Upscalers are a tool no different than LODs or Mipmaps, even AAA titles with decades of experience use them, no shame on doing so yourself.
Think in terms of hardware when your game is supposed to be released, not what’s available today.
EVERYTHING said above is the exact thing this thread STANDS AGAINST.
Extremely respected studios (Especially the Sony owned) DO NOT rely on upscales.
In fact, the most HATED studios lastly have relied on upscalers.
Temporal AA and upscalers look like absolute trash during gameplay and customers HATE them when they are forced as a requirement
Having “amazing” visuals only for it to be unperformant and require an ugly upscaler destroys the very “detail” in gameplay/motion.
This is exact psychotic oxymoron game development view of UE need eliminated from the UE5 workflow.
That last thing you said is unbelievable disrespectful to consumers.
WE HAVE the hardware. It’s the fact that the hardware you think is good enough is not going to regular people.
Games that rely on upscalers promote an elitist market.
THIS THREAD STANDS AGAINST UPSCALERS and TEMPORAL EFFECTS.
WE WANT COMMON SENSE UPDATES THAT ARE PRO REAL PERFORMANCE.
Examples being:
-
Better and fast intelligent LODs algorithms that would actually benefit performance for consumers. RIVAL the temptation of Nanite. Because Nanite is NOT fit for consumers.
Most studios, even AAA studios, will not invest in LOD and base-mesh optimizer artist. LODs are poor made nowadays with crude, deforming LOD algorithms. Help gamers by helping the studios using your product. -
MUCH better caching on static objects both in the Lumen and VSM department. VSM’s should not cost 2.5ms on a massive environment that is completely static.
Either fix the CSM/DFM workflow by fixing the visual issues of CSMs or add more micro optimization to the VSM code. -
STOP obsessing over TAA and TSR. They look like garbage during gameplay unless at elitist resolutions. All temporal upscalers and AA methods undo the whole point of visual breakthroughs like amazing FX’s, textures details. STOP making shaders depend on TAA like contact shadows, hair, Lumen, soft shadows, DOF. THIS IS RUINING visuals for gamers You haven’t even updated TAA. You gave devs another BLURRY, insanely expensive upscaler.
The more popular UE becomes, the more Epic needs to focus on creating an EXCELLENT base engine for studio or gamers are going to suffer because of TAA and upscaler dependance.
I as a gamer have already been affected by the ridiculous TAA dependency in Unreal.
It’s disgusting and ruins games.
I have worked with SEVERAL engines. NONE depend on TAA or limit developers to TAA dependant shaders like Unreal does so aggressively.
You’re forcing blurry gameplay to become the “new standard”.
THIS IS SERIOUS. WE WANT CHANGES in UE5.4+
Not for the sake of my studio. For the sake other LAZY studio that provide exclusive content to gamers with excellent hardware within their price reach.
And even console players. Gamers deserve BETTER after spending $400+ in this economy.