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

I watched the video and found it didn't make the point that clearly, but I have also seen some screenshots on reddit with DLSS debug mode turned on that shows 100% scaling is not 100% scaling. Which is a bit of a slam dunk.

Absolutely unacceptable. It doesn't matter if they're a small studio lacking the resources for a prompt and proper optimization patch, you can't just massage numbers to trick your customer base like this. Especially when your game is quite expensive. I would consider this a massive breach of trust and would be demanding a refund.
Yeah he waffles a bit, and the structure could use work, but his little spreadsheet at the end sums it up pretty well. At least that's the bit that made the most sense to me.
 
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.
 
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 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.
 
Gooner 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.
 
I'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:

1753786558364.png


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
 
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:

View attachment 409711

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?
 

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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.
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
 
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