- Dec 1, 2018
- 2,169
- 2,089
The texture loading correctly is a complex system dependent thingy and im relative underpowered not mega but i would say enough these days at least way more underpowered than a current Console 
I didn't look at Cyberpunk 2077 yet but sure it will have some benefits it's their own Engine and they invested a lot in it, though im not sure if i have seen such jungle environments in Cyberpunk 2077 there was this dessert part i think but that is ultra low complexity
Witcher 3 showcased more in that Render direction
Better compare would be a highly optimized Horizon Zero Dawn
Also Unreals Automatic Occlusion culling is still far from Perfect it got much better though
Funny thing is really that newest TAA problem it happens as soon as you move into jungle direction like there is a invisible boarder where things start to get ugly
Problem X
Candy Valley really presures Unreal with all Kind of Workloads
Another nice thing seems i can stay on High View distance now i have to further test that i was panicly switching to MEDIUM at some build after Performance was far from ok for that mega amount of foliage rendering in the back my old i5-2400 wanted to tell me how bad i'am doing this to him on DX11
High View Distance in this build also don't forget all of this streams from external USB3
The Palm Trees here in the Background showcase nicely the lod switch @ High and yeah it fails partly you can see that even 1 of them didn't resolve at all and it is pretty much at the same distance and in view neither Epic on foliage and View Distance change that they stay Billboards
So yeah you realize they started to optimize
Everything on HIGH got pretty stable in terms of Performance now TAA disabled.
The amount of hickups @ streaming in this build is almost not measurable only a very specific quest loads a short hickup might still occur
Streaming Hickups are imho much more experience killing than framerate drops
Slowly every Game Engine becomes a GTA 5 @ Streaming
And Wild-Life is really showcasing Unreals Streaming progress like no other (non custom branches)
I didn't look at Cyberpunk 2077 yet but sure it will have some benefits it's their own Engine and they invested a lot in it, though im not sure if i have seen such jungle environments in Cyberpunk 2077 there was this dessert part i think but that is ultra low complexity
Witcher 3 showcased more in that Render direction
Better compare would be a highly optimized Horizon Zero Dawn
Also Unreals Automatic Occlusion culling is still far from Perfect it got much better though
Funny thing is really that newest TAA problem it happens as soon as you move into jungle direction like there is a invisible boarder where things start to get ugly
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Problem X
Candy Valley really presures Unreal with all Kind of Workloads
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Another nice thing seems i can stay on High View distance now i have to further test that i was panicly switching to MEDIUM at some build after Performance was far from ok for that mega amount of foliage rendering in the back my old i5-2400 wanted to tell me how bad i'am doing this to him on DX11
High View Distance in this build also don't forget all of this streams from external USB3
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The Palm Trees here in the Background showcase nicely the lod switch @ High and yeah it fails partly you can see that even 1 of them didn't resolve at all and it is pretty much at the same distance and in view neither Epic on foliage and View Distance change that they stay Billboards
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So yeah you realize they started to optimize
Everything on HIGH got pretty stable in terms of Performance now TAA disabled.
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The amount of hickups @ streaming in this build is almost not measurable only a very specific quest loads a short hickup might still occur
Streaming Hickups are imho much more experience killing than framerate drops
Slowly every Game Engine becomes a GTA 5 @ Streaming
And Wild-Life is really showcasing Unreals Streaming progress like no other (non custom branches)
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