- Nov 3, 2017
- 105
- 246
Why, oh fucking why, are you using UE5, and of all FUCKING THINGS are you using lumen? Have you not looked at a SINGLE UE5 game that has lumen and how much of a blurry unplayable mess the game is? It's horrifying.
I think I read somewhere that UE4 isn't supported anymore, so many developers are basically forced to switch to UE5, and I hate it.Even experienced development studios with resources can't yet adequately set up games in UE5, but... "everyone ran and we ran"
Play Alone In The Dark(2024), Vampyr(2018). Both are Unreal Engine 4, looks beautiful, plays like a real deal game, maintains at least 60 fps. I have a simple rule, if a game can't maintain 50-60 fps in medium settings, there's no point to even have that option. It's so stupid. Many gamers choose medium settings to achieve a seamless experience regardless whatever scene is going on anyways. It's like standard for PC like a FOV slider set to 80-90.I think I read somewhere that UE4 isn't supported anymore, so many developers are basically forced to switch to UE5, and I hate it.
You have no idea what a beast 1080 Ti truly is otherwise you won't say such things dude. It was meant to be future proof and it still is admired by the community. It ain't for ray traced graphics for sure, but medium to high it should rip and tear, plus it has more VRAM than your "newer generation" GPU's which sticks a pathetic 8 gigs of VRAM.Seems it hasn't occurred to you that maybe you're stuttering because your GPU is almost seven years and four generations old?
UE5 is dogshit, even with a 4070 super, any UE5 game runs like utter garbage. Almost like the engine is completely worthless as a game engine for the most part.Seems it hasn't occurred to you that maybe you're stuttering because your GPU is almost seven years and four generations old?
It's a game trailer or tech demo engine, not game engine. Yet it fails at that too(to trained eyes like ours). Even Red Engine does better than Unreal Engine 5. Just like giving more gas to a Prius won't make it any faster, feeding UE5 more power won't make things any better, it's done forked at foundation.UE5 is dogshit, even with a 4070 super, any UE5 game runs like utter garbage. Almost like the engine is completely worthless as a game engine for the most part.
Not just as a game engine, I have heard stories from render people as well like for example the way how UE5 gets all that awful ghosting and smear out of renders is by rendering it a whole bunch of times and then extrapolating a clean version.UE5 is dogshit, even with a 4070 super, any UE5 game runs like utter garbage. Almost like the engine is completely worthless as a game engine for the most part.
I agree that Unreal 5's current version has some issues. For example, in the Unreal 4 version, we could use something called Parallax to add bumps to the level. Now they replaced that workflow with Nanite, which focuses on high-poly meshes and isn't as polished and optimised as Parallax was for most machines.It's killing games.
edit: since you guys agree with what i just stated... well checkout this thread
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You guys have the passion and from what I've seen in legacy nothing like it exists elsewhere, an rpg style adult game with quests that takes itself seriously. This and Carnal Instinct are two games I felt should have just sticked to UE4 and kept adding more quests till it felt like a full game. So blyatful.I agree that Unreal 5's current version has some issues. For example, in the Unreal 4 version, we could use something called Parallax to add bumps to the level. Now they replaced that workflow with Nanite, which focuses on high-poly meshes and isn't as polished and optimised as Parallax was for most machines.
So most of our job in the past months when it comes to level design has been trying to find a solution to achieve the same visuals in the landscape whilst keeping the game compatible with the current systems that can run Kalyskah version 0.24.... It has been a really big struggle because when it comes to the programming side of things, we did a lot of advancements as many people said that the current dungeon runs better than it did back in Kalyskah 0.19. But when we approach the open world, there's where things got tricky. We know how to handle it but it's taking longer than initially anticipated.
But on the bright side, when this rework is done, the amount of improvements unreal 5 has given us to speed up the process of tweaking things such as cutscenes and audios, will be worth the trouble because quests will be produced far much faster than ever before.
While there have been some changes in regard to virtual textures I'm pretty sure UE5 still supports POM. My biggest issue is still that horrible TSR ghosting/smear.I agree that Unreal 5's current version has some issues. For example, in the Unreal 4 version, we could use something called Parallax to add bumps to the level. Now they replaced that workflow with Nanite, which focuses on high-poly meshes and isn't as polished and optimised as Parallax was for most machines.
So most of our job in the past months when it comes to level design has been trying to find a solution to achieve the same visuals in the landscape whilst keeping the game compatible with the current systems that can run Kalyskah version 0.24.... It has been a really big struggle because when it comes to the programming side of things, we did a lot of advancements as many people said that the current dungeon runs better than it did back in Kalyskah 0.19. But when we approach the open world, there's where things got tricky. We know how to handle it but it's taking longer than initially anticipated.
But on the bright side, when this rework is done, the amount of improvements unreal 5 has given us to speed up the process of tweaking things such as cutscenes and audios, will be worth the trouble because quests will be produced far much faster than ever before.
Thanks!While there have been some changes in regard to virtual textures I'm pretty sure UE5 still supports POM. My biggest issue is still that horrible TSR ghosting/smear.
Also, I just found out that the guy who made this tread.
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Is also running the YouTube channel I recommended.
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Yeah, the reason we're not updating the game as often as before is because we changed our mindset so instead of crunching to release a lot of unpolished content, we're studying the engine, testing new features, and seeing if they work. Then reverting changes if they don't to try a different approach. Gathering the money to hire professionals to guide us in our journey and setup improved systems and so on. We understand that in the short-term it's heavily slowing us down. Still, we are confident that once we are back to implementing quests, the actual mechanics of the game will be done. The foundation will be solid enough that we can even start considering features that we couldn't even dream about before, such as adding a way to play with companions or small standalone quests where you witness the weight of Kalyskah's choices through the lenses of other characters, and perhaps even a way to manage a castle with mechanics to add furniture to it and send acolytes on missions. These are the features we added as milestones on our wishlist campaign and we are rebuilding the back-end to encompass them when it comes the time for it.You guys have the passion and from what I've seen in legacy nothing like it exists elsewhere, an rpg style adult game with quests that takes itself seriously. This and Carnal Instinct are two games I felt should have just sticked to UE4 and kept adding more quests till it felt like a full game. So blyatful.
It's good to know you guys know a way, I know you've done it before. It had issues with performance, but you guys fixed it with the last legacy build. Don't crunch, give Kalyskah blood. Seems we have to make some sacrifices, mostly time.
Kalyskah This is exactly the type of transparency the entire video game industry (especially CD Projekt Red) needs.Yeah, the reason we're not updating the game as often as before is because we changed our mindset so instead of crunching to release a lot of unpolished content, we're studying the engine, testing new features, and seeing if they work. Then reverting changes if they don't to try a different approach. Gathering the money to hire professionals to guide us in our journey and setup improved systems and so on. We understand that in the short-term it's heavily slowing us down. Still, we are confident that once we are back to implementing quests, the actual mechanics of the game will be done. The foundation will be solid enough that we can even start considering features that we couldn't even dream about before, such as adding a way to play with companions or small standalone quests where you witness the weight of Kalyskah's choices through the lenses of other characters, and perhaps even a way to manage a castle with mechanics to add furniture to it and send acolytes on missions. These are the features we added as milestones on our wishlist campaign and we are rebuilding the back-end to encompass them when it comes the time for it.
But we know that to reach that point we need to change our approach and make some unpopular decisions such as taking a few steps back, tweak the foundation, and then build on top of it. Kalyskah is not just a game to us, it's something we are pouring our hearts into. But will take a bit longer to get all this to the stage we want, some slices of the improvements might be around by February, but June/July is probably when we'll have this ready. More or less the time we want to start the early access on Steam.
The demo was removed from steam this week while we prepare to launch another one early next month!Hi just asking if someone else is having trouble downloading the Demo from Steam?
I cannot download no matter what even on the console commands
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you should have removed it the next month then tbhThe demo was removed from steam this week while we prepare to launch another one early next month!