https://store.steampowered.com/app/220/HalfLife_2/
Also try clicking on the gravity gun at the end of the anniversary page.
https://store.steampowered.com/app/220/HalfLife_2/
Also try clicking on the gravity gun at the end of the anniversary page.
https://projectborealis.com/prologue-release/
Looks great, and feels pretty close to HL2 mechanics! Definitely has to be optimized more, but a very promising start (albeit short, ~10-15 minutes).
But the graphics looked much nicer in UE and not to mention the tooling is nicer than what one could use with mods. Surely, the upfront cost of porting aspects of HL2 over to UE is not investment lost.
Recently, it was revealed that even the S.T.A.L.K.E.R. 2 benchmarks used upscaling and the problems with visually stunning but horribly performing games like The Forever Winter were also pretty obvious.
I did very much appreciate what Black Mesa did, though. Maybe Project Borealis will also be a success story in due time.
However, it should be noted that this isn't an issue for consoles (where precompiled shaders come with the game) or Steam Deck (where shaders are compiled via Fossilize before the game is even launched). It's most notable on DirectX programs during the first run, which hits benchmarks quite badly but also becomes less stuttery as more shaders are cached.
On console, precompiling makes sense because you know exactly what hardware a user will have and you can optimize for one or two sets of hardware. The effort required to automatically package and download these shaders for users on their first load is worth it, so it's a viable fix to shader stutter in games where it crops up.
On Linux, precompiling makes sense because shaders take an extra long time to process due to the DirectX -> Vulkan translation. Since this causes stutter in every game, a precompilation step is pretty much mandatory for everything but conveniently also solves the UE5 stutter issue at it's roots.
On PC, it's basically a maelstrom of worst case scenarios. You don't know what hardware a user will have, so you can't package precompiled shaders. You're not translating shader calls so you have to rely on each version of DirectX's specific DXIL features instead of the unified Vulkan 1.2+ SPIR-V that you get from DXVK. And of course, even if you did get a magic "Compile the Shaders!" program working most users wouldn't bother since they're impatient. Some games try adding optional precompilation screens, but I wager most people just skip them when given the opportunity.