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205 points samspenc | 1 comments | | HN request time: 0s | source
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WhereIsTheTruth ◴[] No.45147352[source]
I once made the mistake to buy some sound effects from Fab, I had to download the entire Unreal Engine and start it to create a project to then import the assets..

It took the whole afternoon

It's no wonder UE5 games have the reputation of being poorly optimized, you need an insane machine only just to run the editor..

State of the art graphics pipeline, but webdev level of bloat when it comes to software.. I'd even argue electron is a smoother experience tan Unreal Engine Editor

Insanity

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daemin ◴[] No.45147501[source]
Yet it is the engine dominating the industry and beloved by artists of all kinds.

To get UE games that run well you either need your own engine team to optimise it or you drop all fancy new features.

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Ekaros ◴[] No.45147642[source]
Being around back in days when LCDs replaced the CRTs and learning importance of native resolutions. I feel like recent games have been saved too much by frame-generation and all sort of weird resolution hacks... Mostly by Nvidia and AMD.

I am kinda sad we have reached point where native resolution is not the standard for high mid tier/low high tier GPUs. Surely games should run natively at non-4k resolution on my 700€+ GPU...

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cheschire ◴[] No.45148182[source]
You mean back in the day when 30 fps at 1024x768 was the norm?

New monitors default to 60hz but folks looking to game are convinced by ads that the only reason they lost that last round was not because of the SBMM algorithm, but because the other player undoubtedly had a 240hz 4K monitor rendering the player coming around the corner a tick faster.

Competitive gaming and Twitch are what pushed the current priorities, and the hardware makers were only too happy to oblige.

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1. daemin ◴[] No.45148448[source]
There is something to having a monitor display at a higher than 60fps frame rate especially if the game runs and can process inputs at that higher rate as well. This just decreases the response time that a player can attain as there is literally less time between seeing something on screen and then the game reacting to the player input.

For a bit of background modern games tend to do game procesing and rendering at the same time in parallel, but that means that the frame being processed by the rendering system is the previous frame, and then once rendering has been submitted to the "graphics card" it can take one or more more frames before it's actually visible on the monitor. So you end up with a lag of 3+ frames rather than only a single one like you had on old DOS games and such. So having a faster monitor and being able to render frames at that faster rate will give you some benefit.

In addition this is why using frame generation can actually hurt the gaming experience as instead of waiting 3+ frames to see your input reflected in what is on the screen you end up with something like 7+ frames because the fake in-between frames don't actually deal with any input.