NEW(3/22/2024) UE5.5+ Feedback: Please Invest In Actual PERFORMANCE Innovations Beyond Frame Smearing For Actual GAMES.

I agree that everyone should know “Optimization-101” info, but that’s not the point.
The editor is lacking optimization tools, the rendering pipeline is flawed, and so is memory management. Newest one-click metaverse-friendly solutions (Nanite,Lumen, etc) are only great for a small subset of games, while only adding unnecessary overhead to all others.

It should be fine when you are CD Projekt Red and can afford to rewrite half of the engine to adress all that, but for us indies there is no way to achieve that, which is why this thread exists.

3 Likes

Nice post, but it’s not really related to the issues discussed on the main thread.

The engine’s graphical pipeline is built on abusing temporal AA/SS. Nanite encourages subpixel hell, UE’s TAA is inherently flawed, TSR, Nanite is supposed to be used with VSM’s which are extremely noisy without smeary TAA, Virtual Textures causes textures to jitter and noise up textures only coverable with blurry TAA and then there are the multiple TAA dependant effects(many in the montage are UE5, and aren’t even higher quality than same performance methods )

You can optimize in unreal but at a larger cost to visual quality compared to older titles and 3rd party workflows that don’t exist anymore(dead engines etc)

The editor is lacking optimization tools, the rendering pipeline is flawed, and so is memory management. Newest one-click metaverse-friendly solutions (Nanite,Lumen, etc) are only great for a small subset of games, while only adding unnecessary overhead to all others.

Explains to vote pool very well. 189 devs votes atm but even though the feedback is strong, and make epic aware of major performance regressions, epic has not market incentive to fix these issues.

1 Like

Can’t wait for their own engine :joy: :rofl:

1 Like

People here constantly ignore and misunderstand, and then it is implied that we should go back to learning how to optimize, etc. I assume that at the beginning of the project you were just trying to reach some imagined goal, I also assume that these tests were done on an RTX4090, for example, so after optimization there was a spectacular shift from 30 to 180. I insist that I am absolutely not interested in the results on an RTX4090 (although I have one myself) I am interested in what the score is on an RTX3060 and of course in native mode and not with an upscaler (even tsr). And to repeat, how to make a game in UE5 like Unreal Tournament (that is the origin of this engine) whoes in the classic FFA Arena on high settings goes over 150fps (on rtx3060) with more than 15 players in the mid view scene (and more than 30 on the server). and of cours no low poly …

3 Likes

Great news. Thanks Epic. Now the rest of the graphics pipeline needs to be designed without the assumption TAA or aggressive AA is enabled. Indirect lighting, SSR(the temporal version looks & performs worse than frostbite’s modified version)

3 Likes

I’m always baffled when I see these threads pop up. It’s typically an echo chamber, and nobody actually wants to find a solution - rather they choose to complain and ignore any proven or theoretical solutions. It’s common with hobbyists and/or gamers that aren’t engineers, technical artists, etc.

Here is a point to factor in for anyone else that stumbles into this catfight: the OTS (off-the-shelf) version of the engine may not meet your specific needs. Very unlikely, at least. It can do a great number of things, ‘well enough’. You can use this version to become familiar with the basics, but if you want to get serious, go the source route. Version lock, and compile your own version. That being said, at least a ‘few’ successful games have used the OTS version.

If you’re just starting out with game development and are a generalist, the OTS version should be just fine for you to learn the ropes, and grasp the fundamentals of project management, general development, systems/mechanics design and implementation, etc. Just know that many studios choose to compile their own tailored version of the engine.

There exist a multitude of forks of the engine. You want a different AA solution? Go for it. As an aside, many people confuse the term “temporal” with “temporal anti aliasing”. Learn what it means, and stop whining about TAA. We’re past that, and if it’s holding you back from completing your huge MMO, get back on the porch. But please stop barking. Waving the TAA, DLSS, etc. flag and using it as a platform for being emotional is silly, and exposes the limits of your understanding of UE, and very likely other engines.

Also, it is important to read. There are a lot of articles, official documentation bits, and conversations with experienced and impartial engineers. Too many people don’t speak from experience, extensive testing and radical understanding, but merely spew what they heard the other parrot spew that heard what the other parrot spew… with great conviction and self-imposed authority to boot. It’s a cliche character from a cliche script.

Nanite, Lumen, MegaLights, etc all have use-cases. Your project might not be a fit. So use what does. Everything you need to make a stable, performant game is there for you. If you know how to use it. If you know what you’re doing from the foundation. Optimizations starts, and ends, with you. Leaning on some magic button is the weakest trend I’ve seen in years. People used to enjoy problem solving and creative solutions. Now it feels like the majority is just waiting for someone else to do the hard part.

Serious developers starting out need to step up and take responsibility for their inability and inexperience. We all started somewhere, after all. If you don’t like how Epic did something, grab the source code and do something about it. If you can’t, then at least contribute to the conversation (I mean this rhetorically, not this specific thread) in a meaningful and objective manner.

In my experience, people who are capable and experienced, have a positive tone and approach issues with their thinking cap on - not their fists up and angry expressions on. Don’t let all the grifters, frauds, and trolls be the ground truth for you. Unreal Engine isn’t perfect, none of the engines are. That’s just reality. Spin your tires complaining, but it is more fun to get on with it and go make your game, contribute to engine or provide efficient feedback.

Building Unreal Engine from Source
Accessing GitHub Repo
GitHub Pull Requests
Feedback & Requests

1 Like

Welcome to the fact rendering engineers are pretty few and far between and this engine has been marketed to those that are not? Did it occur there might be a problem here because of this that isn’t on the users side?

There is no proven or theoretical solutions to TAA. I have to use Forward despite it’s limitations for MSAA because TAA and fine/small details are antithetical. No. We’re very much not past it. Refer to your own speaking from experience section. The ghosting and jittering should not be considered acceptable defects.

Oh but there’s forks freely usable to solve this? So why didn’t you list any? There’s specialized hardware forks that have nothing to do with this, the Nvidia one, then pet projects I wouldn’t trust with an actual game.

Maybe it should mean something when multiple released games by teams making use of Unreal have little performance benefits going from highest to lowest. Nanite doesn’t even come with scalability settings. Ray tracing might have 1 or 2. Everything relying on temporal effects gets their issues magnified far, far worse at lower performance levels.

Labeling everyone pointing out the pink elephant in the room as grifters or frauds is scummy.

1 Like

In typical Derjyn fashion, I’m about to blather on forever. This is practically a full article or blog post at this point; I have a lot to get off my chest here. I want to preface and stress that I come from a place of developer love, and I respect and appreciate those who contribute to this dialogue. Tone and intent rarely translates well via written word, but try not to take mine offensively. I am a snarky, blunt sunnuvagun. I also probably maybe might not know what the hell I’m talking about.

I truly hope the community shifts towards radical honesty and puts in effort to find solutions, and supports evolution. Digging our heels in and only contributing complaints is quite obviously not helpful. Sharing feedback has a place and is welcomed - if not needed and sought out. With this topic though, there needs to be more objective discussion with the aforementioned honesty front and center. We need to take responsibility for our parts in the equation, accepting the reality that there isn’t always an easy button.


In response to @Tiraelina:

Welcome to the fact rendering engineers are pretty few and far between

Are they, though? And if this were true, is that Epic’s fault?

and this engine has been marketed to those that are not?

Has it, though? I’m not a rendering engineer by specialty, I’m able to use the engine and also capable of learning new skills (that will persist and help me far into the future). Again, not Epic’s or the engine’s nefarious plots and doings. Also think on the fact that most tools, resources, really anything across the board - has the goal to do more stuff, at higher quality, in an easier fashion. If that’s perceived as targeted marketing to those that are not… well that’s a matter of perception.

There is no proven or theoretical solutions to TAA.

Ah, this is a great moment where I hope people keep an open mind, and potentially start shifting the way they think about all this. First, what do we use TAA for? To remove jaggies, yeah? Okay. Now we have the root problem: removing jaggies. Everyone is insanely worked up for… wow, years now, because they want to remove aliasing artifacts. That’s a big focal point in the big picture of UE being bad.

People will lock up their progress, put a ton of effort into voicing their frustrations, and consider the possibility that there is some controversy, simply because they can’t find an acceptable solution for aliasing. Let that simmer for a bit. Ugly rough edges need to go away, TAA (which is used in plenty of engines and applications outside of UE) has some painful trade-offs when there is a lack of advanced configuration efforts.

Side note: I’m confused what the exact “problem” is concerning TAA, that needs solving. Every anti-aliasing solution has trade-offs / compromises that need to be understood and explored. If you’re an indie/hobbyist, that task is on your todo list. If you’re a studio, that would be Joe Schmoe’s job. I think we’re all aware of the cons of TAA and I’d hope after years everybody is on the same page. If someone is new to this scene, the ignorance makes sense. If they’ve been around for a good bit though, they need to stop going around and around and around in circles. If someone is locked in to using TAA, they should do their homework and configure things as tightly as they can for their specific project and move on to other tasks. I don’t doubt that there are cases where TAA was the sole culprit for stopping a serious project in its tracks, but I have yet to see it personally.


Oh but there’s forks freely usable to solve this? So why didn’t you list any?

I don’t stoop (anymore) to plopping down those not-so-passive-aggressive “LMGTFY” widgets any more, but instead I’ll do worse:

Derjyn’s Super Awesome GitHub Tutorial

  • Step 1: Head to the Unreal Engine repository [1]
  • Step 2: Click on the “Insights” item located at the top repo navigation bar
  • Step 3: Click “Forks” menu entry found on left navigation panel
  • Step 4: Explore
  • Step 5: (Optional) Utilize the search function at GitHub [2]. It’s actually very powerful, and learning more about its usage is a soft-skill worth gaining. Crap. I just kinda did the LMGTFY thing…

I leave the discovery bit to the skilled developer. There are many interesting forks of the engine. Hundreds. Some are boring churn forks, some forks are student works from a course, but amongst the many forks, there are some gems. Including many with alternative solutions for the show-stopping aliasing issue that non-rendering engineers might be able to utilize.

To directly answer the question of why I didn’t list any: First, I assume people who are truly affected by aliasing issues in their project(s) are capable and determined enough to research (foundational skill, very important in all sectors of game development) direct and alternative solutions.

I haven’t personally searched on Fab yet, but I would not be surprised if people have paid products there that bank on people unable or unwilling to implement an acceptable or downright awesome anti-aliasing solution. Well, as I wrote this, yes. “CMAA2” [3], and it’s $19.99 USD, and it’s made by the same fellow that create the “Screen Space Fog Scattering” plugin, which is pretty nifty. CMAA is a valid alternative to TAA, but guess what? Compromise! Yayyyy, compromise, the friendly monster that plagues just about every nook and cranny of game development, yayyyy…

Maybe it should mean something when multiple released games by teams making use of Unreal have little performance benefits going from highest to lowest. Nanite doesn’t even come with scalability settings. Ray tracing might have 1 or 2. Everything relying on temporal effects gets their issues magnified far, far worse at lower performance levels.

Ehhhh… I’ll give you this: definitely room for improvement. What I won’t give you, is a nod in agreeance. Those are all problems solvable with more knowledge and skill, along with grit and determination and the application of invested time to deliver a pretty and performant title for humbly spec’d rigs. This is more of the radical honesty (or sharp bluntness, which is fun to say): those teams/studios/individuals did it (the all encompassing “it”) wrong. Plain and simple.

Concerning “Nanite doesn’t even come with scalability settings”… Okay no easy button on that one, perhaps. Head here though (you can also make a fancy export of all console commands yourself, fun side adventure if you weren’t aware), type r.Nanite and wait a second for the results to filter in. Honestly, tell me we don’t have configuration knobs to turn after reviewing that. With the elbow grease I keep talking about, you could even turn a lot of those variables into settings in your game’s options menu and blow your fans away by being the first studio to apply said elbow grease. While you’re at it, ask yourself why “so many released titles” don’t do such things. *shakes fist at UE*

Labeling everyone pointing out the pink elephant in the room as grifters or frauds is scummy.

It certainly is, and I’m glad I wasn’t labeling everyone; Just the grifters and frauds that are profiting in one way or another from the noise. Hopefully I made people that aren’t quite being honest uncomfortable though! A somewhat intended side-effect of exploring uncomfortable truths, is that it might evoke some exploration into whether or not we are doing something wrong, and we can do it right and see some gains through that exploration.

People (while I’m responding to you, what I’m saying here isn’t directed at you, rather rhetorical) need to start taking responsibility, adjust their expectations (e.g., seeking out that easy/free button), and waving off people who have an alternative and potentially more valid angle on this topic.


There is something I want to get off my chest, and it’s more of a personal issue. I realize I’ve been getting fired up across many platforms, trying to get people to be more objective about the issues concerning the engine (along with other engine-agnostic development/design concepts). In the last couple of years, I’ve seen more and more people refusing to explore productive paths forward, and instead settle into this willingly naive, stubborn and ultimately opinionated stance.

I’ve tried to exercise empathy, looking at case-by-case examples of potential evidence that the engine is the basal cause of failed games and stalled growth for indies/hobbyists. Seriously meditating though, after seeing enough negative anti-progress from beginner developers, jaded veterans, or your average gamer… It’s hard to empathize now, because that would mean aligning with a core truth no one is willing to admit: people want an easy button, and they’re ticked off it isn’t there.

Epic and many third-parties go to great lengths to educate and document optimization best-practices, both specifically for the engine, and in their pipeline/workflows. The fact that an established studio with professional talent needs to be told how to freakin’ follow proven best-practices and test, debug, etc… that’s insane and to show a bit of my frustration - the stupidest, weakest, elephant in the room cop-out I’ve seen in a hot minute.

The bottom line is this: you can make a performant and beautiful game with the current version of the engine. If you or your multi-million dollar budgeted studio can’t accomplish this, you have options. Quick and dirty: A) choose an alternative environment, there are dozens of engines out there. B) Go back to school, teach yourself more, phone a friend… whatever it takes to fill in gaps in your knowledgebase.

I see a lot of beginners hit the wall and refuse to accept they just aren’t good enough yet. Rather than put in the time, the sweat, the broken keyboards… They avoid taking responsibility. They blame external factors/entities for their inadequacies. They quit. Application development, and more so with game development specifically, is hard freaking work.

If you’re old enough to have perspective, think of texture work as an example of the evolution of DCC tools and our workflows. Over the last say, 20 years, we went from hand painting pixels to having the hard choice of what Quixel surface to use for dirt layer for any given (anyone say performance budget chomper) auto-landscape material. Now people hate Quixel because they “started charging” like the apparent nefarious criminals they are. That right there is a prime example this is synonymous with how people are behaving with Epic/UE on the topic of performance issues.

All this inefficient behavior by so many people has been distracting me, which is that “personal” bit I mentioned previously. That’s a me problem, which is getting harder to avoid falling into. I can’t scroll on any feed without seeing some anti-UE related material. Consistently it’s content created by non-experts who have self-endowed authority. And so many gamers are outspoken now, that it has become rare to see any objective review or insight into a game utilizing UE, because the knee-jerk judgement is it’s trash that has stutter and ghosting. I mean, they’re not wrong, but they kinda are.

The engine will forever be needing fixes. It will always need improving. If anyone knows of an engine that has avoided this vicious cycle, I’m all ears. I’ve decided to scrap my two major personal projects that have been utilizing UE and have decided to start over using Torque 1.2 [4], in the hopes that I will beat out all my competition purely on the basis that it isn’t related to UE and no whipper-snapper YouTubers are alive any more that even know what it is, so I’ll get retro points. Plus, by default it will look old so I won’t even have to use rendering/VFX budget to make it look as such. Like pre-torn jeans or whatever. Even better, I’ll get to use Hammer and Milkshape 3D. Dope.

Circling back to the focal point: aliasing. I’m no rendering engineer expert, not even close. However it’s my understanding that you can flip a few switches, speak some words in a dead language, and get the engine into a state of no anti-aliasing being active [5]. Raw, ugly jaggies. From there you implement a novel (erm, alternative rather) anti-aliasing technique. There are tons of them, many you can find papers on that detail integration and have source code. Here are some commonly known ones:

  • SSAA
  • SMAA
  • EQAA
  • SGSSAA
  • TRMSAA
  • TRSSAA
  • And many more!

In my exploration adventures, I’ve come across a technique that has stuck in my brain pretty hard, and even with my limited technical expertise on the rendering front, I’m going to learn more and give a stab at integrating it via post-processing or more likely a plugin: AAA, or Analytical Anti-Aliasing.

However, if in the end I have to stick with TAA/TSR? That’s okay. I won’t let anti-aliasing issues and side-effects halt my progress. I’ll suck it up, and work around it. There are a literal metric poop ton of variables and tweaks to get it looking and running better than stock, and I’m okay with that. I’d rather spend my development cycles making my game(s) awesome and engaging, with great storylines, interesting characters, addicting loops, and all that jazz… to the point players have fun and don’t care about anti-aliasing. That should be a fine scrutiny bullet point in a review, not the effing focal point of a shipped game.


Stutters. Long load times. Pop-in. Yup, it can all be mitigated. It’s work, but it’s work that we can actually do; it’s not unachievable or paygated. There’s documentation for it. Outside of focused solutions and best-practices, there are basic, foundational industry wisdoms and common practices that for some reason, are becoming dark arts nowadays. I’ll give one quick example: texel density. It’s cool to slap 4K textures on everything and chew up VRAM and package sizes, apparently. Of course, I’ve seen plenty of titles that still look like garbage with 4K on everything, because inexperienced artists with no understanding of composition, general color theory, style and tone parity, etc thought that using the 4K cheat code was “good enough”. Oddly enough, this approach adds to the poor performance issue pile.


If studios/indies can’t start out with performance in mind, maintain parity with their technical budgets as they progress, while delivering a visual treat and solid gameplay… That just doesn’t track as an engine issue to me. Especially when we have available to us, more debugging and performance tracking tools than I want to think about. Especially when we have engine-centric documentation concerning best-practices and battle-tested workflows and solutions right in our noses.

On Epic’s (and external contributors’) end, there is more work to be done. I won’t deny that. It’s just not to the extreme level of responsibility so many entitled naysayers shout from the rooftops about. On our end, we kind of have to put in some elbow grease and use our grey matter. I’ll keep hammering this nail, and if someone is offended by it, I might be sorry, but probably not - it’s likely offensive because it applies to you concretely: people (up to and including big powerful studios) need to stop being so [expletive here] lazy.

Suck it up and fix performance issues across spec targets, not just the top end super rigs. Suck it up and implement alternative anti-aliasing techniques, if default offerings look like trash in a project/title. I want easy and free as well. Who wouldn’t? It’s just not realistic and, until it is we need to work with what we’ve got. Historically that’s been the amazing part of the game development scene and communities: making dope interactive art with minimal resources.

Let’s reel this toxic time wasting bee-ess in a little, and concentrate on that part of game dev. It’s completely possible to hold Epic accountable and lean into them to give us better than we have, while also keeping the tone objective and productive. I’m not blindly defending UE with my Epic superfan cape flapping in the wind here; replace “UE” with any other engine, and I’d have the same resultant mentality.


[1] - https://github.com/EpicGames/UnrealEngine
[2] - Understanding the search syntax - GitHub Docs
[3] - CMAA2 (Anti-Aliasing) | Fab
[4] - Torque Game Tools : GarageGames : Free Download, Borrow, and Streaming : Internet Archive
[5] - r.AntiAliasingMethod 0 … maybe?

We are not playing at 1080p anymore, aliasing is a lot less noticeable today.

Everyone is now using DLSS and FSR since they have fixed almost all issues they had since DLSS3/4 and FSR4 and XESS running on DP4a for old GPUs is pretty good too.

It offers more natural anti-aliasing while allowing better performances when not using native as of today i don’t see any reasons not to use it over every other AA.

Using TSR even on 5.6 or 5.7 is a waste it has barely improved since the first release of UE5, so much ghosting.

1 Like

I’m really tired of seeing people act like they’re experts on Unreal Engine 5 when they’ve never even touched it. Telling gamers to review bomb UE5 titles doesn’t do a single thing to Epic… it just damages the developers who are working day and night to actually ship games.

I’ve built with UE5. I’ve optimized real projects on real hardware. I’ve tested on Xbox Series X at native 4K and recorded the results…. UE5 runs incredibly well when you actually understand how to use its systems. Nanite, Lumen, and the other new features aren’t some ‘performance killer boogeyman’; they’re tools. And like any tool, they require skill and experience to get the most out of them.

So stop pretending that shouting on social media is the same as having hands-on experience. If you haven’t worked with the engine, you don’t get to speak with authority about its capabilities. Developers already know how to push UE5 to perform… and review bombing won’t change the fact that the problem isn’t the engine, it’s people spreading misinformation about it.

These are my XSX device profile settings BTW.

6 Likes

:fire: Totally agree—game engines should balance innovation in visuals with practical gains for devs. Performance, scalability, and player experience are what ultimately matter most. :rocket::bullseye:

2 Likes

imho he would get a better reaction from epic / actual devs if instead of saying stuff like “REMOVE NANITE OMG IT’S SO BAD” he would spread something like “epic please i understand that you are targeting AAA dev with all these new tech, but not everyone is making AAA game…” not to mention epic is kinda damaging their own effort in trying to turn Fortnite into Roblox / Minecraft while pushing all of these new stuff so hard, when i can guarantee you 99% of people who play games like Fortnite don’t care about graphics and majority of them play on low preset or performance mode anyway. Instead of screaming “OMG DELETE TAA” it should be once again “not everyone is making AAA game with assets / content that requires TAA, so please add an alternatives”.

Which leads me to the next point. You can clearly see how this guy came to be and evolved into this. You don’t have to be genius to see it : a few years ago he was just a gamer with 0 idea about game dev → he spends his time on subreddits like fTAA → gets angry at TAA and like everyone there he is confused why there is no more MSAA in games → creates an account “truenextgen” or whatever it was and started to learn game dev, thinking he is gonna show all these lazy devs how it’s done. → instead of actully making something managable and small for solo dev → he gets into a classic newbie trap called “how do i make a copy of my favorite AAA open world” (at least it’s not a WoW clone, dodged a bullet on that one) with my amazing “800 pages of story telling” and only Unreal with it’s bad rendering algorithms stands in his way. → years goes by and his anger grew while he picks up some terminology by reading wiki, GDC talks, blogs of the actual devs. → (present day) game dev industry is going through a tough phase of transitioning to gen 9 consoles, to HWRT and hitting a diminishing returns in graphics. → So he apear just in a right time to apply his surface level knowledge to find an audience on youtube riding the hate train. The end.

if this guy would be actually honest about his game dev experience and wouldn’t try to appear as something he is not, maybe epic would actually listen to some of his criticism. And all these “my studio, We, company, us, OUR LEGAL TEAM (LMAO i can’t with this one, it’s from his last video btw)” just screams how fraud this guy actually is. Can’t wait for the sequel to “PirateSoftware” guy.

3 Likes

and the last point. i don’t know pretty much anything about graphic programming (well just like he doesn’t), but even i can see so much wrong information in his videos. I can only imagine what it’s like watching it for some experienced graphics engineer.

  1. I will tell you a secret about “wicked engine dynamic local lights shadow res changing depending on the camera distance”. That’s how every single engine works. Well not exactly by distance, but no one is rendering local shadows in full res at all times. Unreal changes shadow res of local lights based of the amount of on screen pixel to shadow map texels. You can tweak it with r.Shadow.TexelsPerPixel* cvars.

  2. Unreal does support local lights shadow fading, based on the shadow map resolution, which it’s self based on the number of pixels like i just said. cvars - r.Shadow.FadeResolution , r.Shadow.FadeExponent , r.Shadow.DoesFadeUseResolutionScale (was added in 5.6). Yesh it’s probably a weird thing to fade shadows based of pixels, probably fine for consoles with their fixed resolution and no-graphic settings but for PC it’s not good at all. But it’s an old cvars, probably from UE3 days. And i would like it to work like lods based of screen size, but i don’t know if it can be done (i’m not qualified enough to know), but there’s gotta be a better way than what we have. THAT IS something worth talking about. Not “OMG unreal doesn’t support local lights shadow fading”, when it does.

  3. I don’t know why you are even trying pretend to know anything about tonemappers, but just for you epic added ACES 2.0 in 5.6 (r.HDR.Aces.Version). Doom: The Dark Ages shipped with ACES 1.3 just like unreal uses right now by default, i guess id Software devs just not as smart as you.

  4. Learn what “inset shadows” and “cinematic shadows” in unreal are if you want your cutscenes shadows.

  5. Unreal “contact shadows” had nothing to do with bend studio shadows. Unreal added bend studio shadows only in 5.4 and ONLY for MOBILE renderer. that’s why u can’t get them to work using desktop renderer and not because “baking depth information is not a polished workflow in unreal” or whatever non-sense you came up with.

  6. If unreal dithered lod transitions are “too slow” for you, you can change it with “lod.TemporalLag” cvar.

  7. you don’t need epic to “invest in mesh introduction technology” or whatever you were saying about warframe, you can do “distance cull fade” node in material with opacity mask driven by some noise texture. and tweak “mesh introduction time” with r.LODFadeTime cvar.

  8. just because DX 12 support “async compute” doesn’t mean every GPU magically does or does it efficiently. According to unreal source code they only allow async compute by default on Nvidia Ampere and up. https://github.com/EpicGames/UnrealEngine/blob/ue5-main/Engine/Source/Runtime/D3D12RHI/Private/D3D12Adapter.cpp#L1383C81-L1383C87

  9. poe2 dev developed non-temporal and fast GI solution not becase OMG LUMEN IS SO BAD, but because temporal accumulation doesn’t work for top down games with constant camera cuts.

  10. HL Alyx game “Near Photorealism” wasn’t driven by MSAA, it was driven by BAKING EVERYTHING. Not just lighting but even visibility and sound. It was a VR game made by company (with unlimited money pool) with it’s own engine with graphic pipeline build for this ONE GAME to promote it’s own VR hardware. Only gamers with 0 dev experience think it’s a smart comparison.

And stop using texture channel packing in every video please, It’s embarrassing.

Now you can make a video how complicit devs attacking you on forums. I made you a free content, go ahead.

Edit : oh forgot about his “Lambert diffuse” in unreal rant. I will tell you a little secret knowledge. If you go to rendering settings and “enable rough diffuse material” (r.Material.RoughDiffuse) you will get “Chan diffuse model” based on COD:WW2 paper. And while you are there u can "enable energy conservation on material” (r.Material.EnergyConservation). I think they both are forced to enabled when using a new Substrate material system. Now nothing can stop you from completing your open world game with 800 story pages.

2 Likes

that’s just unethical to me. i’ve worked so so hard to be a gamedev, studied a ton, overworked a ton (60h+ weeks, weekends and holidays), and sacrificed a ton. the industry is at a rough point economically now, last company i worked for laid off most people. i still have a ton to learn but i work hard and try to learn as much. and these actions are selfish, unfair, ineffective, antisocial, and hurts the devs (and i mean the actual programmers, artists and designers). the big companies and publishers are not that affected by it.

people attacking companies to drive their point, (which usually is not universal consensus) is not really a socially constructive way to operate (at least companies that aren’t tyrannical). it’s not mature nor wise. tactics like this are hurting everyone (including gamers) and creates resentment. then people complain that companies don’t care about gamers after they attacked all companies. i have no idea who are you talking about, so i think my comment is neutral. i don’t support people who recommends these sort of actions. even if they are right, it’s not the way, and won’t reach a good place. coercing and bullying people into do what you want is not anyone’s right, and it’s violence. there are better ways.

and ue5 quality should not be something to get people fired over, or make a boycott. there are way bigger issues in software industry that might deserve some boycott, but not ue5 game quality. if ue5 is so bad, don’t buy the game and please use another engine.

i don’t know who “he” is. ( i mean literally, as in “i’ve lost track of which person specifically we are referring to”) but i also agree that proposing something positive gets a longer way than just attacking the people who are trying to do work. at some point i stop trusting people who just complain.

epic is not perfect, and the stability has suffered in 5.0, but i can tell everyone is working really hard and paying attention to the community. and attacking them is not the way to go, and i don’t subscribe to that, at all. and i don’t think good of people who do that, regardless of if they are right or not.

if someone really hates ue, i recommend them to stop suffering and making others suffer, and pick another engine, make great games, and make your success speak for itself. or be a cool dude and make your own engines, ideally open source. or be an even cooler dude and submit some patches to ue.

@WayAway nice tips on that list though. quite interesting. thanks for sharing.

2 Likes