I’ve read reports that people can’t get more than 30fps on low settings on 4000 series cards. I’m definitely not one to expect sweet 120fps on ultra on launch day, but a 4000 card not even getting low settings? They failed. Hard.
I mean, Cuphead is one of the more visually impressive games… ever. It has an art style and it works it to the fullest extent. And Silksong is also quite gorgeous.
This comes up every other year or so it seems. People think 2D means “low effort” and get angry that so many fighting games moved on to 3D. But the reality is that actually making sprites is a VERY labor intensive process that often requires a deep understanding of the entire rendering pipeline (including the hardware it is displayed on). At this point, “most” online people are aware that many of the NES/SNES sprites were specifically made with CRT “blurring” in mind but it goes way beyond that. So that is why franchises like Street Fighter just have “generic” 3d models.
And ArcSys more or less made their entire model (wait for it) simple-ish 3d models with cell shading and very specific lighting systems to appear 2D even though they aren’t. Which is why stuff like the super attacks always look so impressive as you do the zoom and spin around.
I can’t speak for blands 4 since 3 (and the pre-sequel…) were so aggressively obnoxious that I just replay 2 every 3 or 4 years. But just look at this thread where you have weirdos saying that UE5 games look like they are from 2016. People are deeply stupid and games need to pop and sizzle to stand out. And while I don’t know (or care) if blands 4 succeeded… just look at ArcSys for how you can use modern engines to make cellshaded 3d models look AMAZING.
It is very specifically for actually 2D games, but check out some of Cobra Code’s videos on youtube. They have put a LOT of work into how to use UE5 to make sprite based 2D games look GOOD and it is actually fascinating. And that is still sidestepping the initial sprite work for the most part.
And as another example of why sprites are actually a ridiculous amount of work to get right. Mina The Hollower (?) is the latest game from the Shovel Knight devs. And… most of us who tried the demo on a high resolution display felt REALLY weird because of the way the sprites and animations looked upscaled (I saw a breakdown of why. I did not understand it). The devs are putting in the work to fix that ahead of launch but it really speaks to the kinds of problems that come up when you go from testing on a Steam Deck or in a debug window to stretched across a 1440p display at 120-ish Hz.
I’ve been playing since the 12th, it hasn’t gotten better since then and my friend who got it day one hasn’t said anything about updates improving the performance.
I’m definitely not one to expect sweet 120fps on ultra on launch day
I fucking am. I didn’t pay $1700 for a graphics card to have potato graphics. I’m glad there’s been plenty of bad press on this, not that I would have bought it this close to launch anyway.
No, I disagree with that. It’s always been perfectly normal to have ultra graphics a bit out of reach so that the game will look great on future graphics cards, and 120fps is a ridiculously high number that should never be expected even with top of the line graphics cards for a brand new release. (Assuming 2 or 4k)
However, a 1 generation out of date graphics card should be able to easily play most things on High settings at a decent framerate (aiming for 60) on 4k settings, which Borderlands failed at horribly. Medium to low settings on a 4000 series card sounds like a gutpunch to me.
I remember when 3 came out, i still had a ps4. The game was literally unplayable, like literally crashing every 2 minutes. Couldn’t get past the first 10 minutes of the game. Im not surprised that even on ps5 the new one is crap. It’s like they gave up after part 2
I don’t understand how Sony would allow a game on their platform that doesn’t actually run. Like surely they will require to provide some kind of advanced copy for them to review?
There’s a process called certification you need to pass in order to release on a console where they test your game against a list of criteria outlined in the developer agreement to validate stability, minimum performance,and conformance with platform standards. Nintendo pioneered this process (the Nintendo seal of quality) in response to unauthorized developers releasing cartridges which ran poorly and could freeze or even cause damage to consoles.
For a while, console manufacturers pretty strict about certification requirements but as time goes on they’ve been granting more and more exceptions to large publishers willing to pay fees and pinky-promise to fix the issues post-launch.
Shade aside, I do think more developers should make their own engine. Yes it takes time and resources, but those are spent on exactly what you need instead of on getting what you want out of an engine that was made to do everything but focused on nothing.
I mean I sort of agree, but I’ve both used custom engines and seen people trying use custom engines and you have this problem where the engine was designed for a game, rather than for any game. So if the original game didn’t have a particular feature the engine has no capacity to do that thing, so every time you want to make a new game in that engine, you basically have to rewrite the engine.
It works if you build an engine to be an engine, but as you say that’s extremely expensive and time consuming and you probably am not going to get any benefit out of it. You could try selling the engine, but you’re unlikely to make much progress unless there is a significant improvement over the other options already available.
This kind of thinking is what caused all the issues for cyberpunk 2077 release. You need people who can actually use the engine. If you have to train every dev that on boards on your custom engine and all its quirks and customizations youll mever be able to release on time. Its why theyve switched to working with unreal. You can actually get people who are familiar wirh all the systems without spending weeks or months training them.
It also sucks for the devs trying to leave since youve now spent months or years working on systems and code that dont work anywhere else. So whoever hires you will again have to retrain you with their systems.
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Aktywne