Okay… That sentence really p****s me off. A 3060 is not a potato card.
Well optimized games with outstanding visuals can run well above 100+fps at native 1080p on that card(even the mobile version).
Potato? Maybe for 4k and 1440p, maybe for unoptimized trash games. Its rasterization power should NOT be called potato for 1080p gaming
Let me remind you that 1080p is the most popular resolution and cannot utilize upscaling.
Like what @jblackwell said, you might be developing a puzzle, but I’m developing a highly dynamic action game targeting(even requiring) 60fps on hardware recommended native resolution(3060 at 1080p, 3080 for 4k, plug in other GPU vendor equivalents). Epic Games has already stated in several of their papers that 30-20 series 'ish gpu rasterization measure their millisecond budget timings.
With severe monitoring of UE5’s flipped on, non-needed features, exact budgeting, you can get 60fps with Nanite, SWRT Lumen, and VSMs(highly realistic graphics) on the hardware specs/resolutions I gave. But only those 3 things. Post process off, Quality off, AA off, almost everything lowered in order to achieve 60fps at spectacular native resolution. But that just isn’t enough, we need motion blur, optional AA methods, etc.
The biggest problem with UE5 games is they provide “Max settings” and gamers who don’t know the engine like us. They are unaware that those max settings target 30fps and then become are shocked when they aren’t hitting 60fps on their GPU’s recommended native resolution.
40 series (and frame gen tech in general) is a joke. I never see a difference in 60fps+. I feel the difference and DLSS3 doesn’t provide that. We need more innovations in performance enhancing code in Nanite, VSM, and Lumen in order to fully bring projects to a new level for the real player market. All we need is a 22% percent increase in performance from those features(In total, not 22% percent from each feature).
Honestly, my biggest problem is VSMs. I can’t use regular VM since that cost way to much but I can’t figure out how to keep VSM’s under 2ms in City Sample with no AI.
(My game’s main environment is similar to that project but it’s not built on top of it)