My understanding is that Unreal is a garbage engine for optimization at face value, it has a lot of useful tools and a lot of incorrect/dated documentation for those tools some of which are also just kind of configured wrong as their default settings. If effort is put into optimization to configure things correctly and only use the various tools like nanite or lumen in their actual use cases (rather than just throwing them on everything) you can get some pretty fantastic optimization.
TLDR: Good but complex tools marketed as low effort with bad defaults and exagerated marketing.
cerebralhawks@lemmy.dbzer0.com 6 months ago
Right because Cyberpunk looks amazing in 2025 and it ran like shit five years ago at launch.
But 4K gaming is more demanding than people realise and gaming companies shouldn’t be getting so much flak for it.
acosmichippo@lemmy.world 6 months ago
why are we comparing a game 5 years ago to one released today? hardware is much more capable now.
paraphrand@lemmy.world 6 months ago
Eh, I guess it is. But it also isn’t. We have stagnated a bit in the rasterization and VRAM departments when you talk about affordable entry level cards that most people buy.
And the PlayStation 5 has not changed since it launched…
zalgotext@sh.itjust.works 6 months ago
You shouldn’t need leaps in hardware to render a highly stylized cell shaded video game in the year 2025.
brucethemoose@lemmy.world 6 months ago
Honestly Cyberpunk’s raytracing run’s like poo compared to Lumen (or KCD2 Crytek) compared to how good it looks. I don’t like any of the RT effects but RT Reflections.
PTGI looks incredible, but it’s basically only usable with mods.