If it’s running 5.0-5.2, you should be worried. And most all games released to date are from this range. Devs could upgrade to 5.3+, the one they finally optimized it on. it’s not all on Epic
And 5.4 fixed a bunch of major issues from 5.3, particularly for artists.
I wonder if we’ll see remasters or definitive editions in coming years for games released with older versions. Nanite foliage might be a lot of work I guess.
I think the biggest issue this engine has is just how many features there are. There are probably at least four ways to get any given job done, and sometimes there isn’t even a clear best option. I have lots of gripes with the engine but they can be summarized as “it’s just too big” No wonder games aren’t properly optimized when UE tries to replace a dozen established tools.
It’s not UE5, it’s the nvidia partnership. Every time NVIDIA engineers touch a game, the end result runs like absolute garbage. Stalker is just the latest example! The main issue of UE5 is the shader compilation.
The main issue of UE5 is the shader compilation.
It isn’t! Where did you get that from?!
Digital Foundry recently did a tech review of Stalker 2 showing the game is heavily CPU-limited…
I think they’re talking about the constant shader compilation on every launch. The Finals has that issue as well.
But shader compilation issues are still not inherently a UE5 problem.
Traversal stutters however is, as it has been demonstrated that there is something seriously wrong with how the engine syncs its supporting functions (like animation and world transition)
Is that cpu related or does it occur regardless of power?
The traversal stutters occur regardless of what kind of rig you got. You can run Silent Hill on a monster machine and it will still stutter, at least as it is currently late 2024.