MULTI Unreal Engine 5 officially released; new tech test video from The Coalition

Necrokiller

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Apr 16, 2009
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Gonna ask Necrokiller why the PS5/Series X versions of Jedi Survivor got excluded from DF's Hall of shame when the time comes :LOL: 🤜
Because its Alex's "subjective desire" making a list of bad PC ports (nothing objective 🤜:ROFLMAO:) , doesn't mean consoles didn't have disasters of their own :ROFLMAO:

No one said the issue can't happen on current-gen consoles.


Traversal stutter is universal to the engine regardless of the platform.
No it isn't.
Time to put a lid on that ancient myth then :ROFLMAO:

 
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Radical

FUCK Y 'all !
Jan 25, 2009
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Does Gears 5 have traversal stutters ? If yes, then it's the engine! Else, disapproved.
 

Necrokiller

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Lumen, Nanite and Virtual Shadow Maps (VSM)

Nearly all shipping UE5 titles only use the software iteration of Lumen, which doesn't leverage the hardware in modern GPUs to accelerate the speed of ray tracing calculations - with performance optimisations that hurt things like reflection quality as a result.

While Lumen, Nanite and Virtual Shadow Maps (VSM) are core features of UE5, most UE5 releases haven't used all three. Remnant 2 doesn't use Lumen (despite its randomised layouts being a logical fit for Lumen's dynamic lighting), Lords of the Fallen 2 skips VSM, and Layers of Fear eschews both Nanite and VSM.

[....] just because a game uses Lumen, it doesn't mean every scene has the level of lighting fidelity we saw in the initial reveal - it really is down to the developer to leverage the technology in a good high-fidelity way that also serves gameplay.
Shader stutters

all nine UE5 titles I tested for this piece handled shader compilation better than nearly every UE4 title I tested for Digital Foundry, because all of them seem to use the automated just-in-time shader pre-compilation that comes with UE5.1+

This works well, but isn't perfect - nearly every title I tested still had some shader compilation stutters. Just three - Robocop, Lords of the Fallen and Desordre - were stutter-free, as they use the new just-in-time system and have a dedicated pre-compilation step before the game starts.
Traversal stutters

Unfortunately, UE5 also exhibits the traversal stutter seen in nearly every single UE4 game.

[...] it may be more of an intrinsic feature of Unreal Engine.

These traversal stutters negatively affect the gameplay experience and happen repeatedly, unlike shader compilation stutters
Alex says traversal stutters are more intrusive than shader stutters. Yikes! :ROFLMAO:

And lets not forget this gem of a post:

It's not universal to the engine
HAHAHAHAHAHAHAHAHAHAHA 🤫

Multi-threaded performance

One aspect complicating traversal stutter is that this first batch of UE5 games seem to be reliant on a single execution thread and make poor usage of modern multi-threaded processors. We'd expect to see more performance unlocked with more threads available, but sometimes we see the opposite, with higher thread counts leading to decreased performance.

Cyberpunk 2077 serves as an example of how thread scaling ought to work, gaining substantial performance when given access to more than six cores.
Save this engine CDPR 🤜
 
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CerebralTiger

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Alex says traversal stutters are more intrusive than shader stutters. Yikes! :ROFLMAO:
I mean, he's right. Shader stutter only happens the first time a certain shader is needed. Streaming stutters happen again and again, which is why he considers Dead Space a problem on PC, Mr.0.2% :LOL: 🤜

HAHAHAHAHAHAHAHAHAHAHA 🤫
Alex has covered Sifu, running on UE4, which has loading stutters on PC and not on consoles HAHAHAHAHAHA 🤫
 
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Necrokiller

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Saeeeen, ye to traversal freezing hain. The game just locks up.




160ms+ stuttering during combat as well:





Another addition to the list of sub 720p/1080p performance mode:

Dead Space Remake - 800p
Forspoken - 720p
Jedi Survivor - 684p
FF16 - 756p
Remnant 2 - 720p
Immortals - 720p
Alan Wake 2 - 847p
Lords of the Fallen - 648p
Meanwhile on Series S:




 
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Necrokiller

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Moment of silence for CerebralTiger who thought traversal stutters don't occur on consoles :ROFLMAO:

Expected UE4 to not stutter on consoles. Ended up being proven wrong.
Expected UE5 to not stutter on consoles. Ended up being proven wrong.

So now focusing on ms differences. Classic CerebralTiger trying to save face :ROFLMAO:
So much for UE5 being stutter-free on consoles :ROFLMAO:
 

Necrokiller

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There are other issues too: cutscenes rarely run at the full 60fps and the game has some significant traversal stutters as well, which often afflict Unreal Engine games.
The quality mode is much better behaved, with a flat 30fps readout the vast majority of the time with only small dips elsewhere. Traversal stutter returns as well, sometimes pausing the game for 100ms or longer, which is a shame.
I did notice that the PS5 suffered from some pretty significant frame-rate dips in some open world traversal that wasn't present on Series X
Moment of silence for CerebralTiger and his hopes and dreams for a stutter-free UE5 on consoles :ROFLMAO:
 
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