this post was submitted on 26 Sep 2025
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[–] mhague@lemmy.world 15 points 1 day ago* (last edited 1 day ago)

John Carmack: We couldn't figure out how to perfect virtual texture streaming. I'd walk backwards and turn and the world would reload textures. It just comes down to a problem with the implementation.

Randy: The technique is fine you just need to play differently.

[–] echodot@feddit.uk 19 points 1 day ago

Or I can download, install, and start playing literally any other game in less time.

[–] Binturong@lemmy.ca 29 points 2 days ago (1 children)
[–] oplkill@lemmy.world 3 points 1 day ago

Just replace it by AI

[–] brucethemoose@lemmy.world 17 points 1 day ago* (last edited 1 day ago) (3 children)

I see a lot of folks trying to blame this on Unreal, but that makes no sense in light of other Unreal games being smooth for the visual fidelity, and Gearbox having worked with Unreal for literally forever.

This is all on Gearbox, and their CEO/devs throwing gas in the fire via Twitter.

It’s honestly insane. There is clearly internal dysfunction at Gearbox, yet their CEO and leads are allowed to damage their brand to their hearts content with… no repercussions? WTF is Embracer (their parent) even doing to miss that?

[–] Codilingus@sh.itjust.works 5 points 1 day ago* (last edited 1 day ago)

I looked up some videos from YouTube sleuths on why so many UE5 games suck. For any studio previously using UE3 or 4, they had to relearn/recreate nearly their entire workflow again. 5 very much changed damn near everything. But also that 5 has all this tech that everyone assumes works in all scenarios and is a miracle, when in reality it's still software tech and has very real limitations and best use cases that studios ignore. Larger studios "should" be able to trial and error while burning through $ to figure it out, but usually management doesn't give them enough time. Smaller studios can't afford to have many many months of downtime learning to re-adapt everything. It's just so damn complex that very few have had time and $ to just trial and error figure out its limitations and to work within them.

It SHOULD get better and better as time goes on, though. The tech pieces in 5 keep getting improvements, and theoretically people should eventually start to adapt to it correctly, and the knowledge should spread as devs move to different studios for new work.

[–] ChairmanMeow@programming.dev 5 points 1 day ago* (last edited 1 day ago)

UE5 by default uses a lot of flashy tech that is supposed to improve performance, but a lot of it only does so in scenarios that are already extremely unoptimized. Using more traditional methods tends to achieve the same fidelity at a fraction of the performance cost. But there's no time for optimization, and these fancy options "just work", so there ya go.

The end result is a poorly running blurry mess of a game, but at least it's on schedule I guess.

[–] JCSandt@lemmy.world 2 points 1 day ago

They got sold off from embracer back to 2K just over a year ago.

[–] ilinamorato@lemmy.world 31 points 2 days ago (4 children)

Woof. I want to play BL4, I've always been a huge fan of the series, but like...I distinctly remember BL3 and watching Claptrap do that stupid Vanna White thing across the screen for ages after every update. I kind of want that time back.

[–] MudMan@fedia.io 13 points 2 days ago (1 children)

Supposedly that's why it does things this way, right? Instead of the very long compile up front they do a smaller one up front and then run it in the background.

They seem to imply that because the game is heavy by default this is what's causing people's performance issues. I don't know that I agree, but there's probably part of it.

[–] NuXCOM_90Percent@lemmy.zip 11 points 2 days ago* (last edited 2 days ago) (2 children)

Yeah.

Fuck pitchford and all that. But this is an increasing problem that most games have. Shaders are getting more and more expensive and compiling them on the fly.. when it works it works and when it doesn't it is horrible. But having a mandatory "sit and watch this load screen for three minutes" starts you off with a HORRIBLE first impression during the period where it is easiest to get a refund.

It is why MS are setting up their convoluted, and destined to fail, system to add those to the downloads. Since people have increasingly been realizing that Proton/Linux weirdly have an advantage in this... that again mostly manifests during the first 30-40 minutes of benchmarking while writing a blog post.

In this case? Not sure if they were doing some shenanigans to lessen the cost of on the fly compiling. But odds are that some performance tweaks they put in a patch invalidated those and... yeah.

[–] ilinamorato@lemmy.world 7 points 2 days ago (1 children)

I honestly feel like it would be better if Steam would compile the shaders in the background after the download finishes and before it tells me that the game is ready to play. That seems like a thing they could totally do.

They could even precompile shaders for known setups (the Steam Deck, the last three generations of Nvidia and AMD, that sort of thing) and just add that to the download for people with those devices. It would improve the experience for a lot of people.

[–] NuXCOM_90Percent@lemmy.zip 5 points 2 days ago (3 children)

I mean, they do (for most games) on Linux. "Allow background processing of vulkan shaders" in Downloads.

The issue is that they can only do so much without support of the games themselves. My, very limited, understanding is they distribute "good enough" shaders with games and then the background processing is optimizing those for the user's computer. But getting those "good enough" shaders is already a mess.

[–] ilinamorato@lemmy.world 1 points 1 day ago

Maybe they could add a setting to automatically start up the game in the background after an update. Since shader compilation happens right at startup, that could get the job done.

[–] Dvixen@lemmy.world 2 points 1 day ago (1 children)

Turning the Stream shader feature of was the only way I could get Dune to run without a shader error crash. Good Enough is always problematic.

[–] NuXCOM_90Percent@lemmy.zip 1 points 1 day ago

One game has issues -> "always problematic"

Yes, there are issues with updates and cached shaders... I mean, look at the topic of the thread. But the vast majority of the time there are zero issues and, again, this has been one of the biggest causes of a lot of the "This game runs better on Linux than Windows?!?!?!" because the fly by night org just rushed into a single scene and took very few samples.

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[–] TachyonTele@piefed.social 8 points 2 days ago (1 children)

That loading screen takes forever. And the dance isn't even entertaining, but you can tell they thought it was "hilarious".

Plus all of the non stop talking in that game is ridiculous.

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[–] capt_wolf@lemmy.world 14 points 2 days ago (8 children)

Remember how like... 5-10 years ago, games just... Kinda worked?

[–] dantheclamman@lemmy.world 1 points 1 day ago

I feel like there have always been buggy releases. But I do feel they have gotten more frequent and have become the actual norm, with people being impressed when AAA releases don't have deal breaking bugs on release

[–] echodot@feddit.uk 7 points 1 day ago (1 children)

What you on about, there's always been crappy game releases. There's a reason "can it run crisis" became a meme. That game is a lot older than 10 years old and it was a unoptimized mess when it was released.

[–] Codilingus@sh.itjust.works 2 points 1 day ago* (last edited 1 day ago) (1 children)

To be fair, Crytek said it wasn't unoptimized, but graphically over tuned on purpose, so that even years after release new hardware could finally play the game to its full potential and keep it a relevant graphical benchmark. That on launch only a fraction of gaming PCs would come even close to playing it on max settings with high fps was intended.

If that was a stupid idea in hind sight is another matter 👀.

[–] Hadriscus@jlai.lu 2 points 22 hours ago (1 children)

I heard nothing in CryEngine 2 was multithreaded because they bet on processors getting better single core performance instead of getting more cores (which is what happened). Not sure about the gpu load though

[–] Codilingus@sh.itjust.works 2 points 22 hours ago

Ooooo, that's a nice fun fact, ty!

[–] billwashere@lemmy.world 1 points 1 day ago

Or when they didn’t have zero day patches because it was a cartridge.

[–] ripcord@lemmy.world 9 points 1 day ago

No, I don't remember that at all.

Some did. Some didn't.

[–] otp@sh.itjust.works 5 points 1 day ago

There was probably some peak, but I don't think games as a whole every "just worked".

If it wasn't a problem with the game, it was a problem with your hardware.

[–] Darkenfolk@sh.itjust.works 1 points 1 day ago* (last edited 1 day ago)

I remember, it was in the lands of make believe and nostalgia I think.

[–] alehel@lemmy.zip 3 points 1 day ago

Isn't 10 - 15 more accurate at this point? I think we're older than we think.

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[–] onslaught545@lemmy.zip 18 points 2 days ago (3 children)

That kinda sounds like when I tell people to unplug their router for a full minute because if I tell them 15 seconds they'll only wait 5.

[–] TachyonTele@piefed.social 8 points 2 days ago (2 children)

"i already tried that"

We both know you didn't. Just unplug the damn thing.

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[–] otp@sh.itjust.works 3 points 1 day ago

No wonder the last guy thought we got disconnected 30s in after I told him I was unplugging my router.

"Sir? Are you still there?"

"Oh, yes. I was just waiting with the router unplugged."

"Oh. Well... it's probably fine now."

"But it's only been like 30 seconds."

"Oh, has it? Well...uh, ok I guess.

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[–] caut_R@lemmy.world 13 points 2 days ago* (last edited 2 days ago) (2 children)

If all the shaders are compiling in the background and it‘s stutter free (minus traversel stutters, I guess) after that, I actually find that reasonable. If I can get rid of stutters by idling in the game for 15m while doing something else, then sure.

But I have a hunch that it‘s still not a smooth ride after.

At least this is the most reasonable thing I‘ve heard from GB since release lol

[–] LiveLM@lemmy.zip 7 points 2 days ago

Yeah sure but why didn't they put a "Shader Compilation" loading screen then?
Many games have one that tell you what's happening and give you an option to skip, better than having to find out via a tweet...

[–] MudMan@fedia.io 7 points 2 days ago

My experience with it has been solid, but I do run high end hardware that is muscling past a lot of stuff.

I think as usual there is some confusion between compilation stutters and the game just being very heavy for the way it looks (which it is). People online seem to be scattershot about it.

And then there's the people talking about it who don't care but like to be mad online, which is also a thing.

And then there's the weird dev that keeps mouthing off for no reason in ways that can't possibly help.

Lots of things on this one.

Still I don't think you're expected to idle for fifteen minutes. That's the point of the background compilation. You can still play more or less fine. Particularly on first boot the first fifteen of this should be a bunch of cutscenes anyway, and those lock at 30 (which I don't like at all and so many games do now for some reason).

[–] Passerby6497@lemmy.world 7 points 2 days ago

Hahahaha, Bitchford at it again!

I really liked the first 2 games in the borderlands series, but TPS and 3 are just..... Not great. I really want to try the Tiny Tina game, but I've heard that it as well is not great.

[–] ReallyActuallyFrankenstein@lemmynsfw.com 7 points 2 days ago (1 children)

Here's a dumb tech question: This happens for so many games, shaders compiling holding up the process. But after an initial compile, it seems like this is written to a file and doesn't happen on every boot. So can they not simply include pre-compiled shaders?

[–] TachyonTele@piefed.social 18 points 2 days ago (2 children)

They run differently based on the hardware you have. They can and might precompile for consoles, but there's no way for them to know what everyone's different pc set up is until it's installed.

[–] LiveLM@lemmy.zip 7 points 2 days ago (1 children)

Fun fact: Steam (at least on Linux) shares caches between users with the same hardware.
Easier to happen on the Deck since it's the same hardware for all, but even on my desktop PC I've seen it downloading and uploading shaders often.

[–] paraphrand@lemmy.world 5 points 2 days ago (1 children)

I think Valve or others have proposed creating a standard for this for just this purpose.

[–] BlessedDog@lemmy.world 3 points 1 day ago (1 children)

Isn't fossilize exactly that? A serialisation format for shaders.

[–] paraphrand@lemmy.world 3 points 1 day ago

That might be the one I was thinking of. It rings a bell.

That makes sense, thank you.

[–] AceFuzzLord@lemmy.zip 5 points 2 days ago (1 children)

Yeah, in the 15 minutes it takes to see if changing the setting caused any performance issues, I can easily just boot up Maze Mice and get through roughly 2 rounds with zero complications whatsoever. No need to change any settings from default or wait absurd lengths of time just to play a game without stuttering and other performance issues.

Also, your game is piss poorly optimized if you can't get shader compiling working properly without tanking your experience in game.

[–] wizardbeard@lemmy.dbzer0.com 4 points 2 days ago (2 children)

I've played a handful of games that precompile shaders at boot up without it taking 15 minutes, and they try to hide at least some of it behind the splash screens and such. This is absurd. If pre-compilation or caching is needed, just fucking do it.

On top of what you said, that any company with the funds of Gearbox has no excuse for not being able to optimize it to happen during runtime without tanking FPS.

[–] echodot@feddit.uk 3 points 1 day ago (1 children)

I don't understand exactly why but they're not storing the computed shaders so you constantly have to redo it. But it also shouldn't be taking that long anyway. It takes the new battlefield maybe 30 seconds to do this, so something weird is going on in the background.

[–] sp3ctr4l@lemmy.dbzer0.com 2 points 1 day ago* (last edited 1 day ago)

Here, pick from various amounts of these 3 options, these have been the explanations for basically every ass-tier AAA game in the past couple of years:

  1. UE5 is very flashy, 'developer friendly' garbage that explodes in complexity when you try to do any serious modification/customization of the engine or render pipeline

  2. None of these AAA devs that are supposed to be experts in UE5 actually are

  3. Management is beyond incompetent and tells devs to do things that are actively bad/harmful/destructive/broken.

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[–] SaharaMaleikuhm@feddit.org 3 points 1 day ago (1 children)

Why are games so shit nowadays? Besides UE5 slop I mean.

[–] echodot@feddit.uk 5 points 1 day ago

There are plenty of games made in UE5 that are good, it's just this idiot doesn't know how to use the engine.

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