Death Stranding doesn’t use Unreal Engine so now I’m even more confused what you’re talking about.
I’m saying the industry has been doing snow deformation several times faster than unreal years ago. It’s dumb way to present that. It’s not even needed.
Again, wait until they finish building the engine and go into full release before you worry about performance.
I stated my concern is not over my game, waiting for unreal to perform better isn’t going to fix the games using the engine as it’s provided now. They’re documentation is full of misleading information and they are not building designed that take advantage of the most common environment design(hint: It’s not 100% destructible worlds like FN)
in a packaged project, otherwise its going to give completely incorrect reports on the performance. PIE and even Stand Alone don’t actually report the proper values.
First of all, packaged games using nanite break hardware profilers like intel GPA cause cuase my PC to freeze, crash, and produce a corrupted multi GB file I can’t even open to inspect the real performance.
The results from “launch game” doesn’t change a lot of timings, vsync is the only thing you need to say away from. Feel free to prove me wrong anyone.
The results I publish on this thread are 3ms differences, doubt packaged will do anything. The shaders are already converted for the GPU.