Clair Obscur Expedition 33 is one. There’s probably plenty of other examples where the devs took the time to correctly clean their UE5 textures and stuff to optimize (at the end of a dev cycle you end up with tons of unused or redundant assets and textures, that’s quite time consuming to clean).
chemical_cutthroat@lemmy.world 6 days ago
re there any true UE5 success stories? I feel like the whole engine is a lost cause.
Skunk@jlai.lu 6 days ago
jrgd@lemmy.zip 6 days ago
Haven’t played it myself, but based on watching gameplay and seeing community sentiment on the Steam forums and reviews, as well as from friends, it doesn’t seem that the performance is quite perfect. Definitely better than most UE5 games currently released, but still has some problems. From the footage I have watched of the game, it definitely still looks like there is some moderate TAA ghosting as well. Does this hold true from gameplay?
Skunk@jlai.lu 5 days ago
I haven’t notice anything but I play on an expensive 4k setup, and I am no visual nor sound professional, meaning I won’t see a difference between 60 FPS and 90, not even 30 maybe. I’m also a big simulation fan so I went through the hell of stupid and unrealistic bugs you can find in MSFS24 or Star Citizen, maybe that made me more resilient (Star citizen in alpha 2.xx was a real patience tester, even today on 4.3 you need to be really zen about some stuff ><’ )
I enjoy things for what they are without analyzing them, kinda “just live in the present” guy. For my Clair Obscur play through I had a beautiful game with perfect gameplay/music/story and encountered literally zero bugs or frame drops, I’m not saying the game as none, but I personally haven’t seen any.
From what I have seen the devs told in an interview how they used the last months they had to go bug hunting and assets optimizing in the UE engine. How they discovered old texture files not used in the final release still lurking in those gigabytes of data, how they could cheat things to make them lighter (like using low poly for hidden stuff or modifying a texture for a rock so they all use the same instead of several), found old assets that were supposed to be trashed, things like that.
That’s what I was talking about optimizing UE5 games, and maybe (probably?) Bordelands and other AAA studios just don’t do it because “time is money”.
snugglesthefalse@sh.itjust.works 6 days ago
UE5 can do some very neat things but it’s overkill for most games
jrgd@lemmy.zip 6 days ago
I recently dug through a sampled list of UE5 games released on Steam. It is shocking how many have such poor reviews (often for reasons not beholden to the engine). Sifting through stuff, I did find a handful of games that didn’t seem to have major performance, graphical flaws based on reviews and forum posts, though to note some of them also didn’t seem to leverage much of UE5 technologies to begin with (Lumen, Nanite, etc.). Some games did seem to leverage UE5 tech still and have minimal to no complaints.
Sadly, a large portion of the released games I pulled from this list had referenced performance issues or otherwise major issues that tanked the Steam review score. I unfortunately didn’t note down my findings for the handful that didn’t, but if you want to look for yourself the list I searched from is linked.