Monday, July 28th 2025

Wuchang: Fallen Feathers Dev Seemingly Disabled Native Render Resolution on Certain Hardware To Fix Performance Issues

Last week, we reported on Wuchang: Fallen Feathers and its launch that was ruined by poor optimization and abysmal performance on even high-end PCs. In response to the plummeting Steam review score, 505 Games put out a patch that was supposed to improve performance by reducing RAM and VRAM usage, optimizing performance on low-end GPUs, and addressing performance and stability bugs. This patch was followed by Patch 1.4, which supposedly addressed performance on "certain hardware models." A recent analysis by Daniel Owen on YouTube has revealed that the Wuchang: Fallen Feathers 1.4 patch may have removed native rendering from the game entirely, effectively forcing players to use upscaling, even when the resolution scale is set to 100%.

As Owen demonstrates in his YouTube video, the only change in the patch notes that mentions sampling resolutions reads: "Supersampling resolution limits have been adjusted on select GPU models to prevent unintended performance degradation." This seems to imply that the option to enable higher resolution scaling options was removed for lower-end GPUs, but that may not be the case. As Owen demonstrates, before the 1.4 update, performance scales predictably with the oversampling resolution slider—if you drop the resolution below 100%, the performance increases, regardless of whether the game is using FSR, DLSS, or TSR. After updating the game to the 1.4 patch, there is a significant performance boost at the same 100% resolution scale, and the running theory is that the developers are simply capping the render resolution at somewhere below native, regardless of which settings the player enables in the graphics options. This is demonstrated when Owen drops the resolution scale to similar levels as he tested prior, and performance is just 2 FPS higher than what was observed before the update on TSR and FSR, with DLSS getting identical performance in one instance.
This becomes most obvious when Owen tests 100% resolution scaling with DLSS set to 100%, which previously enabled DLSS as DLAA, a high-quality antialiasing option. After the 1.4 patch, DLSS set to 100% generates the same performance as DLSS set to 67% did before the update. Despite this, the in-game menu screen still shows that DLSS 100% is acting as DLAA. The conclusion is confirmed when Owen enables 59% resolution scale using DLSS, and the performance is identical to the same DLSS scaling setting from before the 1.4 patch.

Ultimately, Owen's testing reveals that Leenzee and 505 Games simply pushed an update that limited low-end GPUs to what is essentially "DLSS Quality" render resolution and upscaling. These tests were all conducted on an NVIDIA GeForce RTX 3060 GPU, with the thought process behind the GPU selection being that the Patch 1.3 and 1.4 update notes suggest that optimization was applied to lower-end GPUs specifically. Whether the difference between native resolution and the forcibly upsampled image is noticeable will largely vary from person to person, but the bottom line to many fans is that the game's developers are seemingly trying to take shortcuts to quickly improve performance instead of actually optimizing the game in a meaningful way.

Source: Daniel Owen on YouTube
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33 Comments on Wuchang: Fallen Feathers Dev Seemingly Disabled Native Render Resolution on Certain Hardware To Fix Performance Issues

#26
chrcoluk
If UE5 requires deep understanding for a game made by it to not run like a turd, then its a bad engine, there is also threads on the UE5 dev forums, where UE staff are marking performance related issues as a wont fix. The engine is definitely a big part of the problem. But I agree its not all of the problem, dev's have got too used to using these type of tools, and effectively can no longer do low level coding. Just build with tools instead, this applies to most software now, not just games.

Its amazing in a bad way how so many simple apps now days need so many cpu cycles to run, its just very bad unoptimised low level code, prioritising development time over run time performance and resource usage.

Not sure if I have ever even played a single UE4 or UE5 game that runs well, indie games tend to run fine, but the ones I have played dont use UE. UE seems to be mostly popular for big name titles.
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#27
081x
chrcolukIf UE5 requires deep understanding for a game made by it to not run like a turd, then its a bad engine, there is also threads on the UE5 dev forums, where UE staff are marking performance related issues as a wont fix. The engine is definitely a big part of the problem. But I agree its not all of the problem, dev's have got too used to using these type of tools, and effectively can no longer do low level coding. Just build with tools instead, this applies to most software now, not just games.

Its amazing in a bad way how so many simple apps now days need so many cpu cycles to run, its just very bad unoptimised low level code, prioritising development time over run time performance and resource usage.

Not sure if I have ever en played a single UE4 or UE5 game that runs well, indie games tend to run fine, but the ones I have played dont use UE. UE seems to be mostly popular for big name titles.
The UE devs marking performance related issues a wontfix is so absurd, I've been wondering for awhile where the breaking point will be but gamers seem to be content to eat it all up. Threat interactive's videos on industry astroturfing and lies are excellent too even despite his hypbole and rhetoric.
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#28
Broken Processor
GodisanAtheistGooner games gon goon.

Thing with UE5 is its made the bar for putting out a decent looking game low enough that the folks making these games are doing so with an out of the box distro of UE5 with no real understanding of what is going on beneath the hood so to speak.

So there really isn't any "true" optimization to be done here, no one that made the game knows what where why and how the game is struggling to perform nor do they have anyone who can work on the low level code to ease up these bottlenecks.

People trash UE5 but its not really the engine, its how the business of making videogames has changed from being very engineering oriented (think ID making engines to meet the needs of the games they want to make, one of the few studios remaining that actually continue to do so) to very software as a service oriented where no one in the Dev team really understands how the engine they're using works, but the design tools are all top notch and let you make a half-way decent game anyway.
I watched an episode of MLID recently with a dev he has on quite often and I believe he said next gen cards was the sweet spot for UE5. UE5 is a demanding engine according to him and I've heard other Devs saying the same thing. For whatever reason I don't know.
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#29
QuietBob
081xI've been wondering for awhile where the breaking point will be but gamers seem to be content to eat it all up.
Gamers are 100% responsible for the situation we're in and those who support such studios/publishers deserve every bit of it.

By various estimates, WUCHANG: Fallen Feathers has sold between 0.5 and 1.7 million copies at $50 -- and most of these were likely pre-orders:



So the game has made at least $25M in five days.

If so many people bought it, it must be a good game, right? One million gamers can't be wrong, :rolleyes:
/s
Posted on Reply
#30
081x
QuietBobGamers are 100% responsible for the situation we're in and those who support such studios/publishers deserve every bit of it.

By various estimates, WUCHANG: Fallen Feathers has sold between 0.5 and 1.7 million copies at $50 -- and most of these were likely pre-orders:



So the game has made at least $25M in five days.

If so many people bought it, it must be a good game, right? One million gamers can't be wrong, :rolleyes:
/s
Ain't it just grand?
Posted on Reply
#31
Nostras
081xThe UE devs marking performance related issues a wontfix is so absurd, I've been wondering for awhile where the breaking point will be but gamers seem to be content to eat it all up. Threat interactive's videos on industry astroturfing and lies are excellent too even despite his hypbole and rhetoric.
Isn't it neat that UE can just ignore optimization and lift on upscaling and frame generation technologies?
I had a faint hope this would make it easier to get >200fps in modern games using more modest GPUs. Instead we're getting piss performance which requires upscaling and framegen to get decent performance.
Does jack shit to terrible 1% lows though. Some areas just run poor I guess.
Maybe Nvidia can cook up something to help with that, maybe dynamic frame generation to hallucinate frames at a set fps until the next real frame comes in.
I'm available for hire Nvidiaaaaa
Posted on Reply
#32
Prima.Vera
Not sure why this game is so hyped, I couldn't resist playing it for more than 30 mins.... It has no proper storyline, gameplay is weird, just mindless hack and slashing....
Sorry, but feels like another Final Fantasy clone with no soul....
Posted on Reply
#33
GodisanAtheist
Prima.VeraNot sure why this game is so hyped, I couldn't resist playing it for more than 30 mins.... It has no proper storyline, gameplay is weird, just mindless hack and slashing....
Sorry, but feels like another Final Fantasy clone with no soul....
-T&A. It's pure goon bait.
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