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by deng
618 days ago
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Yes, certain problems are very typical for Unreal and can be seen in many games using it, especially stutters from on-demand shader compilation and "traversal stutter" when entering new areas (so mostly problems with on-demand texture loading). These problems can be fixed, but there's no magic bullet, it simply requires a lot of work, so often this is relegated to later patches (if even that). But there are certain games which in addition are heavily bound by single-thread performance, although they are using Unreal, probably the most prominent lately being Star Wars Jedi Survivors, which isn't fixed to this day. You can watch Digital Foundry's video for details: https://www.youtube.com/watch?v=uI6eAVvvmg0 Why exactly this is no one can say apart from the developers themselves. |
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This problem is so obvious and widespread now, I wish there was a toggle/env var where I could decide I'm willing to have longer loading-screens rather than in-game stutters/"magically appearing objects", just like we had in the good old days.
Some games use a small percentage of my available VRAM and/or RAM, yet they decide to stream in levels anyways, regardless of it not being needed for any resource-usage reasons.