• Welcome to TechPowerUp Forums, Guest! Please check out our forum guidelines for info related to our community.

Epic Games Introduces Unreal Engine 5.2

T0@st

News Editor
Staff member
Joined
Mar 7, 2023
Messages
2,077 (4.76/day)
Location
South East, UK
We're excited to announce that Unreal Engine 5.2 is now available. With this release, we've further expanded UE5's groundbreaking toolset as it continues to deliver on the promise of making Unreal Engine the most open and advanced real-time 3D creation tool in the world. Alongside feature refinements and stability improvements, Unreal Engine 5.2 pushes the boundaries of what creators can expect out of the box, delivering innovative new functionality.

Procedural Content Generation framework
Unreal Engine 5.2 offers an early look at a Procedural Content Generation framework (PCG) that can be used directly inside Unreal Engine without relying on external packages. The framework includes both in-editor tools and a runtime component. The PCG tools enable you to define rules and parameters to populate large scenes with Unreal Engine assets of your choice, making the process of creating large worlds fast and efficient.



The runtime component means that the system can run inside a game or other real-time application, so that the world can react to gameplay or geometry changes. The PCG tools can also be used for linear content requiring substantial numbers of assets, such as large architectural projects or film scenes. This is an Experimental feature that will be further developed over future releases.



What's new in Unreal Engine 5.2?
Unreal Engine 5.2 further expands UE5's groundbreaking toolset with some innovative new functionality—including a Procedural Content Generation framework and Substrate material authoring—alongside feature refinements and stability improvements.


Substrate
This release also introduces Substrate, a new way of authoring materials that gives you more control over the look and feel of objects used in real-time applications, such as games, and for linear content creation. When enabled, it replaces the fixed suite of shading models with a more expressive and modular multi-lobe framework that provides a greater range of surface appearances and a wider parameter space from which to work. It is especially powerful for describing layered looks, for example "liquid on metal" or "dust on clear coat."



To test out Substrate, you can enable it in the project settings. As an Experimental feature, we do not recommend using it for production work; we welcome feedback to continue to refine its functionality.

Enhanced virtual production toolset
With this release, the virtual production toolset continues to receive new features and enhancements that give filmmakers more creative power. Dovetailing with the desktop ICVFX Editor, a new iOS app for ICVFX stage operations (coming soon for iPad via the Apple App Store) will offer an intuitive touch-based interface for stage operations such as color grading, light card placement, and nDisplay management tasks from anywhere within the LED volume. This puts creative control directly in the filmmakers' hands to achieve the desired look where filming is actually taking place, without having to call back to the Unreal Engine operators.



Meanwhile, enhancements to Unreal Engine's VCam system offer filmmakers greater scope for creative decision-making during pre-production. These include the new ability to operate multiple simultaneous Virtual Cameras off a single editor instance, as well as to create more sophisticated and layered camera moves.

Finally, extended nDisplay support for SMPTE 2110 builds on the initial groundwork laid in Unreal Engine 5.1 toward the next generation of ICVFX hardware deployment. This Experimental feature is suitable for testing in Unreal Engine 5.2 as hardware becomes available, with production viability targeted for Unreal Engine 5.3.

Apple Silicon support
Native support for Apple Silicon has been added to the Unreal Editor. This brings a better user experience, improved performance, and greater stability. The Universal Binary of Unreal Engine that natively supports both Apple Silicon and Intel CPUs is now available to download from the Epic Games launcher.



New ML Deformer sample
Explore how Unreal Engine machine learning technology can be used to create a high-fidelity real-time character for PC and consoles with deformations driven by full muscle, flesh, and cloth simulation with this new ML Deformer sample. The download includes an interactive demo sequence that shows muscles bulging and sliding under the skin, and folds forming on clothing. You can also compare the results with ML Deformer on and off, and animate the model with the included Control Rig asset.



The package includes source assets for you to repurpose and modify for use in your projects. Get the sample here.

And there's more…
These are just some of the new features and enhancements in Unreal Engine 5.2. Check out the release notes to see the full feature list.

View at TechPowerUp Main Site | Source
 
Joined
Sep 1, 2022
Messages
472 (0.76/day)
System Name Firestarter
Processor 7950X
Motherboard X670E Steel Legend
Cooling LF 2 420
Memory 4x16 G.Skill X5 6000@CL36
Video Card(s) RTX Gigabutt 4090 Gaming OC
Storage OS: 2TB P41 Plat, 2TB SN770, 1TB SN770
Display(s) FO48U, some dinky TN 10.1 inch display.
Case Fractal Torrent
Audio Device(s) PC38X
Power Supply GF3 TT Premium 850W
Mouse Razer Basilisk V3 Pro
Keyboard OG Razer Black Widow
Cool. But when will we see games use it :).
 
Joined
May 19, 2009
Messages
1,827 (0.33/day)
Location
Latvia
System Name Personal \\ Work - HP EliteBook 840 G6
Processor 7700X \\ i7-8565U
Motherboard Asrock X670E PG Lightning
Cooling Noctua DH-15
Memory G.SKILL Trident Z5 RGB Black 32GB 6000MHz CL36 \\ 16GB DDR4-2400
Video Card(s) ASUS RoG Strix 1070 Ti \\ Intel UHD Graphics 620
Storage 2x KC3000 2TB, Samsung 970 EVO 512GB \\ OEM 256GB NVMe SSD
Display(s) BenQ XL2411Z \\ FullHD + 2x HP Z24i external screens via docking station
Case Fractal Design Define Arc Midi R2 with window
Audio Device(s) Realtek ALC1150 with Logitech Z533
Power Supply Corsair AX860i
Mouse Logitech G502
Keyboard Corsair K55 RGB PRO
Software Windows 11 \\ Windows 10
Joined
Jun 21, 2021
Messages
2,903 (2.74/day)
System Name daily driver Mac mini M2 Pro
Processor Apple proprietary M2 Pro (6 p-cores, 4 e-cores)
Motherboard Apple proprietary
Cooling Apple proprietary
Memory Apple proprietary 16GB LPDDR5 unified memory
Video Card(s) Apple proprietary M2 Pro (16-core GPU)
Storage Apple proprietary onboard 512GB SSD + various external HDDs
Display(s) LG 27UL850W (4K@60Hz IPS)
Case Apple proprietary
Audio Device(s) Apple proprietary
Power Supply Apple proprietary
Mouse Apple Magic Trackpad 2
Keyboard Keychron K1 tenkeyless (Gateron Reds)
Software macOS Ventura 13.6 (with latest patches)
Benchmark Scores (My Windows daily driver is a Beelink Mini S12 Pro. I'm not interested in benchmarking.)
Cool. But when will we see games use it :).

It is likely that Fortnite will be one of the first games to use Unreal Engine 5.2. It is already running UE5. In fact, it is likely there is a Fortnite alpha running UE5.2 internally which Epic used to test out new features.

Since Fortnite is free-to-play, you have the ability to try it out yourself on your system.

If there is any piece of software that needs to run Unreal Engine well, it would be Epic Games' cash cow.
 
Last edited:
Joined
May 13, 2022
Messages
56 (0.08/day)
I think he means *any* games that aren't demos or Fortnight.......and I'm with 'em on that sentiment. I look forward to the first Unreal Engine 5 games that blow my socks off with their ability to cripple any PC hardware or push my XBox Series X to its limits by running every game at 900p and 30fps...but they will look damned pretty.....
 

Solaris17

Super Dainty Moderator
Staff member
Joined
Aug 16, 2005
Messages
25,966 (3.79/day)
Location
Alabama
System Name Rocinante
Processor I9 14900KS
Motherboard MSI MPG Z790I Edge WiFi Gaming
Cooling be quiet! Pure Loop 240mm
Memory 64GB Gskill Trident Z5 DDR5 6000 @6400
Video Card(s) MSI SUPRIM Liquid X 4090
Storage 1x 500GB 980 Pro | 1x 1TB 980 Pro | 1x 8TB Corsair MP400
Display(s) Odyssey OLED G9 (G95SC)
Case LANCOOL 205M MESH Snow
Audio Device(s) Moondrop S8's on Schiit Hel 2e
Power Supply ASUS ROG Loki SFX-L 1000W
Mouse Lamzu Atlantis mini (White)
Keyboard Monsgeek M3 Lavender, Akko Crystal Blues
VR HMD Quest 3
Software Windows 11
Benchmark Scores I dont have time for that.
Man this is so cool. I wish I was artistic in the slightest or even understood what some of the options did. What a cool tool.
 
Joined
Aug 23, 2013
Messages
554 (0.14/day)
Did they fix traversal stutter and making sure every developer compiles shaders before the gameplay begins? Or did they just gloss over that to make more impressive screenshots again? Because at this point, with the sheer amount of #StutterStruggle gamers are dealing with, nobody cares about anything they're doing except their fixes for these problems.
 
Joined
Dec 12, 2012
Messages
723 (0.17/day)
Location
Poland
System Name THU
Processor Intel Core i5-13600KF
Motherboard ASUS PRIME Z790-P D4
Cooling SilentiumPC Fortis 3 v2 + Arctic Cooling MX-2
Memory Crucial Ballistix 2x16 GB DDR4-3600 CL16 (dual rank)
Video Card(s) MSI GeForce RTX 4070 Ventus 3X OC 12 GB GDDR6X (2610/21000 @ 0.91 V)
Storage Lexar NM790 2 TB + Corsair MP510 960 GB + PNY XLR8 CS3030 500 GB + Toshiba E300 3 TB
Display(s) LG OLED C8 55" + ASUS VP229Q
Case Fractal Design Define R6
Audio Device(s) Yamaha RX-V381 + Monitor Audio Bronze 6 + Bronze FX | FiiO E10K-TC + Sony MDR-7506
Power Supply Corsair RM650
Mouse Logitech M705 Marathon
Keyboard Corsair K55 RGB PRO
Software Windows 10 Home
Benchmark Scores Benchmarks in 2024?
As long as it can use more than two cores and pre-compile all shaders.

But it definitely smells like 30 FPS.
 
Joined
Feb 1, 2019
Messages
2,678 (1.39/day)
Location
UK, Leicester
System Name Main PC
Processor 13700k
Motherboard Asrock Z690 Steel Legend D4 - Bios 13.02
Cooling Noctua NH-D15S
Memory 32 Gig 3200CL14
Video Card(s) 3080 RTX FE 10G
Storage 1TB 980 PRO (OS, games), 2TB SN850X (games), 2TB DC P4600 (work), 2x 3TB WD Red, 2x 4TB WD Red
Display(s) LG 27GL850
Case Fractal Define R4
Audio Device(s) Asus Xonar D2X
Power Supply Antec HCG 750 Gold
Software Windows 10 21H2 LTSC
Ahh stutter engine 5.2 out.
 

64K

Joined
Mar 13, 2014
Messages
6,181 (1.66/day)
Processor i7 7700k
Motherboard MSI Z270 SLI Plus
Cooling CM Hyper 212 EVO
Memory 2 x 8 GB Corsair Vengeance
Video Card(s) MSI RTX 2070 Super
Storage Samsung 850 EVO 250 GB and WD Black 4TB
Display(s) Dell 27 inch 1440p 144 Hz
Case Corsair Obsidian 750D Airflow Edition
Audio Device(s) Onboard
Power Supply EVGA SuperNova 850 W Gold
Mouse Logitech G502
Keyboard Logitech G105
Software Windows 10
Ahh stutter engine 5.2 out.

Traversal Stutters and Shader Compilation Stutter aren't bugs. They are features of Unreal Engine. :laugh:

I hope Epic fixed this crap with Unreal Engine 5.2
 
Joined
May 19, 2009
Messages
1,827 (0.33/day)
Location
Latvia
System Name Personal \\ Work - HP EliteBook 840 G6
Processor 7700X \\ i7-8565U
Motherboard Asrock X670E PG Lightning
Cooling Noctua DH-15
Memory G.SKILL Trident Z5 RGB Black 32GB 6000MHz CL36 \\ 16GB DDR4-2400
Video Card(s) ASUS RoG Strix 1070 Ti \\ Intel UHD Graphics 620
Storage 2x KC3000 2TB, Samsung 970 EVO 512GB \\ OEM 256GB NVMe SSD
Display(s) BenQ XL2411Z \\ FullHD + 2x HP Z24i external screens via docking station
Case Fractal Design Define Arc Midi R2 with window
Audio Device(s) Realtek ALC1150 with Logitech Z533
Power Supply Corsair AX860i
Mouse Logitech G502
Keyboard Corsair K55 RGB PRO
Software Windows 11 \\ Windows 10
It is likely that Fortnite will be one of the first games to use Unreal Engine 5.2. It is already running UE5. In fact, it is likely there is a Fortnite alpha running UE5.2 internally which Epic used to test out new features.

Since Fortnite is free-to-play, you have the ability to try it out yourself on your system.

If there is any piece of software that needs to run Unreal Engine well, it would be Epic Games' cash cow.
In fact Fortnite is running 5.1 already and, IIRC, did it just few months after it was released.
 
Joined
Sep 10, 2018
Messages
5,545 (2.67/day)
Location
California
System Name His & Hers
Processor R7 5800X/ R9 5950X Stock
Motherboard X570 Aorus Master/ROG Crosshair VIII Hero
Cooling Corsair h150 elite/ Corsair h115i Platinum
Memory 32 GB 4x8GB 4000CL15 Trident Z Royal/ 32 GB 3200 CL14 @3800 CL16 Team T Force Nighthawk
Video Card(s) Evga FTW 3 Ultra 3080ti/ Gigabyte Gaming OC 4090
Storage lots of SSD.
Display(s) LG G2 65/LG C1 48/ LG 27GP850/ MSI 27 inch VA panel 1440p165hz
Case 011 Dynamic XL/ Phanteks Evolv X
Audio Device(s) Arctis Pro + gaming Dac/ Corsair sp 2500/ Logitech G560/Samsung Q990B
Power Supply Seasonic Ultra Prime Titanium 1000w/850w
Mouse Logitech G502 Lightspeed/ Logitech G Pro Hero.
Keyboard Corsair K95 RGB Platinum/ Logitech G Pro
Traversal Stutters and Shader Compilation Stutter aren't bugs. They are features of Unreal Engine. :laugh:

I hope Epic fixed this crap with Unreal Engine 5.2

Considering Fortnite still stutters for a lot of people I doubt that is the case. #StutterStruggle is here to stay.
 
Joined
Nov 15, 2020
Messages
886 (0.69/day)
System Name 1. Glasshouse 2. Odin OneEye
Processor 1. Ryzen 9 5900X (manual PBO) 2. Ryzen 9 7900X
Motherboard 1. MSI x570 Tomahawk wifi 2. Gigabyte Aorus Extreme 670E
Cooling 1. Noctua NH D15 Chromax Black 2. Custom Loop 3x360mm (60mm) rads & T30 fans/Aquacomputer NEXT w/b
Memory 1. G Skill Neo 16GBx4 (3600MHz 16/16/16/36) 2. Kingston Fury 16GBx2 DDR5 CL36
Video Card(s) 1. Asus Strix Vega 64 2. Powercolor Liquid Devil 7900XTX
Storage 1. Corsair Force MP600 (1TB) & Sabrent Rocket 4 (2TB) 2. Kingston 3000 (1TB) and Hynix p41 (2TB)
Display(s) 1. Samsung U28E590 10bit 4K@60Hz 2. LG C2 42 inch 10bit 4K@120Hz
Case 1. Corsair Crystal 570X White 2. Cooler Master HAF 700 EVO
Audio Device(s) 1. Creative Speakers 2. Built in LG monitor speakers
Power Supply 1. Corsair RM850x 2. Superflower Titanium 1600W
Mouse 1. Microsoft IntelliMouse Pro (grey) 2. Microsoft IntelliMouse Pro (black)
Keyboard Leopold High End Mechanical
Software Windows 11
I wonder how easy it is for a game developer to transition from 5.1 to 5.2? :confused:
 

Wye

Joined
Feb 15, 2023
Messages
199 (0.44/day)
I got the editor and I tried to open a sample project. After 3-4 hours it was still compiling assets on a i9K processor.
Definitely not a fast to learn & start environment. You will need an extreme workstation and you will still need to wait many many hours for anything you try to do.
The development environment is not easy to understand and use, you will need to pay your developers a small fortune to be able to develop stuff in it.
 
Joined
Apr 18, 2019
Messages
2,058 (1.11/day)
Location
Olympia, WA
System Name Sleepy Painter
Processor AMD Ryzen 5 3600
Motherboard Asus TuF Gaming X570-PLUS/WIFI
Cooling FSP Windale 6 - Passive
Memory 2x16GB F4-3600C16-16GVKC @ 16-19-21-36-58-1T
Video Card(s) MSI RX580 8GB
Storage 2x Samsung PM963 960GB nVME RAID0, Crucial BX500 1TB SATA, WD Blue 3D 2TB SATA
Display(s) Microboard 32" Curved 1080P 144hz VA w/ Freesync
Case NZXT Gamma Classic Black
Audio Device(s) Asus Xonar D1
Power Supply Rosewill 1KW on 240V@60hz
Mouse Logitech MX518 Legend
Keyboard Red Dragon K552
Software Windows 10 Enterprise 2019 LTSC 1809 17763.1757
Last edited:
Joined
Jul 20, 2020
Messages
849 (0.61/day)
System Name Gamey #1 / #2
Processor Ryzen 7 5800X3D / Core i7-9700F
Motherboard Asrock B450M P4 / Asrock B360M P4
Cooling IDCool SE-226-XT / CM Hyper 212
Memory 32GB 3200 CL16 / 32GB 2666 CL14
Video Card(s) PC 6800 XT / Soyo RTX 2060 Super
Storage 4TB Team MP34 / 512G Tosh RD400+2TB WD3Dblu
Display(s) LG 32GK650F 1440p 144Hz VA
Case Corsair 4000Air / CM N200
Audio Device(s) Dragonfly Black
Power Supply EVGA 650 G3 / Corsair CX550M
Mouse JSCO JNL-101k Noiseless
Keyboard Steelseries Apex 3 TKL
Software Win 10, Throttlestop
Considering Fortnite still stutters for a lot of people I doubt that is the case. #StutterStruggle is here to stay.

Play in DX11, fewer stutters.

I played on a 4790/1050 Ti yesterday at 1080p/100 so ancient stuff, but it was fun. I don't remember many stutters, I was just playing the game so if there were some they weren't intrusive. Maybe I'll try again and pay closer attention but I only play a match every 3-4 months or so for the hell of it, so we'll see...
 
Joined
May 3, 2018
Messages
2,352 (1.07/day)
Traversal Stutters and Shader Compilation Stutter aren't bugs. They are features of Unreal Engine. :laugh:
No not really. It isn't the way the engine is designed so much as it's to do with shader cache. This is a basic analysis of the root cause:

Many of today's issues stem directly from the DirectX12 and Vulkan graphics APIs. "The (stuttering) problem is caused by DX12, Vulkan PSO (Pipeline State Object) compilation. When a game loads a shader for the first time, GPU drivers begin compilation causing hitches. Devs spend a lot of time replaying the same scene, so tend to miss PSO compile related hitching."

The main thing you need to know for this problem to make sense is that your graphics card will compile and store shaders once a game uses them for the first time. This is why using a new ability or entering a new area is most likely to cause stuttering: the game's basically caught off guard and takes a few hundred milliseconds to pull the new shader out of its pocket. There are other reasons games can stutter, but this is one of the most common culprits right now, and is why stuttering will be at its worst early in a game and lessen over time as you build up a shader compilation.

Why is Unreal Engine 4 so notorious, then? The engine has a feature in place to cache shaders and prevent those stutter-causing in-the-moment shader calls, but it doesn't cover everything.



Basically if you optimise the game so that shaders and otther assets are pre-cached before the game needs them you will get a smooth gameplay. There's an Unreal 4 engined game called Hi Fi Rush, that runs very smoothly because they took time to go beyond how the engine normally works in tuning it for their game. Otherdevs should do the same thing.
 
Joined
Apr 18, 2019
Messages
2,058 (1.11/day)
Location
Olympia, WA
System Name Sleepy Painter
Processor AMD Ryzen 5 3600
Motherboard Asus TuF Gaming X570-PLUS/WIFI
Cooling FSP Windale 6 - Passive
Memory 2x16GB F4-3600C16-16GVKC @ 16-19-21-36-58-1T
Video Card(s) MSI RX580 8GB
Storage 2x Samsung PM963 960GB nVME RAID0, Crucial BX500 1TB SATA, WD Blue 3D 2TB SATA
Display(s) Microboard 32" Curved 1080P 144hz VA w/ Freesync
Case NZXT Gamma Classic Black
Audio Device(s) Asus Xonar D1
Power Supply Rosewill 1KW on 240V@60hz
Mouse Logitech MX518 Legend
Keyboard Red Dragon K552
Software Windows 10 Enterprise 2019 LTSC 1809 17763.1757
No not really. It isn't the way the engine is designed so much as it's to do with shader cache. This is a basic analysis of the root cause:

Basically if you optimise the game so that shaders and otther assets are pre-cached before the game needs them you will get a smooth gameplay. There's an Unreal 4 engined game called Hi Fi Rush, that runs very smoothly because they took time to go beyond how the engine normally works in tuning it for their game. Otherdevs should do the same thing.

So, what I'm reading is:
"DirectStorage" would magically fix all of these issues, if ever broadly implemented."
:p
 

64K

Joined
Mar 13, 2014
Messages
6,181 (1.66/day)
Processor i7 7700k
Motherboard MSI Z270 SLI Plus
Cooling CM Hyper 212 EVO
Memory 2 x 8 GB Corsair Vengeance
Video Card(s) MSI RTX 2070 Super
Storage Samsung 850 EVO 250 GB and WD Black 4TB
Display(s) Dell 27 inch 1440p 144 Hz
Case Corsair Obsidian 750D Airflow Edition
Audio Device(s) Onboard
Power Supply EVGA SuperNova 850 W Gold
Mouse Logitech G502
Keyboard Logitech G105
Software Windows 10
The (stuttering) problem is caused by DX12, Vulkan PSO (Pipeline State Object) compilation. When a game loads a shader for the first time, GPU drivers begin compilation causing hitches. Devs spend a lot of time replaying the same scene, so tend to miss PSO compile related hitching.

But they don't miss the tens of thousands of complaints about stuttering in UE4 games and they don't miss the fact that they get tasked with trying to fix these same issues over and over again after release of the games. My point is that they know very well that the stuttering is an issue but imo they aren't given enough time to address the issues because the Publishers don't allow them the time to do what needs to be done.

I'm not a programmer and I don't have a clue if the Traversal Stuttering and Shader Compilation Stuttering can even be fixed with UE4 games but I hope that UE5.2 can at least lessen the stuttering.
 
Joined
Jul 16, 2013
Messages
205 (0.05/day)
System Name latest-greatest
Processor i7 12700K
Motherboard Z690 Rog Strix-E
Cooling Lian Li Galahad 360
Memory corsair vengeance Ddr5 4800
Video Card(s) 2080ti
Storage 980 pro gen4
Display(s) LG C1 4K 120Mhz
Case fractal meshify2
Audio Device(s) Realtec 4080
Power Supply Corsair rm1000x
It seems odd to me that in 2023 with a modern game engine there would be an issue with prefetching and caching shaders. My simpleton mind thinks that if this is true, then install the game and have an option to pre-compile all shadors one time which would eliminate the need to compile on the fly. May take up more room and may take up a little more time to cache/load them, so maybe doesn't make sense.
 
Joined
Dec 12, 2012
Messages
723 (0.17/day)
Location
Poland
System Name THU
Processor Intel Core i5-13600KF
Motherboard ASUS PRIME Z790-P D4
Cooling SilentiumPC Fortis 3 v2 + Arctic Cooling MX-2
Memory Crucial Ballistix 2x16 GB DDR4-3600 CL16 (dual rank)
Video Card(s) MSI GeForce RTX 4070 Ventus 3X OC 12 GB GDDR6X (2610/21000 @ 0.91 V)
Storage Lexar NM790 2 TB + Corsair MP510 960 GB + PNY XLR8 CS3030 500 GB + Toshiba E300 3 TB
Display(s) LG OLED C8 55" + ASUS VP229Q
Case Fractal Design Define R6
Audio Device(s) Yamaha RX-V381 + Monitor Audio Bronze 6 + Bronze FX | FiiO E10K-TC + Sony MDR-7506
Power Supply Corsair RM650
Mouse Logitech M705 Marathon
Keyboard Corsair K55 RGB PRO
Software Windows 10 Home
Benchmark Scores Benchmarks in 2024?
It seems odd to me that in 2023 with a modern game engine there would be an issue with prefetching and caching shaders. My simpleton mind thinks that if this is true, then install the game and have an option to pre-compile all shadors one time which would eliminate the need to compile on the fly. May take up more room and may take up a little more time to cache/load them, so maybe doesn't make sense.

My simpleton mind doesn't understand the need to compile shaders at all, at least for every single GPU and every single driver. "It should just work". Seems like a fundamental flaw in the design. It should work just like compiled binaries for applications, which run on every CPU and OS that supports them.
It negates the whole point of an API if you have to do something for each specific hardware. And if this is the cost of having lower-level access via DX12/Vulkan, then maybe it was a bad idea to invent these APIs in the first place. I'd rather never have ray-tracing or complex CPU simulations without bottlenecks if that means having to suffer constant stutters.

This engine has the worst CPU bottlenecks anyway, so what is the point of DX12?
 
Joined
Jul 16, 2013
Messages
205 (0.05/day)
System Name latest-greatest
Processor i7 12700K
Motherboard Z690 Rog Strix-E
Cooling Lian Li Galahad 360
Memory corsair vengeance Ddr5 4800
Video Card(s) 2080ti
Storage 980 pro gen4
Display(s) LG C1 4K 120Mhz
Case fractal meshify2
Audio Device(s) Realtec 4080
Power Supply Corsair rm1000x
My simpleton mind doesn't understand the need to compile shaders at all, at least for every single GPU and every single driver. "It should just work". Seems like a fundamental flaw in the design. It should work just like compiled binaries for applications, which run on every CPU and OS that supports them.
It negates the whole point of an API if you have to do something for each specific hardware. And if this is the cost of having lower-level access via DX12/Vulkan, then maybe it was a bad idea to invent these APIs in the first place. I'd rather never have ray-tracing or complex CPU simulations without bottlenecks if that means having to suffer constant stutters.

This engine has the worst CPU bottlenecks anyway, so what is the point of DX12?
Agreed. I also worked for a game company that wrote their own mouse drivers in Assembly, drove the QA department crazy.
 
Joined
Sep 15, 2011
Messages
6,487 (1.40/day)
Processor Intel® Core™ i7-13700K
Motherboard Gigabyte Z790 Aorus Elite AX
Cooling Noctua NH-D15
Memory 32GB(2x16) DDR5@6600MHz G-Skill Trident Z5
Video Card(s) ZOTAC GAMING GeForce RTX 3080 AMP Holo
Storage 2TB SK Platinum P41 SSD + 4TB SanDisk Ultra SSD + 500GB Samsung 840 EVO SSD
Display(s) Acer Predator X34 3440x1440@100Hz G-Sync
Case NZXT PHANTOM410-BK
Audio Device(s) Creative X-Fi Titanium PCIe
Power Supply Corsair 850W
Mouse Logitech Hero G502 SE
Software Windows 11 Pro - 64bit
Benchmark Scores 30FPS in NFS:Rivals
Already UE5.2 and still ZERO quality games out there.
Is this a joke?? :kookoo::laugh:
 
Top