I would like the thank @jblackwell for the idea of this thread.
The point of this thread is to show how reliable or unreliable UE5’s performance can be with major games. We show the current performance and settings of each game and or project released by Epic Games.
This thread can show if UE5 games can meet the current gen rasterization to resolution ratio. This also gives the UE5 programmers see where the engines weaknesses are.
-
This means NO upscaling should be including in any post. That is not real optimization.. Remember not to use TSR as a AA method because the creator clearly stated its an upscaling method and it can tank performance unreasony at native resolutions.
-
And since 60fps is the gold standard, make sure the game isn’t using Epic Lumen as that targets 30fps. High Lumen and reflections is the the 60fps version of Lumen. Nothing we can do about that.
-
Make sure to include the GPU and resolution in a medium to complex scene in the game. Maybe even the settings that you needed to use to achieve 60fps at native resolution(if you even can)
-
Include rendering artifacts, since Epics Games and plenty developers apparently call scaling down features as “optimizing.” With lots of these features, scaling down to much ends up causing severe artifacts. If they have artifacts, they will probably force TAA cancer on players which is unacceptable.
Using Universal Unreal Engine 5 Unlocker is welcomed in showing what could have been better performance and make sure the resolution and screen percentages are correct. For instance, some recent games have set sg.ResolutionQuality below 100 without letting players know to change it back to full resolution/100
(to hide bad performance).