▲ 1223 ▼ It's so expensive to upgrade... (lemmy.world) submitted 1 month ago by The_Picard_Maneuver@lemmy.world [M] to c/memes@lemmy.world 166 comments fedilink hide all child comments
[–] slazer2au@lemmy.world 188 points 1 month ago (4 children) Only for terrible AAA games. Actual fun games I am fine. permalink fedilink source hideshow 8 child comments replies: [–] Elting@piefed.social 65 points 1 month ago (2 children) Gamers who speedrun NES games briefly poke their head out of the cave, see that life is more than shadows on a cave wall, reject that reality and return to the task at hand. permalink fedilink source parent hideshow 4 child comments replies: [–] Catoblepas@lemmy.blahaj.zone 18 points 1 month ago Who do you think returned to the cave to lead us all as philosopher kings? permalink fedilink source parent [–] Alexstarfire@lemmy.world 4 points 1 month ago They got a sword for going into the cave. That's more than I got out of any cave IRL. permalink fedilink source parent [–] ajikeshi@lemmy.world 41 points 1 month ago (2 children) yeah.. just dont buy unreal engine 5 games and you are fine permalink fedilink source parent hideshow 4 child comments replies: [–] A_Random_Idiot@lemmy.world 28 points 1 month ago (2 children) I have never hated an engine before UE5. But god it is just a steaming pile of unoptimized, bloated dogshit. permalink fedilink source parent hideshow 4 child comments replies: [–] Rawrosaurus@lemmy.dbzer0.com 18 points 1 month ago I thought UE4 was bad... But then UE5 came along. permalink fedilink source parent [–] Cethin@lemmy.zip 17 points 1 month ago (3 children) The engine isn't bad itself. The problem is it has some really cool tools that are expensive to run, but developers just turn them all on instead of optimizing. See: ARC Raiders for how it should be done. It's UE5, but they aren't using Nanite or Lumen. UE5 can run very well. Game developers thinking the only thing that matters is having the most photorealistic games is what's causes the issue. permalink fedilink source parent hideshow 6 child comments replies: [–] A_Random_Idiot@lemmy.world 7 points 1 month ago* (1 child) I wish it was possible to disable lumen. I have a feeling that alone is whats robbing FPS, and that alone is why a lot of ue5 games have resolution scaling forced enabled and cant be turned off I bet things would look better, too. permalink fedilink source parent hideshow 2 child comments replies: [–] Cethin@lemmy.zip 8 points 1 month ago (1 child) The developers can, or they can add a toggle. It isn't fundamental to UE5. ARC Raiders and Squad are both on UE5 and don't use Lumen. The issue is supporting Lumen and another lighting solution requires them to make sure both work. For multiplayer games especially, having both isn't an option, because then it gives an advantage to some people. Squad, for example, looked into it, but they ended up going with a different GI system that's more performant so everyone can (and must) use it. For single-player games, it's possible to have Lumen and another option. It's just extra cost to development. They'd rather go with the option that creates better trailers and not worry about people struggling to run it. They can run at an upscale 240p for all the executives care. permalink fedilink source parent hideshow 2 child comments replies: [–] Fmstrat@lemmy.world 2 points 1 month ago (1 child) For multiplayer games especially, having both isn't an option, because then it gives an advantage to some people. Not if the option is configurable. This is akin to how Rocket League has all kinds of stylistic options, but most pros disable them all. I'm sure that will hold true for their UE6 migration, too. permalink fedilink source parent hideshow 2 child comments replies: [–] Cethin@lemmy.zip 5 points 1 month ago* (1 child) No, I mean they can give you more information. Shadows can tell you where players are before you can see them, for example. You can also get information from reflections. Players who have hardware that can't support these features are disadvantaged. Lumen is not equivalent to, for example, texture resolution. permalink fedilink source parent hideshow 2 child comments replies: [–] Fmstrat@lemmy.world 4 points 1 month ago Ahhhhh that makes sense. permalink fedilink source parent [–] ryper@lemmy.ca 6 points 1 month ago UE 5.8 is supposed to include a "Lumen Lite" and some other improvements so that "games that rely on global illumination for artistic purposes can run on Nintendo Switch 2 at 60 fps". That'll probably provide a big boost on other platforms, but I dunno if anyone will patch their existing games to the new version. permalink fedilink source parent [–] __dev@lemmy.world 4 points 1 month ago These features are enabled by default in UE5, devs aren't going out of their way to enable them. Epic lies about them being beneficial to performance, which is only true if your assets are shit. Nanite is especially bad because Unreal Engine doesn't have a different approach for automatic LODs; you either need to do it all yourself or use nanite. Not to say that devs aren't to blame - they should know better - but they are just following Epic's recommendations and defaults. permalink fedilink source parent [–] slazer2au@lemmy.world 8 points 1 month ago (2 children) I'm getting like that for Unity games. No idea what it is but just about every unity game makes my CPU run hot and starts pumping 40 degrees C air into the room. permalink fedilink source parent hideshow 4 child comments replies: [–] Cethin@lemmy.zip 6 points 1 month ago (1 child) What? Which ones? Escape from Tarkov is the most expensive Unity game to run that I know of, and it doesn't have this issue. The issues with UE5 aren't the base engine. It's Nanite and Lumen, and how easy they make them to just toggle on. Unity doesn't have any features like this. You can get things like them on the store, but they aren't baked in. They do have ECS, which is designed to have a ridiculous number of entities operating at once. I could see how that could cause this issue if unoptimized, but not many games are using it yet so it's not what you're talking about. permalink fedilink source parent hideshow 2 child comments replies: [–] slazer2au@lemmy.world 3 points 1 month ago (2 children) Raft, Software Inc, Tinberborn, Big Ambitions. None of those are heavy games, but all of them make cook my i7-9700K Guess when I launched Raft and it hit high 50 degrees and when I exited the game. permalink fedilink source parent hideshow 4 child comments replies: [–] boonhet@sopuli.xyz 7 points 1 month ago (2 children) High 50s isn't actually an issue for any modern CPU I know of permalink fedilink source parent hideshow 4 child comments replies: [–] PabloSexcrowbar@piefed.social 4 points 1 month ago Yeah high 50s is actually excellent for a CPU under load... permalink fedilink source parent [–] slazer2au@lemmy.world 3 points 1 month ago (1 child) Problem is it then pumps 40 degrees temps into the room which sucks when the temp is already in the 30s. permalink fedilink source parent hideshow 2 child comments replies: [–] Cypher@aussie.zone 7 points 1 month ago That’s exactly what’s going to happen with any CPU with a TPD of 95W and 30+ degree ambient temps. Your CPU is actually running extremely cool if your temps are only hitting the 50s in that scenario. You need to fix the rooms airflow. permalink fedilink source parent [–] Cethin@lemmy.zip 1 point 1 month ago (1 child) Yeah, that's almost certainly not because of Unity. At most, it could be blamed on C#, if we're blaming the technology. This is an issue with their simulation I would assume. For example, Timberborn is simulating liquids and a population of workers. The liquids are probably the biggest culprit, and there's a reason you don't see many games doing it. All the games you listed are simulation games though. They are going to be the largest CPU hogs you can get, especially when you use the highest simulation speed possible. At that point, they're usually literally maxing out your CPU and running it as fast as it can process. As another example of this, Paradox games can not reach their highest speeds on weaker systems or later into the games. They run as fast as the CPU can process, which means nearly 100% utilization. It's not because they aren't efficient. It's because you're telling it to go all out on processing. permalink fedilink source parent hideshow 2 child comments replies: [–] slazer2au@lemmy.world 2 points 1 month ago (1 child) The CPU isn't anywhere near maxing out though. permalink fedilink source parent hideshow 2 child comments replies: [–] Simon_Shitewood@lemmy.ml 2 points 1 month ago I think it's limited on the cores it runs on or something - mine chugs on big maps with lots of water without going over 30%, which would be 4 cores running at full. permalink fedilink source parent [–] ms_lane@lemmy.world 3 points 1 month ago I'm like that with Unity since all unity games spy on you. permalink fedilink source parent [–] tomkatt@lemmy.world 9 points 1 month ago (2 children) Seriously, I barely play any new games, and pretty much no AAA that have come out the last few years. This year I've finished: Splinter Cell Chaos Theory, Conviction, and Blacklist Super Mario World Grim Dawn (co-op) 999 (9 Hours, 9 Persons, 9 Doors) Across the Obelisk (multiple times, wife and I play this co-op) Stranger of Paradise: Final Fantasy Origin Stella Glow Ball x Pit Rainbow Six Vegas 2 ChainStaff 9 Years of Shadows Ace Combat X Live A Live remake And currently I'm playing Megacopter: Blades of the Goddess solo, and Divinity: Original Sin 2 with my wife. I'm having a blast tearing through the backlog this year, and I've barely bought any games compared to previous years. My Steam Deck alone has like 150+ games on it I'm looking to play through, and that doesn't even account for all the retro games I'm looking to play via emulation. permalink fedilink source parent hideshow 4 child comments replies: [–] HeyThisIsntTheYMCA@lemmy.world 3 points 1 month ago is no man's sky AAA? i'm having hella fun with that. I'm about to go play permalink fedilink source parent [–] tyranny@crazypeople.online 1 point 1 month ago ride on! permalink fedilink source parent [–] binarytobis@lemmy.world 2 points 1 month ago I always have a really powerful modern specs PC, but since I try to pick games that maximize fun and don’t try to squeeze 50hrs out of a 20hr game like AAA titles, I pretty much never challenge my system. For some reason everything stresses when I sit on the steam window, though. Maybe a quirk of linux? permalink fedilink source parent
[–] Elting@piefed.social 65 points 1 month ago (2 children) Gamers who speedrun NES games briefly poke their head out of the cave, see that life is more than shadows on a cave wall, reject that reality and return to the task at hand. permalink fedilink source parent hideshow 4 child comments replies: [–] Catoblepas@lemmy.blahaj.zone 18 points 1 month ago Who do you think returned to the cave to lead us all as philosopher kings? permalink fedilink source parent [–] Alexstarfire@lemmy.world 4 points 1 month ago They got a sword for going into the cave. That's more than I got out of any cave IRL. permalink fedilink source parent
[–] Catoblepas@lemmy.blahaj.zone 18 points 1 month ago Who do you think returned to the cave to lead us all as philosopher kings? permalink fedilink source parent
[–] Alexstarfire@lemmy.world 4 points 1 month ago They got a sword for going into the cave. That's more than I got out of any cave IRL. permalink fedilink source parent
[–] ajikeshi@lemmy.world 41 points 1 month ago (2 children) yeah.. just dont buy unreal engine 5 games and you are fine permalink fedilink source parent hideshow 4 child comments replies: [–] A_Random_Idiot@lemmy.world 28 points 1 month ago (2 children) I have never hated an engine before UE5. But god it is just a steaming pile of unoptimized, bloated dogshit. permalink fedilink source parent hideshow 4 child comments replies: [–] Rawrosaurus@lemmy.dbzer0.com 18 points 1 month ago I thought UE4 was bad... But then UE5 came along. permalink fedilink source parent [–] Cethin@lemmy.zip 17 points 1 month ago (3 children) The engine isn't bad itself. The problem is it has some really cool tools that are expensive to run, but developers just turn them all on instead of optimizing. See: ARC Raiders for how it should be done. It's UE5, but they aren't using Nanite or Lumen. UE5 can run very well. Game developers thinking the only thing that matters is having the most photorealistic games is what's causes the issue. permalink fedilink source parent hideshow 6 child comments replies: [–] A_Random_Idiot@lemmy.world 7 points 1 month ago* (1 child) I wish it was possible to disable lumen. I have a feeling that alone is whats robbing FPS, and that alone is why a lot of ue5 games have resolution scaling forced enabled and cant be turned off I bet things would look better, too. permalink fedilink source parent hideshow 2 child comments replies: [–] Cethin@lemmy.zip 8 points 1 month ago (1 child) The developers can, or they can add a toggle. It isn't fundamental to UE5. ARC Raiders and Squad are both on UE5 and don't use Lumen. The issue is supporting Lumen and another lighting solution requires them to make sure both work. For multiplayer games especially, having both isn't an option, because then it gives an advantage to some people. Squad, for example, looked into it, but they ended up going with a different GI system that's more performant so everyone can (and must) use it. For single-player games, it's possible to have Lumen and another option. It's just extra cost to development. They'd rather go with the option that creates better trailers and not worry about people struggling to run it. They can run at an upscale 240p for all the executives care. permalink fedilink source parent hideshow 2 child comments replies: [–] Fmstrat@lemmy.world 2 points 1 month ago (1 child) For multiplayer games especially, having both isn't an option, because then it gives an advantage to some people. Not if the option is configurable. This is akin to how Rocket League has all kinds of stylistic options, but most pros disable them all. I'm sure that will hold true for their UE6 migration, too. permalink fedilink source parent hideshow 2 child comments replies: [–] Cethin@lemmy.zip 5 points 1 month ago* (1 child) No, I mean they can give you more information. Shadows can tell you where players are before you can see them, for example. You can also get information from reflections. Players who have hardware that can't support these features are disadvantaged. Lumen is not equivalent to, for example, texture resolution. permalink fedilink source parent hideshow 2 child comments replies: [–] Fmstrat@lemmy.world 4 points 1 month ago Ahhhhh that makes sense. permalink fedilink source parent [–] ryper@lemmy.ca 6 points 1 month ago UE 5.8 is supposed to include a "Lumen Lite" and some other improvements so that "games that rely on global illumination for artistic purposes can run on Nintendo Switch 2 at 60 fps". That'll probably provide a big boost on other platforms, but I dunno if anyone will patch their existing games to the new version. permalink fedilink source parent [–] __dev@lemmy.world 4 points 1 month ago These features are enabled by default in UE5, devs aren't going out of their way to enable them. Epic lies about them being beneficial to performance, which is only true if your assets are shit. Nanite is especially bad because Unreal Engine doesn't have a different approach for automatic LODs; you either need to do it all yourself or use nanite. Not to say that devs aren't to blame - they should know better - but they are just following Epic's recommendations and defaults. permalink fedilink source parent [–] slazer2au@lemmy.world 8 points 1 month ago (2 children) I'm getting like that for Unity games. No idea what it is but just about every unity game makes my CPU run hot and starts pumping 40 degrees C air into the room. permalink fedilink source parent hideshow 4 child comments replies: [–] Cethin@lemmy.zip 6 points 1 month ago (1 child) What? Which ones? Escape from Tarkov is the most expensive Unity game to run that I know of, and it doesn't have this issue. The issues with UE5 aren't the base engine. It's Nanite and Lumen, and how easy they make them to just toggle on. Unity doesn't have any features like this. You can get things like them on the store, but they aren't baked in. They do have ECS, which is designed to have a ridiculous number of entities operating at once. I could see how that could cause this issue if unoptimized, but not many games are using it yet so it's not what you're talking about. permalink fedilink source parent hideshow 2 child comments replies: [–] slazer2au@lemmy.world 3 points 1 month ago (2 children) Raft, Software Inc, Tinberborn, Big Ambitions. None of those are heavy games, but all of them make cook my i7-9700K Guess when I launched Raft and it hit high 50 degrees and when I exited the game. permalink fedilink source parent hideshow 4 child comments replies: [–] boonhet@sopuli.xyz 7 points 1 month ago (2 children) High 50s isn't actually an issue for any modern CPU I know of permalink fedilink source parent hideshow 4 child comments replies: [–] PabloSexcrowbar@piefed.social 4 points 1 month ago Yeah high 50s is actually excellent for a CPU under load... permalink fedilink source parent [–] slazer2au@lemmy.world 3 points 1 month ago (1 child) Problem is it then pumps 40 degrees temps into the room which sucks when the temp is already in the 30s. permalink fedilink source parent hideshow 2 child comments replies: [–] Cypher@aussie.zone 7 points 1 month ago That’s exactly what’s going to happen with any CPU with a TPD of 95W and 30+ degree ambient temps. Your CPU is actually running extremely cool if your temps are only hitting the 50s in that scenario. You need to fix the rooms airflow. permalink fedilink source parent [–] Cethin@lemmy.zip 1 point 1 month ago (1 child) Yeah, that's almost certainly not because of Unity. At most, it could be blamed on C#, if we're blaming the technology. This is an issue with their simulation I would assume. For example, Timberborn is simulating liquids and a population of workers. The liquids are probably the biggest culprit, and there's a reason you don't see many games doing it. All the games you listed are simulation games though. They are going to be the largest CPU hogs you can get, especially when you use the highest simulation speed possible. At that point, they're usually literally maxing out your CPU and running it as fast as it can process. As another example of this, Paradox games can not reach their highest speeds on weaker systems or later into the games. They run as fast as the CPU can process, which means nearly 100% utilization. It's not because they aren't efficient. It's because you're telling it to go all out on processing. permalink fedilink source parent hideshow 2 child comments replies: [–] slazer2au@lemmy.world 2 points 1 month ago (1 child) The CPU isn't anywhere near maxing out though. permalink fedilink source parent hideshow 2 child comments replies: [–] Simon_Shitewood@lemmy.ml 2 points 1 month ago I think it's limited on the cores it runs on or something - mine chugs on big maps with lots of water without going over 30%, which would be 4 cores running at full. permalink fedilink source parent [–] ms_lane@lemmy.world 3 points 1 month ago I'm like that with Unity since all unity games spy on you. permalink fedilink source parent
[–] A_Random_Idiot@lemmy.world 28 points 1 month ago (2 children) I have never hated an engine before UE5. But god it is just a steaming pile of unoptimized, bloated dogshit. permalink fedilink source parent hideshow 4 child comments replies: [–] Rawrosaurus@lemmy.dbzer0.com 18 points 1 month ago I thought UE4 was bad... But then UE5 came along. permalink fedilink source parent [–] Cethin@lemmy.zip 17 points 1 month ago (3 children) The engine isn't bad itself. The problem is it has some really cool tools that are expensive to run, but developers just turn them all on instead of optimizing. See: ARC Raiders for how it should be done. It's UE5, but they aren't using Nanite or Lumen. UE5 can run very well. Game developers thinking the only thing that matters is having the most photorealistic games is what's causes the issue. permalink fedilink source parent hideshow 6 child comments replies: [–] A_Random_Idiot@lemmy.world 7 points 1 month ago* (1 child) I wish it was possible to disable lumen. I have a feeling that alone is whats robbing FPS, and that alone is why a lot of ue5 games have resolution scaling forced enabled and cant be turned off I bet things would look better, too. permalink fedilink source parent hideshow 2 child comments replies: [–] Cethin@lemmy.zip 8 points 1 month ago (1 child) The developers can, or they can add a toggle. It isn't fundamental to UE5. ARC Raiders and Squad are both on UE5 and don't use Lumen. The issue is supporting Lumen and another lighting solution requires them to make sure both work. For multiplayer games especially, having both isn't an option, because then it gives an advantage to some people. Squad, for example, looked into it, but they ended up going with a different GI system that's more performant so everyone can (and must) use it. For single-player games, it's possible to have Lumen and another option. It's just extra cost to development. They'd rather go with the option that creates better trailers and not worry about people struggling to run it. They can run at an upscale 240p for all the executives care. permalink fedilink source parent hideshow 2 child comments replies: [–] Fmstrat@lemmy.world 2 points 1 month ago (1 child) For multiplayer games especially, having both isn't an option, because then it gives an advantage to some people. Not if the option is configurable. This is akin to how Rocket League has all kinds of stylistic options, but most pros disable them all. I'm sure that will hold true for their UE6 migration, too. permalink fedilink source parent hideshow 2 child comments replies: [–] Cethin@lemmy.zip 5 points 1 month ago* (1 child) No, I mean they can give you more information. Shadows can tell you where players are before you can see them, for example. You can also get information from reflections. Players who have hardware that can't support these features are disadvantaged. Lumen is not equivalent to, for example, texture resolution. permalink fedilink source parent hideshow 2 child comments replies: [–] Fmstrat@lemmy.world 4 points 1 month ago Ahhhhh that makes sense. permalink fedilink source parent [–] ryper@lemmy.ca 6 points 1 month ago UE 5.8 is supposed to include a "Lumen Lite" and some other improvements so that "games that rely on global illumination for artistic purposes can run on Nintendo Switch 2 at 60 fps". That'll probably provide a big boost on other platforms, but I dunno if anyone will patch their existing games to the new version. permalink fedilink source parent [–] __dev@lemmy.world 4 points 1 month ago These features are enabled by default in UE5, devs aren't going out of their way to enable them. Epic lies about them being beneficial to performance, which is only true if your assets are shit. Nanite is especially bad because Unreal Engine doesn't have a different approach for automatic LODs; you either need to do it all yourself or use nanite. Not to say that devs aren't to blame - they should know better - but they are just following Epic's recommendations and defaults. permalink fedilink source parent
[–] Rawrosaurus@lemmy.dbzer0.com 18 points 1 month ago I thought UE4 was bad... But then UE5 came along. permalink fedilink source parent
[–] Cethin@lemmy.zip 17 points 1 month ago (3 children) The engine isn't bad itself. The problem is it has some really cool tools that are expensive to run, but developers just turn them all on instead of optimizing. See: ARC Raiders for how it should be done. It's UE5, but they aren't using Nanite or Lumen. UE5 can run very well. Game developers thinking the only thing that matters is having the most photorealistic games is what's causes the issue. permalink fedilink source parent hideshow 6 child comments replies: [–] A_Random_Idiot@lemmy.world 7 points 1 month ago* (1 child) I wish it was possible to disable lumen. I have a feeling that alone is whats robbing FPS, and that alone is why a lot of ue5 games have resolution scaling forced enabled and cant be turned off I bet things would look better, too. permalink fedilink source parent hideshow 2 child comments replies: [–] Cethin@lemmy.zip 8 points 1 month ago (1 child) The developers can, or they can add a toggle. It isn't fundamental to UE5. ARC Raiders and Squad are both on UE5 and don't use Lumen. The issue is supporting Lumen and another lighting solution requires them to make sure both work. For multiplayer games especially, having both isn't an option, because then it gives an advantage to some people. Squad, for example, looked into it, but they ended up going with a different GI system that's more performant so everyone can (and must) use it. For single-player games, it's possible to have Lumen and another option. It's just extra cost to development. They'd rather go with the option that creates better trailers and not worry about people struggling to run it. They can run at an upscale 240p for all the executives care. permalink fedilink source parent hideshow 2 child comments replies: [–] Fmstrat@lemmy.world 2 points 1 month ago (1 child) For multiplayer games especially, having both isn't an option, because then it gives an advantage to some people. Not if the option is configurable. This is akin to how Rocket League has all kinds of stylistic options, but most pros disable them all. I'm sure that will hold true for their UE6 migration, too. permalink fedilink source parent hideshow 2 child comments replies: [–] Cethin@lemmy.zip 5 points 1 month ago* (1 child) No, I mean they can give you more information. Shadows can tell you where players are before you can see them, for example. You can also get information from reflections. Players who have hardware that can't support these features are disadvantaged. Lumen is not equivalent to, for example, texture resolution. permalink fedilink source parent hideshow 2 child comments replies: [–] Fmstrat@lemmy.world 4 points 1 month ago Ahhhhh that makes sense. permalink fedilink source parent [–] ryper@lemmy.ca 6 points 1 month ago UE 5.8 is supposed to include a "Lumen Lite" and some other improvements so that "games that rely on global illumination for artistic purposes can run on Nintendo Switch 2 at 60 fps". That'll probably provide a big boost on other platforms, but I dunno if anyone will patch their existing games to the new version. permalink fedilink source parent [–] __dev@lemmy.world 4 points 1 month ago These features are enabled by default in UE5, devs aren't going out of their way to enable them. Epic lies about them being beneficial to performance, which is only true if your assets are shit. Nanite is especially bad because Unreal Engine doesn't have a different approach for automatic LODs; you either need to do it all yourself or use nanite. Not to say that devs aren't to blame - they should know better - but they are just following Epic's recommendations and defaults. permalink fedilink source parent
[–] A_Random_Idiot@lemmy.world 7 points 1 month ago* (1 child) I wish it was possible to disable lumen. I have a feeling that alone is whats robbing FPS, and that alone is why a lot of ue5 games have resolution scaling forced enabled and cant be turned off I bet things would look better, too. permalink fedilink source parent hideshow 2 child comments replies: [–] Cethin@lemmy.zip 8 points 1 month ago (1 child) The developers can, or they can add a toggle. It isn't fundamental to UE5. ARC Raiders and Squad are both on UE5 and don't use Lumen. The issue is supporting Lumen and another lighting solution requires them to make sure both work. For multiplayer games especially, having both isn't an option, because then it gives an advantage to some people. Squad, for example, looked into it, but they ended up going with a different GI system that's more performant so everyone can (and must) use it. For single-player games, it's possible to have Lumen and another option. It's just extra cost to development. They'd rather go with the option that creates better trailers and not worry about people struggling to run it. They can run at an upscale 240p for all the executives care. permalink fedilink source parent hideshow 2 child comments replies: [–] Fmstrat@lemmy.world 2 points 1 month ago (1 child) For multiplayer games especially, having both isn't an option, because then it gives an advantage to some people. Not if the option is configurable. This is akin to how Rocket League has all kinds of stylistic options, but most pros disable them all. I'm sure that will hold true for their UE6 migration, too. permalink fedilink source parent hideshow 2 child comments replies: [–] Cethin@lemmy.zip 5 points 1 month ago* (1 child) No, I mean they can give you more information. Shadows can tell you where players are before you can see them, for example. You can also get information from reflections. Players who have hardware that can't support these features are disadvantaged. Lumen is not equivalent to, for example, texture resolution. permalink fedilink source parent hideshow 2 child comments replies: [–] Fmstrat@lemmy.world 4 points 1 month ago Ahhhhh that makes sense. permalink fedilink source parent
[–] Cethin@lemmy.zip 8 points 1 month ago (1 child) The developers can, or they can add a toggle. It isn't fundamental to UE5. ARC Raiders and Squad are both on UE5 and don't use Lumen. The issue is supporting Lumen and another lighting solution requires them to make sure both work. For multiplayer games especially, having both isn't an option, because then it gives an advantage to some people. Squad, for example, looked into it, but they ended up going with a different GI system that's more performant so everyone can (and must) use it. For single-player games, it's possible to have Lumen and another option. It's just extra cost to development. They'd rather go with the option that creates better trailers and not worry about people struggling to run it. They can run at an upscale 240p for all the executives care. permalink fedilink source parent hideshow 2 child comments replies: [–] Fmstrat@lemmy.world 2 points 1 month ago (1 child) For multiplayer games especially, having both isn't an option, because then it gives an advantage to some people. Not if the option is configurable. This is akin to how Rocket League has all kinds of stylistic options, but most pros disable them all. I'm sure that will hold true for their UE6 migration, too. permalink fedilink source parent hideshow 2 child comments replies: [–] Cethin@lemmy.zip 5 points 1 month ago* (1 child) No, I mean they can give you more information. Shadows can tell you where players are before you can see them, for example. You can also get information from reflections. Players who have hardware that can't support these features are disadvantaged. Lumen is not equivalent to, for example, texture resolution. permalink fedilink source parent hideshow 2 child comments replies: [–] Fmstrat@lemmy.world 4 points 1 month ago Ahhhhh that makes sense. permalink fedilink source parent
[–] Fmstrat@lemmy.world 2 points 1 month ago (1 child) For multiplayer games especially, having both isn't an option, because then it gives an advantage to some people. Not if the option is configurable. This is akin to how Rocket League has all kinds of stylistic options, but most pros disable them all. I'm sure that will hold true for their UE6 migration, too. permalink fedilink source parent hideshow 2 child comments replies: [–] Cethin@lemmy.zip 5 points 1 month ago* (1 child) No, I mean they can give you more information. Shadows can tell you where players are before you can see them, for example. You can also get information from reflections. Players who have hardware that can't support these features are disadvantaged. Lumen is not equivalent to, for example, texture resolution. permalink fedilink source parent hideshow 2 child comments replies: [–] Fmstrat@lemmy.world 4 points 1 month ago Ahhhhh that makes sense. permalink fedilink source parent
[–] Cethin@lemmy.zip 5 points 1 month ago* (1 child) No, I mean they can give you more information. Shadows can tell you where players are before you can see them, for example. You can also get information from reflections. Players who have hardware that can't support these features are disadvantaged. Lumen is not equivalent to, for example, texture resolution. permalink fedilink source parent hideshow 2 child comments replies: [–] Fmstrat@lemmy.world 4 points 1 month ago Ahhhhh that makes sense. permalink fedilink source parent
[–] Fmstrat@lemmy.world 4 points 1 month ago Ahhhhh that makes sense. permalink fedilink source parent
[–] ryper@lemmy.ca 6 points 1 month ago UE 5.8 is supposed to include a "Lumen Lite" and some other improvements so that "games that rely on global illumination for artistic purposes can run on Nintendo Switch 2 at 60 fps". That'll probably provide a big boost on other platforms, but I dunno if anyone will patch their existing games to the new version. permalink fedilink source parent
[–] __dev@lemmy.world 4 points 1 month ago These features are enabled by default in UE5, devs aren't going out of their way to enable them. Epic lies about them being beneficial to performance, which is only true if your assets are shit. Nanite is especially bad because Unreal Engine doesn't have a different approach for automatic LODs; you either need to do it all yourself or use nanite. Not to say that devs aren't to blame - they should know better - but they are just following Epic's recommendations and defaults. permalink fedilink source parent
[–] slazer2au@lemmy.world 8 points 1 month ago (2 children) I'm getting like that for Unity games. No idea what it is but just about every unity game makes my CPU run hot and starts pumping 40 degrees C air into the room. permalink fedilink source parent hideshow 4 child comments replies: [–] Cethin@lemmy.zip 6 points 1 month ago (1 child) What? Which ones? Escape from Tarkov is the most expensive Unity game to run that I know of, and it doesn't have this issue. The issues with UE5 aren't the base engine. It's Nanite and Lumen, and how easy they make them to just toggle on. Unity doesn't have any features like this. You can get things like them on the store, but they aren't baked in. They do have ECS, which is designed to have a ridiculous number of entities operating at once. I could see how that could cause this issue if unoptimized, but not many games are using it yet so it's not what you're talking about. permalink fedilink source parent hideshow 2 child comments replies: [–] slazer2au@lemmy.world 3 points 1 month ago (2 children) Raft, Software Inc, Tinberborn, Big Ambitions. None of those are heavy games, but all of them make cook my i7-9700K Guess when I launched Raft and it hit high 50 degrees and when I exited the game. permalink fedilink source parent hideshow 4 child comments replies: [–] boonhet@sopuli.xyz 7 points 1 month ago (2 children) High 50s isn't actually an issue for any modern CPU I know of permalink fedilink source parent hideshow 4 child comments replies: [–] PabloSexcrowbar@piefed.social 4 points 1 month ago Yeah high 50s is actually excellent for a CPU under load... permalink fedilink source parent [–] slazer2au@lemmy.world 3 points 1 month ago (1 child) Problem is it then pumps 40 degrees temps into the room which sucks when the temp is already in the 30s. permalink fedilink source parent hideshow 2 child comments replies: [–] Cypher@aussie.zone 7 points 1 month ago That’s exactly what’s going to happen with any CPU with a TPD of 95W and 30+ degree ambient temps. Your CPU is actually running extremely cool if your temps are only hitting the 50s in that scenario. You need to fix the rooms airflow. permalink fedilink source parent [–] Cethin@lemmy.zip 1 point 1 month ago (1 child) Yeah, that's almost certainly not because of Unity. At most, it could be blamed on C#, if we're blaming the technology. This is an issue with their simulation I would assume. For example, Timberborn is simulating liquids and a population of workers. The liquids are probably the biggest culprit, and there's a reason you don't see many games doing it. All the games you listed are simulation games though. They are going to be the largest CPU hogs you can get, especially when you use the highest simulation speed possible. At that point, they're usually literally maxing out your CPU and running it as fast as it can process. As another example of this, Paradox games can not reach their highest speeds on weaker systems or later into the games. They run as fast as the CPU can process, which means nearly 100% utilization. It's not because they aren't efficient. It's because you're telling it to go all out on processing. permalink fedilink source parent hideshow 2 child comments replies: [–] slazer2au@lemmy.world 2 points 1 month ago (1 child) The CPU isn't anywhere near maxing out though. permalink fedilink source parent hideshow 2 child comments replies: [–] Simon_Shitewood@lemmy.ml 2 points 1 month ago I think it's limited on the cores it runs on or something - mine chugs on big maps with lots of water without going over 30%, which would be 4 cores running at full. permalink fedilink source parent [–] ms_lane@lemmy.world 3 points 1 month ago I'm like that with Unity since all unity games spy on you. permalink fedilink source parent
[–] Cethin@lemmy.zip 6 points 1 month ago (1 child) What? Which ones? Escape from Tarkov is the most expensive Unity game to run that I know of, and it doesn't have this issue. The issues with UE5 aren't the base engine. It's Nanite and Lumen, and how easy they make them to just toggle on. Unity doesn't have any features like this. You can get things like them on the store, but they aren't baked in. They do have ECS, which is designed to have a ridiculous number of entities operating at once. I could see how that could cause this issue if unoptimized, but not many games are using it yet so it's not what you're talking about. permalink fedilink source parent hideshow 2 child comments replies: [–] slazer2au@lemmy.world 3 points 1 month ago (2 children) Raft, Software Inc, Tinberborn, Big Ambitions. None of those are heavy games, but all of them make cook my i7-9700K Guess when I launched Raft and it hit high 50 degrees and when I exited the game. permalink fedilink source parent hideshow 4 child comments replies: [–] boonhet@sopuli.xyz 7 points 1 month ago (2 children) High 50s isn't actually an issue for any modern CPU I know of permalink fedilink source parent hideshow 4 child comments replies: [–] PabloSexcrowbar@piefed.social 4 points 1 month ago Yeah high 50s is actually excellent for a CPU under load... permalink fedilink source parent [–] slazer2au@lemmy.world 3 points 1 month ago (1 child) Problem is it then pumps 40 degrees temps into the room which sucks when the temp is already in the 30s. permalink fedilink source parent hideshow 2 child comments replies: [–] Cypher@aussie.zone 7 points 1 month ago That’s exactly what’s going to happen with any CPU with a TPD of 95W and 30+ degree ambient temps. Your CPU is actually running extremely cool if your temps are only hitting the 50s in that scenario. You need to fix the rooms airflow. permalink fedilink source parent [–] Cethin@lemmy.zip 1 point 1 month ago (1 child) Yeah, that's almost certainly not because of Unity. At most, it could be blamed on C#, if we're blaming the technology. This is an issue with their simulation I would assume. For example, Timberborn is simulating liquids and a population of workers. The liquids are probably the biggest culprit, and there's a reason you don't see many games doing it. All the games you listed are simulation games though. They are going to be the largest CPU hogs you can get, especially when you use the highest simulation speed possible. At that point, they're usually literally maxing out your CPU and running it as fast as it can process. As another example of this, Paradox games can not reach their highest speeds on weaker systems or later into the games. They run as fast as the CPU can process, which means nearly 100% utilization. It's not because they aren't efficient. It's because you're telling it to go all out on processing. permalink fedilink source parent hideshow 2 child comments replies: [–] slazer2au@lemmy.world 2 points 1 month ago (1 child) The CPU isn't anywhere near maxing out though. permalink fedilink source parent hideshow 2 child comments replies: [–] Simon_Shitewood@lemmy.ml 2 points 1 month ago I think it's limited on the cores it runs on or something - mine chugs on big maps with lots of water without going over 30%, which would be 4 cores running at full. permalink fedilink source parent
[–] slazer2au@lemmy.world 3 points 1 month ago (2 children) Raft, Software Inc, Tinberborn, Big Ambitions. None of those are heavy games, but all of them make cook my i7-9700K Guess when I launched Raft and it hit high 50 degrees and when I exited the game. permalink fedilink source parent hideshow 4 child comments replies: [–] boonhet@sopuli.xyz 7 points 1 month ago (2 children) High 50s isn't actually an issue for any modern CPU I know of permalink fedilink source parent hideshow 4 child comments replies: [–] PabloSexcrowbar@piefed.social 4 points 1 month ago Yeah high 50s is actually excellent for a CPU under load... permalink fedilink source parent [–] slazer2au@lemmy.world 3 points 1 month ago (1 child) Problem is it then pumps 40 degrees temps into the room which sucks when the temp is already in the 30s. permalink fedilink source parent hideshow 2 child comments replies: [–] Cypher@aussie.zone 7 points 1 month ago That’s exactly what’s going to happen with any CPU with a TPD of 95W and 30+ degree ambient temps. Your CPU is actually running extremely cool if your temps are only hitting the 50s in that scenario. You need to fix the rooms airflow. permalink fedilink source parent [–] Cethin@lemmy.zip 1 point 1 month ago (1 child) Yeah, that's almost certainly not because of Unity. At most, it could be blamed on C#, if we're blaming the technology. This is an issue with their simulation I would assume. For example, Timberborn is simulating liquids and a population of workers. The liquids are probably the biggest culprit, and there's a reason you don't see many games doing it. All the games you listed are simulation games though. They are going to be the largest CPU hogs you can get, especially when you use the highest simulation speed possible. At that point, they're usually literally maxing out your CPU and running it as fast as it can process. As another example of this, Paradox games can not reach their highest speeds on weaker systems or later into the games. They run as fast as the CPU can process, which means nearly 100% utilization. It's not because they aren't efficient. It's because you're telling it to go all out on processing. permalink fedilink source parent hideshow 2 child comments replies: [–] slazer2au@lemmy.world 2 points 1 month ago (1 child) The CPU isn't anywhere near maxing out though. permalink fedilink source parent hideshow 2 child comments replies: [–] Simon_Shitewood@lemmy.ml 2 points 1 month ago I think it's limited on the cores it runs on or something - mine chugs on big maps with lots of water without going over 30%, which would be 4 cores running at full. permalink fedilink source parent
[–] boonhet@sopuli.xyz 7 points 1 month ago (2 children) High 50s isn't actually an issue for any modern CPU I know of permalink fedilink source parent hideshow 4 child comments replies: [–] PabloSexcrowbar@piefed.social 4 points 1 month ago Yeah high 50s is actually excellent for a CPU under load... permalink fedilink source parent [–] slazer2au@lemmy.world 3 points 1 month ago (1 child) Problem is it then pumps 40 degrees temps into the room which sucks when the temp is already in the 30s. permalink fedilink source parent hideshow 2 child comments replies: [–] Cypher@aussie.zone 7 points 1 month ago That’s exactly what’s going to happen with any CPU with a TPD of 95W and 30+ degree ambient temps. Your CPU is actually running extremely cool if your temps are only hitting the 50s in that scenario. You need to fix the rooms airflow. permalink fedilink source parent
[–] PabloSexcrowbar@piefed.social 4 points 1 month ago Yeah high 50s is actually excellent for a CPU under load... permalink fedilink source parent
[–] slazer2au@lemmy.world 3 points 1 month ago (1 child) Problem is it then pumps 40 degrees temps into the room which sucks when the temp is already in the 30s. permalink fedilink source parent hideshow 2 child comments replies: [–] Cypher@aussie.zone 7 points 1 month ago That’s exactly what’s going to happen with any CPU with a TPD of 95W and 30+ degree ambient temps. Your CPU is actually running extremely cool if your temps are only hitting the 50s in that scenario. You need to fix the rooms airflow. permalink fedilink source parent
[–] Cypher@aussie.zone 7 points 1 month ago That’s exactly what’s going to happen with any CPU with a TPD of 95W and 30+ degree ambient temps. Your CPU is actually running extremely cool if your temps are only hitting the 50s in that scenario. You need to fix the rooms airflow. permalink fedilink source parent
[–] Cethin@lemmy.zip 1 point 1 month ago (1 child) Yeah, that's almost certainly not because of Unity. At most, it could be blamed on C#, if we're blaming the technology. This is an issue with their simulation I would assume. For example, Timberborn is simulating liquids and a population of workers. The liquids are probably the biggest culprit, and there's a reason you don't see many games doing it. All the games you listed are simulation games though. They are going to be the largest CPU hogs you can get, especially when you use the highest simulation speed possible. At that point, they're usually literally maxing out your CPU and running it as fast as it can process. As another example of this, Paradox games can not reach their highest speeds on weaker systems or later into the games. They run as fast as the CPU can process, which means nearly 100% utilization. It's not because they aren't efficient. It's because you're telling it to go all out on processing. permalink fedilink source parent hideshow 2 child comments replies: [–] slazer2au@lemmy.world 2 points 1 month ago (1 child) The CPU isn't anywhere near maxing out though. permalink fedilink source parent hideshow 2 child comments replies: [–] Simon_Shitewood@lemmy.ml 2 points 1 month ago I think it's limited on the cores it runs on or something - mine chugs on big maps with lots of water without going over 30%, which would be 4 cores running at full. permalink fedilink source parent
[–] slazer2au@lemmy.world 2 points 1 month ago (1 child) The CPU isn't anywhere near maxing out though. permalink fedilink source parent hideshow 2 child comments replies: [–] Simon_Shitewood@lemmy.ml 2 points 1 month ago I think it's limited on the cores it runs on or something - mine chugs on big maps with lots of water without going over 30%, which would be 4 cores running at full. permalink fedilink source parent
[–] Simon_Shitewood@lemmy.ml 2 points 1 month ago I think it's limited on the cores it runs on or something - mine chugs on big maps with lots of water without going over 30%, which would be 4 cores running at full. permalink fedilink source parent
[–] ms_lane@lemmy.world 3 points 1 month ago I'm like that with Unity since all unity games spy on you. permalink fedilink source parent
[–] tomkatt@lemmy.world 9 points 1 month ago (2 children) Seriously, I barely play any new games, and pretty much no AAA that have come out the last few years. This year I've finished: Splinter Cell Chaos Theory, Conviction, and Blacklist Super Mario World Grim Dawn (co-op) 999 (9 Hours, 9 Persons, 9 Doors) Across the Obelisk (multiple times, wife and I play this co-op) Stranger of Paradise: Final Fantasy Origin Stella Glow Ball x Pit Rainbow Six Vegas 2 ChainStaff 9 Years of Shadows Ace Combat X Live A Live remake And currently I'm playing Megacopter: Blades of the Goddess solo, and Divinity: Original Sin 2 with my wife. I'm having a blast tearing through the backlog this year, and I've barely bought any games compared to previous years. My Steam Deck alone has like 150+ games on it I'm looking to play through, and that doesn't even account for all the retro games I'm looking to play via emulation. permalink fedilink source parent hideshow 4 child comments replies: [–] HeyThisIsntTheYMCA@lemmy.world 3 points 1 month ago is no man's sky AAA? i'm having hella fun with that. I'm about to go play permalink fedilink source parent [–] tyranny@crazypeople.online 1 point 1 month ago ride on! permalink fedilink source parent
[–] HeyThisIsntTheYMCA@lemmy.world 3 points 1 month ago is no man's sky AAA? i'm having hella fun with that. I'm about to go play permalink fedilink source parent
[–] binarytobis@lemmy.world 2 points 1 month ago I always have a really powerful modern specs PC, but since I try to pick games that maximize fun and don’t try to squeeze 50hrs out of a 20hr game like AAA titles, I pretty much never challenge my system. For some reason everything stresses when I sit on the steam window, though. Maybe a quirk of linux? permalink fedilink source parent