This is a uncomplicated question for you: what do the black myth do: Wukong, Frostpunk 2, Palworld, Stalwer 2, Tekken 8, Silent Hill 2 and Avowed have a common in common? Yes, it’s true, they were all made using the Unreal Engine 5 (EU5) game development package. Something that they also have in common is variable and slightly confuse performance on the PC. As for only comments on social media, all problems arise from the EU5, but after spending the test week, I am not convinced that EPIC software is guilty.
This specific game has various strange things, such as 1% low frames of frames per second and summarizing growth, but it looks great and most also works quite well, although it is best to ignore the actual numbers of frames, rate it. Avneda developers, Obsidian Entertainment, are not recent to the Unreal engine because they created external worlds and strengthened it, although it was the previous version.
So I am sure that the EU5 can not be blamed for the fact that the switching on FSR 3 does almost nothing for low -class GPU and causes pixel ghosts and tanks. It cannot be blamed for a immense discrepancy between the average and 1% low number of frames per second, or very variable frames of frames. Sometimes it Is Until the game engine (looking at you, the engine again) and although all the games I mentioned at the beginning of this article have one or another problems, Avowed are so strange that it must certainly result from the choices made by developers.
Take, for example, Silent Hill 2. It looks fantastic, but its performance during the premiere was everywhere, not to mention that it is full of mistakes. Further patches from developers Blooper Team solved many of these problems, but when I recently tried the game, she still had a certain degree of Jank. And like Obsidian, these coders have extensive experience in using Unreal Engine.
It can be argued that if two experienced teams cannot start their EU games, the software must be guilty, but problems with Avowed and Silent Hill 2 are very different. Yes, yes, but the basic problems are not the same.
Games such as Doom Eternal or recently Indiana Jones and The Great Circle are often used as the keys to the argument that the EU is rubbish. The point is that if ID TECH 7 It can be used to create such great games and both work very well, it must be excellent software. Normal?
However, ID Tech 7 is reserved, and two teams of programmers for the above games, ID and machine software, there are subsidiaries of the parent company, which owns the engine (media zenimax). He was heavily adapted to Indiana Jones, but the point is that everyone in question is very familiar with ID Tech – one team made The engine and the second they used nothing But Technical engines.
Unreal Engine is a versatile programming engine that can be used for visual effects in television films and programs, as well as in video games. It is effortless to pick up and work – let if I can do it, I am almost sure that everyone can with enough gravel and determination, because sometimes I am aged and rather scatty. Of course, what I did with the EU5 was nothing more than uncomplicated exercises, graphic tests and other tomfoolers, and creating a full AAA game is at the level of complexity so far from what I do that it is similar to comparing the creation of a paper aircraft with a commercial jet .
Epic realizes that EU -based games To have He had common problems, especially in the case of PSO compilation (aka terrifying compilation of shaders), as well as stuttering, but actively tries to do something about it with numerous UNreal 5 engine update. There again, the recovery of millions of code lines each time a recent EU version appeared, It is not something that every immense programmer is enjoying, due to the time limitations and the possibility that he can interrupt something.
Unreal Engine has faults, but considering its renovation, I would say they are acceptable. For me, all problems have been from time to me. Game publishers need something to go according to the schedule, they need them to recover millions of dollars invested in them as soon as possible, and performance testing and tuning code is Very time consuming.
That is why so many immense games are published in such a cheesy condition – you can always patch them later when there is more time to perform such tasks.
I have no doubt that it will be the same for Avowed. The preview code I tested was rather Winky-Donkey, but because the overall game was really solid and great fun, there is a good chance that all his weaknesses will be set after release.
On the other hand, performance may not be “set” if the developers are satisfied with how it is or if sales are not great. Obsidian Entertainment is also working on the continuation of the external worlds, again with the EU5, so it will be able to allocate a certain amount of working force time for repair.
In my mind, time This is a real problem, not the engine or developers using it, and unfortunately time costs money. Will we gladly pay even more for our favorite games, so programmers can employ more employees to perform more work to ensure that computer projects work perfectly after releasing? I think this is a debate for a different time.