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205 points samspenc | 1 comments | | HN request time: 0.204s | 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. Strom ◴[] No.45149234[source]
30 fps was not the norm, at least not with competitive games. Like Counter-Strike in 2000 on a CRT. Yes 1024x768 was common, but at 100 fps. Alternatively you would go to 800x600 to reach 120 fps.

It’s only when LCDs appeared that 60 Hz started being a thing on PCs and 60 fps followed as a consequence, because the display can’t show more anyway.

It’s true that competitive gaming has pushed the priority of performance, but this happened in the 90s already with Quake II. There’s nothing fake about it either. At the time a lot of playing happened at LANs not online. The person with the better PC got better results. Repeatedly reproduced by rotating people around on the available PCs.