Please remember that any mention of competitors, hinting at competitors or offering to provide details of competitors will result in an account suspension. The full rules can be found under the 'Terms and Rules' link in the bottom right corner of your screen. Just don't mention competitors in any way, shape or form and you'll be OK.
I downloaded it to try on 4080, but it just loads to a black screen
Yeah, and visual studio, about 170gb all together for a black screen, so far.Did you download Unreal engine as well?
Actual UE game dev here. The core of Unreal is fundamentally not suited to open world games, the data architecture doesn't scale and it's lacking builtin streaming support for various things that exist in proprietary open world engines.Like "a friend of a friend which works for NASA told something about the aliens that DO exist!")
Shouldn't this work on 4xxx series as well?
I downloaded it to try on 4080, but it just loads to a black screen
Not according to Nvidia, so another artificial lockout.It needs RTX Neural Rendering which the 40 series does not have, so it won't work.
Seems like another gimp by nvidiaNot according to Nvidia, so another artificial lockout.
![]()
NVIDIA Delivers Quantum Leap in Performance, Introduces New Era of Neural Rendering With GeForce RTX 40 Series
NVIDIA today unveiled the GeForce RTX® 40 Series of GPUs, designed to deliver revolutionary performance for gamers and creators, led by its new flagship, the RTX 4090 GPU, with up to 4x the performance of its predecessor.nvidianews.nvidia.com
Not according to Nvidia, so another artificial lockout.
![]()
NVIDIA Delivers Quantum Leap in Performance, Introduces New Era of Neural Rendering With GeForce RTX 40 Series
NVIDIA today unveiled the GeForce RTX® 40 Series of GPUs, designed to deliver revolutionary performance for gamers and creators, led by its new flagship, the RTX 4090 GPU, with up to 4x the performance of its predecessor.nvidianews.nvidia.com
Poor mrk and Grim![]()
Actual UE game dev here. The core of Unreal is fundamentally not suited to open world games, the data architecture doesn't scale and it's lacking builtin streaming support for various things that exist in proprietary open world engines.
The CDPR collaboration with Epic is meant to start addressing this, so it's not a surprise it's taking a while.
There's some work been going on since 5 released, like Mass Entity which is increasingly going to power more stuff as it scales properly.
How is that affecting something like Stalker 2, as it seems to run about the same (if not better at times), than Immortals of Avem? Genuine question.Actual UE game dev here. The core of Unreal is fundamentally not suited to open world games, the data architecture doesn't scale and it's lacking builtin streaming support for various things that exist in proprietary open world engines.
The CDPR collaboration with Epic is meant to start addressing this, so it's not a surprise it's taking a while.
There's some work been going on since 5 released, like Mass Entity which is increasingly going to power more stuff as it scales properly.
Ultimately, the performance of a game comes down to the developers. You can make Unreal run nice if you have a strong engineering team and technical direction, you write efficient code by default, know when and how to optimise, and have people that know the engine inside out. You also need some rendering wizards that know all that magic voodoo I don't concern myself with as a gameplay programmerHow is that affecting something like Stalker 2, as it seems to run about the same (if not better at times), than Immortals of Avem? Genuine question.
Ultimately, the performance of a game comes down to the developers. You can make Unreal run nice if you have a strong engineering team and technical direction, you write efficient code by default, know when and how to optimise, and have people that know the engine inside out. You also need some rendering wizards that know all that magic voodoo I don't concern myself with as a gameplay programmer
Keeping performance stable in big open world games full of stuff is very challenging though. Streaming content in and out smoothly and managing the lifetime of objects as they go in and out of relevance while making sure all the gameplay systems don't **** the bed is hard work.
The engine will only ever hitch and/or slow down when it's doing something it's been instructed to by a developer at the end of the day (even indirectly, like garbage collection etc.)
Ultimately, the performance of a game comes down to the developers. You can make Unreal run nice if you have a strong engineering team and technical direction, you write efficient code by default, know when and how to optimise, and have people that know the engine inside out. You also need some rendering wizards that know all that magic voodoo I don't concern myself with as a gameplay programmer
Keeping performance stable in big open world games full of stuff is very challenging though. Streaming content in and out smoothly and managing the lifetime of objects as they go in and out of relevance while making sure all the gameplay systems don't **** the bed is hard work.
The engine will only ever hitch and/or slow down when it's doing something it's been instructed to by a developer at the end of the day (even indirectly, like garbage collection etc.)
Isn't it also a case for a while now that big publishers love to let go senior developers and replace them when much cheaper juniors without having many mid level ones that could become seniors, so the knowledge level is on average dropping and not improving? That's what plenty of insiders seem to be saying. Small studios don't have these issues usually, they are much more friendly to their employers and not driven by pure corpo-greed.Ironically it is something which is actually harder for a big team, than a single or small number of very talented people who are painfully aware of all the challenges and considerations along the way as the engine evolves.
OK the code is a mess but it always tickles me a bit that the City of Heroes devs managed to get so much right in this respect so long ago that other developers/studios haven't managed to learn from since. (EDIT: Shame no one seems to have uploaded 200+ players taking on Lusca the only one I've got is super low quality from 2005 and only about 60 players - strangely enough was 21st April 2005).
UE5 was supposed to be the end of all engines, how did we end up with this garbage?
I don't think that's true, in fact I say in general the industry isn't welcoming and investing enough in junior developers. Experienced seniors are highly prized by studios. Of course, studio management can be short-sighted implement pay freezes and the like, which means your senior staff just bugger off somewhere else, but generally, they aren't letting experienced devs go if they can help it.Isn't it also a case for a while now that big publishers love to let go senior developers and replace them when much cheaper juniors without having many mid level ones that could become seniors, so the knowledge level is on average dropping and not improving? That's what plenty of insiders seem to be saying. Small studios don't have these issues usually, they are much more friendly to their employers and not driven by pure corpo-greed.
Impossible to say without actually profiling the game, but I'd wager in most cases, frame hitches in open world UE titles are going to be the garbage collector. This is the system that checks for any unused objects every 30 seconds, and destroys any that aren't needed any more. If there are a lot of objects, or objects with many components to clean up, you'll get a hitch. There are various ways to mitigate against this, none of which are 'tick a box' solutions, but it's an artifact of the UObject reference counting system that is at the very heart of Unreal. This is a very common software engineering pattern and not some shoddy bit of work on Epic's part.Did ue4 have this issue with open world stutter compared to ue5?