dividends for MS to have a branch of Unreal that is optimized for XSS/XSX ?
Or is each different game engine just too different for global engine optimizations to matter?
I'd love for a Gfx game dev, to provide some more info around the whole optimization process
Microsoft has an optimized UE4 branch. The Gears games use it. Multiplatform games launching on PS will of course not use it.
So technically.. why are games fixed a mere week or less after launch, if the issue was technical in the first place?
A lot of games apparently need just one more week of development. What technically has changed in that timeframe?
Should probably hold the game off from release then if those patches are already in the works and known issues, right?Because some fixes aren’t the product of just a week’s worth of work. Devs will go gold hoping the time between gold and launch will be enough to handle issues with a day one patch. Some fixes take longer and must be handled by subsequent patches.
Should probably hold the game off from release then if those patches are already in the works and known issues, right?
Nobody is asking for it to be perfect.Publishers don’t operate on a “release when perfect” time schedule especially when on PC where there exists no outside party that approves releases.
Nobody is asking for it to be perfect.
It's very clear publishers operate on a release first fix later time schedule... hence the problem I have.. and hence why gamers and developers alike are flooding my timelines pissed off about the newest PC port which performs like trash.
I would guess using a different branch for Xbox would increase the development complexity in a non trivial way.I would not expect a Multiplatform game to use the MS branch of Unreal on PlayStation, but I would expect them to use the MS optimized branch for the MS platforms,
Well to be more specific I would expect them to use a Xbox Series optimized version of the engine. As Windows is an entirely different beast, even if they basically present as the same target.
However having said that, the unified memory vs split memory pools of the consoles vs windows systems, might mean there is a branch of unreal optimized for unified memory platforms, and another for split memory pools, and then within the unified memory branch, separate backends/Impls for the 2 main consoles.
Targeting multiple platforms is tricky, but thats also why we have automated build systems and automated test systems.
I suppose I'm glossing over just how complex the actual optimization work is.
Especially from a GPU standpoint, targeting 2 or 3, different APIs and 2-4 different hardware SKU's with a single codebase.
Even more so if you start your work in GNM (is that what the Sony tools are called here? ) and then later target DX12.
My own software optimization experience is primarily in CPU land, so I'm an outsider when it comes to the GPU side of things.
It still surprises me though, that MS have not been able to provide tools that can easily leverage the wider nature of the GPU in the XSX.
(yes I know its not all about shaders, yes I know the PS5 has some areas of superior performance, but still with that much extra compute,
it seems like XSX games are doing a poor job of leveraging it. )
At least for the Matrix Demo, and fortnite season 4 it looks like some serious effort went into optimizing for both the lead consoles.
Maybe UE5, will be better for customers than UE4?
It will if things keep going the way they're going.Yep. But unless the problem shows up readily affecting the pubs’ bottom line they don’t really care. Outrage in and of itself has no value if you don’t back it up by keeping your wallet in your pocket.
If sales were more closely correlated with the state of a game than its release date, we wouldn’t have these issues. But gamers have a hard time practicing patience.
Good first point. Which also leans into what I've been constantly saying about QA for PC games being the big issue. Publishers seem to think PC games releasing with issues is acceptable, as it is easier to explain away for them. If publishers aren't giving a game the proper time to be done correctly, then we have a problem. There's nothing wrong with having differing levels of priority and focusing on certain things over the other.. but at the end of the day they are making the choice to release them simultaneously.. so when the PC version is released with terrible stuttering issues or what have you.. we should expect that the game performs reasonably as all versions should. It's not acceptable to release a game that is broken and wait for it to be patched.. and PC gamers also shouldn't have to wait for potential patches to fix basic functionality of games. They should release when ready.Are we sure this problem is actually "new"? I know DX12 isn't helping things in some cases, but in the past the PC got far fewer cross platform titles, and when it did, they were usually released after the consoles versions rather than day and date. This could have gone a long way towards mitigating the issue.
We also have the likes of Digital Foundry these days who highlight issues in exceptional detail (with other sites slowly starting to pick up on it too). Honestly, I do feel that the outrage is starting to run away with itself a bit too. I get it in the case of Sack Boy and Calisto for example (both of which were fixed within days), but Wo Long for me runs pretty fine. I can see frame time spikes on a graph, but in gameplay they are occasional and barely noticeable. It's not perfect, but it's also far from unplayable, or 'a mess' from what I've experienced of the demo at least.
Other aspects of the port are quite poor though, e.g. lack of useful graphics settings and poor key/mouse support (not that that bothers me in the slightest in a game designed for a control pad).
We also have the likes of Digital Foundry these days who highlight issues in exceptional detail (with other sites slowly starting to pick up on it too). Honestly, I do feel that the outrage is starting to run away with itself a bit too.
I get emails from Khronos every few moths, including a survey often focused on how to make things easier. There is some progress, e.g. Render Passes became optional recently.I still think that the DX12 and Vulkan models were ultimately the right way to go, but it was a hop, skip, and a jump too far all at once. I think what they should have also done was build an even easier high level API which made it as easy as possible for developers to get good performance/quality for as little effort as possible... overhead be damned.
Apparently MS is getting ready to move on to Windows 12. That would be the perfect time to get a new update to DirectX out there as well as new tools for developers to ensure the easiest possible development environment for the future.
I still think that the DX12 and Vulkan models were ultimately the right way to go, but it was a hop, skip, and a jump too far all at once. I think what they should have also done was build an even easier high level API which made it as easy as possible for developers to get good performance/quality for as little effort as possible... overhead be damned.
So DX11.3, basically?I think what they should have also done was build an even easier high level API which made it as easy as possible for developers to get good performance/quality for as little effort as possible... overhead be damned.
That's sort of what D3D11.3 was intended to be which was some D3D12 features backported to D3D11...Maybe two versions of DX12 are needed?
One that's basically a re-badged DX11 to use if you don't care about ray tracing and want a somewhat easy ride (But with DX12's better CPU perf)
And one that's full blown DX12 with all the bells and whistles enabled but with the associated extra work that comes with it.