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Mindseye look really very cool, it used Unreal Engine 5 and the game producer was former Rockstar North president. Cant wait to play it when it out next month.
Mindseye look really very cool, it used Unreal Engine 5 and the game producer was former Rockstar North president. Cant wait to play it when it out next month.
So .. it's been years of lurking since I went all in on becoming a professional game developer and studio owner. I really didn't imagine breaking the silence for this, but I just wanted to share a counter-example to some of the opinions over the past few pages. Mainly because I like healthy debate, but also because I was suddenly shocked into realising the power of UE5 when I tested the latest build of our game ahead of Steam Next Fest...
My team at INFINITY27 are developing Samsara, which leverages Unreal Engine's features: Lumen, Nanite, VSM's, MetaHumans, among others.
(Images illustrative of tech use, not results)
I'm currently making a video about this but here are our performance optimisation results ahead of our Steam Next Fest demo...
* 145-175FPS (high) or 90-100FPS (extreme) on 4090 NVIDIA @ 4K
* 100-120FPS (high) on 9070 AMD @ 1440p
* 85-100FPS (high) on 3090 @ 4K
* 75-90FPS (medium) or 60-80 FPS (high) on 3060 NVIDIA (mobile) @ 1080p
...all with NVIDIA #DLSS and AMD #FSR turned OFF(!), but available in the menu if you want to use them.
I'm really proud of what my small team at INFINITY27 have accomplished, considering the performance of bigger titles on the market. We have smashed the benchmark targets we set ourselves of 30 FPS on medium @ 1080p (3060m) and 60 FPS on high @ 4k (3090). Targets set based on what others were achieving with the tech.
Sony PlayStation & Microsoft Xbox are in development so I can't share figures for those platforms yet, but I'm looking forward to sharing more soon. Hell, I think this may even run well on Switch2, if we could get a hold of a devkit...
Please let us know if you would like to test the games performance on your system as we are looking to make the demo available ahead of Steam Next Fest for testers to play at home.
So .. it's been years of lurking since I went all in on becoming a professional game developer and studio owner. I really didn't imagine breaking the silence for this, but I just wanted to share a counter-example to some of the opinions over the past few pages. Mainly because I like healthy debate, but also because I was suddenly shocked into realising the power of UE5 when I tested the latest build of our game ahead of Steam Next Fest...
My team at INFINITY27 are developing Samsara, which leverages Unreal Engine's features: Lumen, Nanite, VSM's, MetaHumans, among others.
(Images illustrative of tech use, not results)
I'm currently making a video about this but here are our performance optimisation results ahead of our Steam Next Fest demo...
* 145-175FPS (high) or 90-100FPS (extreme) on 4090 NVIDIA @ 4K
* 100-120FPS (high) on 9070 AMD @ 1440p
* 85-100FPS (high) on 3090 @ 4K
* 75-90FPS (medium) or 60-80 FPS (high) on 3060 NVIDIA (mobile) @ 1080p
...all with NVIDIA #DLSS and AMD #FSR turned OFF(!), but available in the menu if you want to use them.
I'm really proud of what my small team at INFINITY27 have accomplished, considering the performance of bigger titles on the market. We have smashed the benchmark targets we set ourselves of 30 FPS on medium @ 1080p (3060m) and 60 FPS on high @ 4k (3090). Targets set based on what others were achieving with the tech.
Sony PlayStation & Microsoft Xbox are in development so I can't share figures for those platforms yet, but I'm looking forward to sharing more soon. Hell, I think this may even run well on Switch2, if we could get a hold of a devkit...
Please let us know if you would like to test the games performance on your system as we are looking to make the demo available ahead of Steam Next Fest for testers to play at home.
It looks like a Witcher game (from an artistic PoV), just like Stalker 2 looks like a Stalker game. At the very least, the "they all look the same due to being Unreal" remark can go away.
LE: Oh, boy, it looks sweet! Hopefully it won't get a TW3 treatment and be downgraded.
Please let us know if you would like to test the games performance on your system as we are looking to make the demo available ahead of Steam Next Fest for testers to play at home.
That’s seriously impressive, but what framerates do you get on low-end GPUs (RX 6600, RX 9600 XT, RTX 4060, B580) at 4K medium settings, possibly with upscaling?
Almost everything built on recent versions of the engine has this weird gamma curve and muted contrast in the upper mid-tones and highlights, Lumen seems to unnaturally constrain and/or too limited with bounced light and there is an over use of fog generally and weird use of fog to simulate volumetric light. It makes many UE games look the same with the same hazy flat lighting.
Almost everything built on recent versions of the engine has this weird gamma curve and muted contrast in the upper mid-tones and highlights, Lumen seems to unnaturally constrain and/or too limited with bounced light and there is an over use of fog generally and weird use of fog to simulate volumetric light. It makes many UE games look the same with the same hazy flat lighting.
Ok, I get a better picture now. Maybe it's me, my monitor (just a VA panel, but it's calibrated) or maybe it happens more with HDR, but can't say I've seen something different to the extent that will jump at me vs other games - when it comes to Gamma issues. I think Alan Wake 2 and Starfield had some problems with the gamma, nothing beyond that.
Lumen is is pretty bad in open world games (at least the implementation in Stalker - only UE 5.1, but still). I don't know what it doesn't let you increase the number of bounces, the distance, etc., but... it is what it is. Maybe they'll upgrade it to the latest build at some point. With smaller games I haven't noticed a similar behavior.
Almost everything built on recent versions of the engine has this weird gamma curve and muted contrast in the upper mid-tones and highlights, Lumen seems to unnaturally constrain and/or too limited with bounced light and there is an over use of fog generally and weird use of fog to simulate volumetric light. It makes many UE games look the same with the same hazy flat lighting.
As it's been said many times in the past and shown on videos, most AAA devs don't adjust settings of eu5 much and keep everything on default then build on top of that. In effect we get badly optimised games that all look very similar. It seems it's mostly just smaller, indie studios that go very personal with ue5 engine, tweak things and optimise properly - so their games look different and work better.
As it's been said many times in the past and shown on videos, most AAA devs don't adjust settings of eu5 much and keep everything on default then build on top of that. In effect we get badly optimised games that all look very similar. It seems it's mostly just smaller, indie studios that go very personal with ue5 engine, tweak things and optimise properly - so their games look different and work better.
The opposite is true. Smaller studios will try to keep as close to the standard engine build as possible to make engine upgrades and integrations as low maintenance as possible, as they simply don’t have the resources to maintain a custom engine. Larger studios usually end up with a more highly customised engine that in some cases can end up deviating a long way from the distributed version, depending on their strategy for long term engine maintenance, and can often be a long way ahead of Epic’s version in terms of fixes and optimisation, as getting fixes PRed back to epic takes forever. The last bug fix I contributed to the ending took about 3 years to be accepted.
Ahh, I remember when seeing Unreal Engine on a game was a good thing. Now it's just associated with poorly optimized games and stuttering due the lack of proper multithreading.
The opposite is true. Smaller studios will try to keep as close to the standard engine build as possible to make engine upgrades and integrations as low maintenance as possible, as they simply don’t have the resources to maintain a custom engine.
Who said anything about custom engine? I'm taking about simple stuff like fog settings, AA settings etc. This being left all of default has been shown multiple times in a bunch of ue5 AAA titles analysis that I've seen online. Which is why they all look so similar in many ways.
As I understand it, the main difference is that big AAA publishers try to creep in as much content (often unrelated to them main gameplay) as possible, whilst cost cutting as much as possible. Like a big mass production factory, so games get delayed, budget blows up and we often get unfinished, uninspired, buggy and badly optimised products released, which then take months (if ever) to fix. Meanwhile smaller indie studios often show love and passion for the project and can iterate much quicker. Like in the example shown earlier in this topic.
Who said anything about custom engine? I'm taking about simple stuff like fog settings, AA settings etc. This being left all of default has been shown multiple times in a bunch of ue5 AAA titles analysis that I've seen online. Which is why they all look so similar in many ways.
As I understand it, the main difference is that big AAA publishers try to creep in as much content (often unrelated to them main gameplay) as possible, whilst cost cutting as much as possible. Like a big mass production factory, so games get delayed, budget blows up and we often get unfinished, uninspired, buggy and badly optimised products released, which then take months (if ever) to fix. Meanwhile smaller indie studios often show love and passion for the project and can iterate much quicker. Like in the example shown earlier in this topic.
There’s certainly issues in AAA and god knows I’ve worked on enough games stuck in development hell. But this narrative that only indie devs care about the games they make is just BS spouted by YouTube talking heads that have never made a game in their life.
Making games is just very, very difficult and gets more difficult the bigger and more ambitious the project is. There’s a huge amount to be said for smaller teams with a clear focus and attainable scope getting something out the door quickly for sure.
There’s certainly issues in AAA and god knows I’ve worked on enough games stuck in development hell. But this narrative that only indie devs care about the games they make is just BS spouted by YouTube talking heads that have never made a game in their life.
I didn't say anything about Devs, I specifically underlined big AAA publishers as the culprit.They have zero passion for gaming, they only care for the monies and shareholders. Indie usually have much more freedom but also more responsibility with smaller teams. In my personal carrier (IT but not game development) I've worked for big corpos and I've worked (and currently do) for small teams with much more freedom in making decisions (but also more responsibility). There's never been any passion or meaning in the former that I could see in anyone working there, but much the opposite in the latter.
And whose fault is that? Who is making these, often senseless, decisions? Most of the time it's not dev team itself, is it? Sure, there are big projects that come out great anyway (BG3 and other) but it seems to be relatively rare these days. Unless we look at Asian games, which have much more lean approach.
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