Was just reading a story about ue5 problems and optimization. Link https://www.windowscentral.com/gami...explains-unreal-engine-5-performance-problems I know it's not ue4 but I'm guessing the same goes. Epic CEO Tim Sweeney is saying that most of the problems arise from optimization being done at the wrong time, towards the end of the build process instead of early in the build process. So I'm wondering when dtg announce optimization and fixes after a route is released. Is half the problem with the performance never gonna be solved?
Sadly, i agree with Tim. The one company I highly praise for optimization is Riot Games. They moved Valorant to UE5 (from 4) and I haven't noticed performance hits or big graphical differences, latency on inputs are better, especially for this type of Esports game.
I've often wondered as mentioned, if dev studios using state of the art hardware often see none of the problems during development that will arise when playing the game on lower end stuff. I've not played valorant, can't say I've played many ue5 games but I've played others that you can play on decent hardware and crank all the settings up and get a nice looking game with good performance and at the same time play on yesterday's hardware and still get good performance with a few settings tweaks. Also there was feedback from developers saying UE isn't the best for big open world games.
Dune Awakening is a UE game, and that's huge. UE 5, although it began as a UE 4 game before the development switch.
Performance was being praised at first, but now you mention it there appears to be a performance issue perhaps specifically on Steam deck, out of the blue. The developers are investigating why. Otherwise, it was fine.