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.
Trying to run Borderlands at 4K sounds about as stupid to me as
On the contrary, it should be perfectly runnable at 4K because its a 2025 PC game and the cel-shaded graphics should be easy to render.
‘Unreal Engine’ is no excuse either. Try something like Satisfactory rendering TONS of stuff on a shoestring budget with Lumen, like butter, on 2020 GPUs, and tell me that’s a sluggish engine.
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.
why are we comparing a game 5 years ago to one released today? hardware is much more capable now.
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…
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.
CheeseNoodle@lemmy.world 7 hours ago
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.
brucethemoose@lemmy.world 7 hours ago
Gearbox has developed on Unreal Engine since 2005. They have ~1,300 employees.
I’m sorry, I know game dev is hard. But if indie devs can get it to work, Gearbox should too.