this post was submitted on 11 Sep 2025
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AAA game? Performance issues and crashing on release? Why I never.

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[–] Drbreen@sh.itjust.works 89 points 1 day ago* (last edited 1 day ago) (28 children)

I briefly watched Jackfrags video on it. The graphics aren't even anything special, the world isn't overly populated and I can't imagine there would be any overly complex calculations running in the background and it performs like shit.

Fuck these fucks.

[–] Hubi@feddit.org 83 points 1 day ago (27 children)

It's Unreal Engine 5, so the bad performance is included by default. I've played 4 UE5 titles in recent months and all of them ran terrible even though they were far from groundbreaking graphically.

Hell, I could play the gorgeous KCD2 on high settings at a buttery smooth 60FPS but apparently I need to set everything to the very lowest and down to 720p to get the same result on much worse looking Unreal games.

[–] arudesalad@piefed.ca 6 points 20 hours ago (1 children)

The only ue5 game I have played with good performance is satisfactory and that's because good performance is necessary for a game like that (so they put a lot of effort into it)

[–] boonhet@sopuli.xyz 1 points 5 hours ago (1 children)

Thing is, you absolutely CAN make UE5 games perform well, but all the shit they advertised as making photorealism performant, Nanite, Lumen, Megalights etc... Can be used wrong and make performance worse instead of better. Or so I keep hearing. Nanite in particular is only good if you have REALLY detailed assets, in which case it helps perform better.

Threat Interactive on YouTube explains a bunch of things that are often done wrong.

[–] arudesalad@piefed.ca 2 points 4 hours ago* (last edited 4 hours ago)

As someone looking in from the outside, the problem is with the way UE5 markets itself, (people using UE5 can correct me). The appeal of UE5 is that it does all the boring stuff for you. For example, instead of buying a good light system off of your engine's marketplace or making your own you can just use lumen. Any system marketed as something you can "just use" is going to get implemented wrong because its appeal is supposed to be that it is low effort.

^(no shame to devs that do think like this, game development is hard and having solutions like this just gives more time to make the game you want)^

But it does make sense that it can be used correctly, UE5 is way to mainstream for it to be built on systems that never work.

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