It stutters on EVERY platform in EVERY game.
I simply refuse to play ANYTHING on this pajeet engine.
Hell
they can't even fix their own game stutternite.
Unreal should be banned internationally
works on my machine
console
LMAO
Can you prove it?
gamedev here, I've been working with unreal for over 10 years and I agree
It should be banned for stuttering while having shitty visuals.
I just played through expedition 33 and the game was stutter-free except a micro one after entering an area. The engine isn't to blame, it's the monkeys not able to use it.
Because corporate world likes treating people as expendable resources
It is extremely easy to hire a replacement for an Unreal Engline programmer
Or just outsource the development
yeah i can, i watched digital foundry try to claim that stutter in oblivion happens for everyone
i played 190 hours of it and never once did my game EVER stutter like that
sucks to be a pleb with pleb tier hardware, better stick to e33 where the most comprehensive gameplay youll get is a fucking menu
my proof?
i just said so
the human eye can't see more than 24fps!
you, a few years ago
why is there always that one retard that says the game doesnt stutter. are you blind.
Works on my machine, 120fps no stutters
Maybe try playing actually good games.
damn that looks horrible. ps3 looking rock textures.
The pic on the right lacks soul-enhancing fog.
Yeah because the textures didn't load in time.
I didn't claim this pos engine is perfect, but when a dev actually gives half a shit it at least doesn't stutter more than any other game engines. Here's the high res frametime.
Yeah I played Wanted:Dead (mid game) last week, its UE and I had a locked 4k120 with no stutters. Clair Obscure was alright too just minor stutter here and there although I think it should run at double the framerate for its image quality, UE doesn't give great visuals for the performance on offer. Its just unfortunate the majority of UE games stutter out the ass.
$2000 GPU + rest of the PC
hell let loose suddenly became an unplayable stuttering mess cause of this shitty ass engine
it also literally makes every game looks the same.
I hate it so much its unreal.
What I wouldn't give to lick her armpits
FF13 looks so fucking good even nowadays.
I liek UE5 :)
They are technologically illiterate. Oblivion cannot compile shaders correctly. Everyone experiences stutter no matter what in that game unless you add in a bunch of config tweaks to force async compile everything. You will still stutter with Lumen though because of the nature of the tech (every ray bounce is a new shader and the rays change every time you reload your save), you have to force it off with another mod.
Basically you need several mods just to unfuck Unreal Engine. You still need more mods just to unfuck Gamebryo which runs under it.
Games were better when developers built their own engines tailored made for the game they're making.
Cryengine should be the standard
ABSOLUTE TRUKE
This is SMOOTH according to niggers from Anon Babble.
It stutters on EVERY platform in EVERY game.
Why doesn't it stutter in DRG or Mordhau or Lies of P then? The frametime graphs in those games are as smooth as a virgin's thighs.
Expedition 33 is using UE5 and runs fine. Stop blaming the engine for devs being lazy faggots and not optimizing their games you stupid nigger.
Expedition 33 is using UE5 and runs fine
you stupid nigger
Here is (YOU).
Don't @ me nigger.
Weirdly not using DLSS works better for my 4060 (laptop) gpu, using the TSR anti aliasing option.
The overall frames are ~10 less but it's so much smoother than before. The occasional stutter is easier to deal with that way.
every beth game stutters. it's actually unbearable once you start to notice
4060
get your latptop ass out of here, we're talking about pcs
the price of virtualized geometry
well worth
Why does Harry Potter have all that bullshit UI?
The downtime made me realize that Anon Babble is genuinely full of shills, no one defended the shit performance of UE on any of the altchans I use and even Twatterfags call the engine out for being shit.
Lies of P uses UE and it runs extremely well, either those small time devs have some hidden magic or AAA devs with 10x the budget are simply doing something wrong.
dlss
every damn time
Why is everyone on Anon Babble a multi-billionaire who lives on their own private island and owns an RTX 7090 and gets 10 trillion FPS in every single game they play maxed settings at 16k resolution?
most of Anon Babble is a dummie who regurgitates youtuber opinions as their own
you want me to post my play time or something retard? im not uploading a video for your lazy faggot ass
it doesnt stutter , ive played almost 200 hours, if it stuttered like the digital foundry video i wouldnt have played more than 1 hour and refunded that shit
They use UE 4.26 which is the last good version of UE. Lots of devs swear by it instead of using UE5. Even FF7 Rebirth is still using UE4 and won't be moving to UE5 for part 3 since it's easier to debug in DX11 mode whereas UE5 is dropping DX11.
Why does Anon Babble own magic hardware that's faster than normal hardware? Why is it that Anon Babble claims they get better performance than known benchmarkers testing better hardware?
Anon Babble is full of shills.
85 fps is bad
kill yourself nigger
ARC raiders looks 10x better than this graphically is UE5 and it gets over 60fps on high settings on a fucking ancient 1080TI at 1080p. UE5 isn't the problem, it is dogshit developers like Bethesda that make objectively bad games that are the problem
Notice Unity doesn't have this problem because they focused on the hard part - real ECS - first. Timmy and Unreal spent their energy enhancing graphics and lighting because that's what pajeets and Anon Babble busted nuts over. It will take years go back and actually fix their GameThread bottlenecks, and UE6 will be a disaster as the devs used to UE5 suddenly have to grapple with the new architecture
Maybe the Youtuber PC performance guy is more a "Youtuber" guy than a "PC" guy so their computer is full of virus, registry errors and stupid shit taht sucks the performance.
UE doesn't have ECS?
Yes, I'm sure that MUST be it. It's not like users on Anon Babble are known to lie.
Actually Unity has this same stutter problem. It shows its head in every DX12 unity game. The "fix" is to force DX11 mode which a lot of games already do but you get downgraded graphics and you're more CPU bottlenecked. This problem affects every engine with a material editor since every artist is now a "shader programmer" which bloates the PSO pipeline.
Notice Unity doesn't have this problem because they focused on the hard part
Are you seriously using Unity as a counterpoint? engine was known for memory leaks for ages and still has performance problems on higher budget games.
I think he's referring to loading stutters, not shader comp.
Loading stutter is shader stutter. Not every shader can be compiled upfront. Take lumen or DXGI for example, every ray bounce is a new shader. The engine can't predict every possible xyz combo you do for a particle in a dynamic scene. With light maps you can but that's extra work. You cant use lumen for dx11 so suddenly the ray problem doesn't exist.
Again, I'm not talking about shader stutters. For example Jedi Survivor youtube.com
traversal stutter is on all machines
i just played expedition 33 and it ran better than 95% of games ive ever played you fucking pajeet
Damn, Skyrim looks like THIS now with mods?
For Star Wars it's scripting stutter. in other words, no QA on gameplay. As evidence it happens on consoles too and cannot be fixed with DXVK or DX11 workaround.
4090 dropping frames on 1080p.
Unreal doesn't look shitty, it just looks the fucking same every single time. I presume this is because devs don't put any effort into changing the existing tools so that they are unique.
Seems amazing considering its running on a toaster
expedition 33 has 0 stutter issues
every single benchmarker has praised it's pacing
looks comparable to skyrim 2011 vanilla on pc with ultra settings(which ran just fine on a fucking gtx 460) while running 20x worse
Sadly the PC ports run just as ass an any UE5 game.
It’s a CPU issue. The problem is, the first time a shader appears in game, the pipeline state has to be compiled and cached for later GPU use. The fastest rasterization hardware in the world can’t help you with that if you have bad mem cache speeds, or a CPU bottleneck, or bad data throughput to storage.
It’s not just a UE problem either, all DX12/Vulkan implementations that are retrofits to DX11-capable engines suffer from this, due to the changes in the implementation of shaders in DX12. Only an engine designed ground-up around the assumptions of DX12 (that shader-model permutations are unique rather than arbitrary) can avoid shader cache microstutter.