this post was submitted on 23 Nov 2023
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[–] [email protected] 2 points 10 months ago (3 children)

Wow, this tells us absolutely fuckall

[–] [email protected] 1 points 10 months ago

Well wccftech articles are usually pretty bottom barrel. Just look at this website.

[–] [email protected] 1 points 10 months ago (1 children)

If you know how to read between the lines, it hints at something a lot of people already suspected and Digital Foundry talked about. Path Tracing will likely get added to UE5 with the help of Nvidia.

FSR3 isn't performing like they want, and still seems like it's months off. We know from already existing FSR3 implementations, how bad it interacts with vsync. And maybe there is anti-lag+ issues as well.

[–] [email protected] 1 points 10 months ago

Is any of that news? The predominant game engine gets the new hotness in game engine tech?

[–] [email protected] 1 points 10 months ago

Ill tell you what it means. Get ready for a bunch of fatal error crashes due to ue5 and dx12, and the devs taking forever to fix them.

Fuck Unreal Engine 5.

[–] [email protected] 1 points 10 months ago (5 children)

Robocop Rouge City uses UE5 Software Ray tracing (Lumen) and it's very good.

[–] [email protected] 1 points 10 months ago (1 children)

It's really not that great. Quality of it is magnitudes worse than HW accelerated RT. It's something that will probably only be used as an absolute minimum RT implementation in next gen games when someone doesn't have a card capable of doing RT well.

[–] [email protected] 1 points 10 months ago

Lumen supports he rt so it's up to the developers to add that setting in the menu like epic did for fortnite

[–] [email protected] 1 points 10 months ago

Game ran like ass when I tried it and the overall graphics are decent at best tho.

[–] [email protected] 1 points 10 months ago

It's a fun game but the RT doesn't look that good to me IMO.

[–] [email protected] 1 points 10 months ago
[–] [email protected] 1 points 10 months ago

Except for the ground it looks like shit. https://www.youtube.com/watch?v=y5w7OHl2mQ4&

[–] [email protected] 1 points 10 months ago (2 children)

I have no problem even if they implement path tracing with crazy amount of bounce light to make the graphics look more realistic just optimise the game and make scale it well across high end to low end hardware. Don’t make it an ass of a presentation like Starfield where dropping from ultra to low makes Jack shit of a difference to fps. Although I do trust CDPR is more competent with their PC ports than Bethesda.

[–] [email protected] 1 points 10 months ago

If you're not seeing any changes in framerate adjusting options in Starfield, you're CPU bottlenecked.

[–] [email protected] 1 points 10 months ago (1 children)

The game manages to net 70fps at 1080p on a 3060ti without upscaling and RT. What about the game feels unoptimised to you?

If you're unable to improve your fps by changing settings, then it's very likely that your CPU is the bottleneck.

[–] [email protected] 1 points 10 months ago

What about the game feels unoptimised to you?

That games looking like starfield normally run at twice the framerate.

[–] [email protected] 1 points 9 months ago

CDPR switching to Unreal Stutter 5 is a friggin tragedy.

[–] [email protected] 1 points 10 months ago (2 children)

I’ve got to say that I’m impressed that CDPR is still developing the RedEngine and pushing feature updates to a three year old game.

I wonder what’ll happen to the engine devs as the switch to UE5. I’m a layman, but I assume there will be plenty of work with plugins and alternate implementations to code for. But I also assume some devs would be itching to keep making their own in-house engine. If for no other reason then that they have done amazing work so far with “their” RedEngine. And that’s got to feel very gratifying.

[–] [email protected] 1 points 10 months ago (4 children)

I've heard some rumors that most of the original RedEngine staff left and CDPR cannot afford/don't want to hire more devs for it since they will have to be heavily trained in this engine. Instead it's easier for them to move devs to new projects like Polaris and Orion to avoid crunch this time.

[–] [email protected] 1 points 10 months ago (1 children)

Hope they'll make it open and available to people, after the unity fiasco and ue monopoly we need a new open source engine

[–] [email protected] 1 points 10 months ago (1 children)

Seems unlikely for them of open source the engine as they’re switching away from it. Why give away all that dev time and effort and not gain any benefit from it? While I think it’s the correct move to open source it and let the community take over development, a for profit company is never gonna do that unless they would benefit. Like open sourcing the engine while still using it so you get a wider amount of devs throwing their efforts in. So for a company, they get “free” dev work, and in return for those same devs get to use the engine on whatever project they want without licensing issues. Open sourcing abandoned or depreciated software, especially game engines, really is a dead legacy of a simpler time in computing. Gone are the days of companies like ID open sourcing their engines and games once their release cycle was done. With the advent of always online and games as a service, we’ll never seen major companies ever release old games as open source since even a 40 year old game can be monetized in a modern digital store.

[–] [email protected] 1 points 10 months ago

Why give away all that dev time and effort and not gain any benefit from it?

Why not, though? Sunk costs and all that. World gets more open code, which is not a bad thing. They don't really lose much and they would gain goodwill, even if they said they are not going to maintain it.

[–] [email protected] 1 points 10 months ago

Yeah lots of people left during fiasco release some due to outrage some i believe coz they told higherups THIS CAN NOT RUN ON THS PAST GEN SHIT NO WAY YOU CAN MAKE IT RUN ON IT DON'T WASTE OUR TIME ON IT and then I FUCKING TOLD YOU SO, YOU RECTANGULAR SPACE ZEBRA SPHINCTER, F*CK YOU, F*CK THIS JOB AND FICK THIS CACTUS IN PARTICULAR.

[–] [email protected] 1 points 10 months ago

Most of the new devs will be based in the US, pretty sure they will get paid more than Polish staff would.

[–] [email protected] 1 points 10 months ago

The reason they switched to unreal 5? Costs! training new staff on red engine is not cheap, its easier to find people that have unreal software experience as well, also you remove large part of the expense of constantly updating your in-house software

[–] [email protected] 1 points 10 months ago (1 children)

engine devs

Probably at the time game was released these devs just left the company or even before that looking at the state of the engine.

Also engine devs would work just fine making adjustments and additions to the UE, I'm sure.

[–] [email protected] 1 points 10 months ago

Also engine devs would work just fine making adjustments and additions to the UE, I'm sure.

Yep, UE is very modifiable and it's source code is available on github, super easy to tweak stuff or even made huge changes.

[–] [email protected] 1 points 10 months ago

Wow can't wait to have all games look like a fan made remake with default UE assets!!!

[–] [email protected] 1 points 10 months ago

Good god get it in starfield first. The optics of Nvidia title’s getting it first is just ridiculous lol

[–] [email protected] 1 points 10 months ago

the usual lately, devs talking about the crutches/excuses they use to minimize bad games is what it seems like. and of course the placebo features could not be missing.

[–] [email protected] 0 points 10 months ago

Jesus,

  • play the game bugged
  • play the game with shiney shit, and less bugs
  • play the game with shiney shit and better fps
  • play the game with new shit, and an ex-pornstar voice over, with some other shit
  • and.. the current post, play the game with this shit that makes the other shit look like shit

Gaming.