I really feel like this post speaks a lot about UE5 current state.
Scaling down quality is NOT optimizing!
https://forums.unrealengine.com/t/lumen-gi-and-reflections-feedback-thread/501108/1111
Real optimization is computing SMARTER, not HARDER.
Scaling down quality isn’t optimizing, that’s the same crappy DLSS mentality](https://dev.epicgames.com/community/api/user_profiles/tab-redirect/about?discourse_user_id=6117637)
And thanks to the embarrassing public performance of Fortnite 5.1 with bare bone settings and as a game produced by UE5 programmers. It’s more than apparent that that performance needs to be 1# priority over new features.
The main developers of the UE5 source code need to make many more ways of optimizing parts of our specific/unique scenes scenes. With each one each of the three major systems like Nanite, Lumen and VSMs.
Games, are being bottleneck by the source code engineer’s, not game studios(for the most part). The appropriate UE5 teams need to find ways to allow developers to really save performance and computing power by making sure we can tune these systems for all types of scene(s) and objects.
I don’t care if it requires an AI algorithm to scan our environments before we release our games(Not AI dependent for players or the shipping build, only AI depended for developers, so the AI would save the optimizations on a offline structure).
Or more tags we need to put on actors so these systems can know the most efficient way to render them, etc(Static mobility is a good step in this direction, but it’s obviously not good enough).
Scaling down quality, like DLSS or lowering the Lumen settings, is the EXACT OPPOSITE of optimization.
That is called settling