• xedrak@kbin.social
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    2 years ago

    Yeah, I don’t buy this shit. The variety in PC hardware is not a new issue; it’s always been a factor. This article feels like nothing more than publishers making excuses for their greed and ineptitude.

  • PenguinTD@lemmy.ca
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    2 years ago

    The thing about PSO is that it takes time for you to run through games etc so most permutations are compiled. It absolutely does not help when you think it sucks and then changes driver or shader settings which could leads to more recompile. Developer with UE4 should just have some call back telling the player the stutter is from the compiling because their GPU/driver/etc combination do not load the pre-compiled shaders they shipped. Like just fucking chill and let it compiles or have a stage like tutorial section/cinematics helps to churn through all the shaders.

  • Dudewitbow@lemmy.ml
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    2 years ago

    A majority of the bad pc ports of the past year have been bad unreal engine ports. A lot of the games that used the xonpanies built in engine (e.g RE Engine for capcom) ran fine. Its just a matter of devs taking unreals porting pros, but putting little effort in the port given working with unreal is like working with c++, its on the dev to optimize the game which mamy failed to do.

  • maat@lemmy.maatwo.com
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    2 years ago

    Careful VRAM monitoring raises my eyebrows just a little for a game like Hi-Fi Rush, but it makes perfect sense that Tango Dreamworks would have learned from their experience in Ghostwire: Tokyo, even if they don’t share much in structure or artstyle—it seems the streaming and asynchronous shader compilation tech wouldn’t have been a thing in HFR were it not for G:T. Very interesting! Can’t see why this post has a negative score.