Thread: Unreal Engine 5.2 DF Analysis: Nope, shader issues, traversal stutter and bad CPU scaling are still there. FML

regawdless

hare-assment
 
Platforms
  1. PC
- Very good procedual generation of vegetation and natural environments
- Hardware Lumen looks very nice with way better shadows than Software Lumen
- DLSS3 plug in is extremely easy to use, it took Alex eleven clicks, a no brainer

BUT
- CPU scaling across cores & threads is still bad, which sucks hard
- Shader compilation stutter is still there. Can be reduced by asynchronous shader compilation and delaying shaders until they're compiled, but significant frame rate drops are still there. Not as abysmal as the crazy freezes without these features, but still not good at all.
- It's not turned on by default, so expect some games to ship without
- Traversal stutter still there
- These issues are also in Fortnite, using the newest version

Fuck this. I had high hopes for this new update. But it doesn't seem like it'll fully solve these issues.


 
What do consoles do differently that they don't have this shader stutter? Even on PC why is it a thing now, when it wasn't before?
 
What do consoles do differently that they don't have this shader stutter? Even on PC why is it a thing now, when it wasn't before?

Console games ship with pre-compiled shaders, because they're closed systems where the devs know every component. That's not the case for PCs obviously, PCs have to compile the shaders during or before gameplay. If done at the first boot, it's a one time thing if done correctly, but devs don't do it correctly because it's a lot of work.
 
What do consoles do differently that they don't have this shader stutter? Even on PC why is it a thing now, when it wasn't before?

Besides what @regawdless said, they're closed systems entirely dedicated to gaming. PCs have shit loads of variables to contend with ranging from dozens to hundreds of different hardware setups and drivers to variable amounts of memory (VRAM and RAM) to work with in addition to god only knows what the game will have to run alongside with in the background eating up those same resources and CPU.

It's just a mixed bag. I do think it would be nice if developers would at least attempt to provide precompiled shaders for the n most common PC gaming setups that you can opt to download. My emulators allow for caching shaders and will compile them in advance of playing, which helps a ton.
 
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Ah so a shader on a 4090 is different to a shader on a 3080? But still why wasn't this an issue before? Different PC hardware has always existed.
 


Sure, mybe there will be a couple of years where you will need to use DLSS Quality or Balanced to get over 100 FPS at your preferred resolution. It likely won't be an issue at all with the next generation of CPUs/GPUs.
 


Yeah I saw these requirements and had to double check, they're extremely high. But like I wrote in another thread, UE5 will reach it's potential during next gen, because it's build to last some years and rocks features that are more advanced than the current hardware can deal with, if you use everything. You can even do hardware path tracing, which destroys current high end PCs.

Let's see how demanding The Lords of the Fallen will be. With that game, Aveum and Remnant 2, we will get a good picture of the hardware hunger of UE5 I think.

I'm already saving up for a next gen GPU and hope my 3080 will make it until the new GPUs hit.
 
Meaning I hope it'll be good enough for 60fps 1440p with good visual settings (high preset at least). That's my lowest bar, but it's going to be a long two years I guess.

ah ok. i thought you were expecting it to die to some hardware failure when you said that
 
Fuck Epic games but also dx12 was a mistake.

PC didn't need lower level api's when A : the platform gets so many low effort ports and B. It has the brute force to provide much better graphics even without low level hardware coding.
 
You'd think Nvidia, MS or AMD would be doing everything they can to fight and fix this issue on their side, but instead none of them will even acknowledge that it's an issue at all.

Image if AMD came out tomorrow and said they've made a driver level option that'll force shader compilation or found a way to alleviate this issue, I'd switch immediately to them!