This is with the latest patch, 4090 and 12900K, the game is doing 70fps at 4K DLSS Quality! Still not good when the total visual package isn't that much impressive to be honest. Yeah the characters look good, but the environment not so much.am curious if these Reports rom WCCFTech are with or without the Developer day 0 Patch or The reviewer Manual hot fix. That fix dramatically changes the game's frame-times in DF's experience.
Ah, so is this thread just going to be a complaint thread for any game not well optimized now? As if that's something completely new?Immortals of Aveuym runs at 70fps on a 4090, using 4K DLSS Performance. This is not acceptable.
Worse yet, the performance evaluation tool bugs out and assigns 25 points from the CPU bugdet to each level of AF. So 16X AF costs about 100 points which is half the CPU budget on powerful 7800X3D.
Immortals of Aveum Disappoints as Unreal Engine 5's True Debut
Immortals of Aveum is the true debut of Unreal Engine 5 in a brand new triple-A game, and it largely disappoints from a technical standpoint.wccftech.com
The costs are ballooning because the scope is ballooning. In the PS360 Gen, games were like 12-16 hours with long games being like 40 hours and very few games that went past that time scale. Now, games that used to be 12-16 hours(ex.TLOU) are now almost 50 hours with many games going past that time period. It's obvious the scope is the problem...Or they keep having developers/publishers trying to make a product without ballooning the costs even furter.
Please keep up with the context of this discussion. The comment you quoted was in reference to the 4090 which does not run great not consoles which uses lower settings than the 4090. I do not consider Fortnite struggling to stay over 60 FPS on a 4090 as great but that's just me...."Even Fortnite with UE5 features runs like rubbish."
This comment of yours clearly shows that you are talking complete nonsense in console space. Because Fortnite looks great and runs great on Xbox/PS5.
However, it is good to read something else in this topic
valuable opinions from developers on the subject, so it still made sense to create it.
I won't be purchasing it either. It doesn't look remotely interesting to me. I'll wait for DF and Daniel Owen to buy the game and cover it.@BitByte i can’t buy this one to play around with performance because I have no interest in playing it, but I’m really curious to see how certain settings scale and whether I can get the game to be cpu limited. I’d be really curious to see DLSS ultra performance at 4K. DLSS looks weirdly good in Remnant 2. I’m playing DLSS performance at 1440p, which I never usually even touch balanced. I tried ultra performance but it had too many artifacts, but shockingly didn’t seem a long way from playable.
It’s not totally uncommon to see pc players wishing their hardware was pushed to the limit by something new. Well here it is I guess.
The costs are ballooning because the scope is ballooning. In the PS360 Gen, games were like 12-16 hours with long games being like 40 hours and very few games that went past that time scale. Now, games that used to be 12-16 hours(ex.TLOU) are now almost 50 hours with many games going past that time period. It's obvious the scope is the problem...
Maybe but as a result, you're placing your eggs in one basket. The cost of failure is much higher and the effect it has on a studio is much higher. To date, there are very few games with a gameplay loop to justify a full 50 hours. A lot of the time, it's copy and paste that outstays it's welcome(glares intensely at Assassin's creed). Marketing budgets too have drastically increased which along with the increased scope is drastically increasing the cost of the game. I haven't even touched on bad project management which leads to massive waste of time for the duration of the project(glares intensely at cyberpunk 2077).Not that I have any info, but intuitively , to me at least. Creating and promoting one 50 hour game is cheaper than make 3 x 16 hour games.
I also seem to have read that reviewers and gamers saying that games should be longer, but I might be remembering this wrong.
Each game built on the first. Uncharted 1 required a new engine. Uncharted 2 refined the engine. Uncharted 3 took it further. Same for Gears, or BGark Alliance or whatever. When companies had their own in-house engines, they used them for multiple titles, costs were lower and recouperated sooner. Now the risk is higher for bigger rewards, mitigated by GaaS so when your 10 year in the making title is finally released and you're $400 million in deficit, you can monetise it for the following ten years.Not that I have any info, but intuitively , to me at least. Creating and promoting one 50 hour game is cheaper than make 3 x 16 hour games.
This is the first time I look at DLSS and I'm impressed. Using it for ray reconstruction is a great idea and I would actually turn on DLSS for this use case. Can't wait to see how devs screw it up.
Improved image clarity from DLSS 3.5 should make up-scaling from lower internal resolutions more viable with ray-traced titles.
At Native 4K/High Settings, the NVIDIA GeForce RTX 4090 can push an average of 40fps, the game drops below 60fps even at native 1440p/High Settings
Looks great! Even better with DLSS 3 turned on; 100fps average!Fort Solis is another UE5.2 game with Lumen and Nanite.
NVIDIA RTX4090 drops below 60fps in Fort Solis at Native 1440p/High Settings
NVIDIA's most powerful GPU, the GeForce RTX 4090, has trouble running Fort Solis even at native 1440p on High/Max Settings.www.dsogaming.com
It’s not just you. For me as it stands, ue5’s performance cost when compared to the visuals is one of the most unjustifiable engine trade off I’ve seen in a long time.Man, I really don’t know about these UE5 game. At least to my eyes they don’t look very impressive but they are incredibly demanding.
Improved image clarity from DLSS 3.5 should make up-scaling from lower internal resolutions more viable with ray-traced titles.