he_found_you

Member
Jun 11, 2017
284
394
The people complaining of textures issues use 4GB vRAM video cards and wonder that the latest tech is not "optimised" - no your hardware cannot handle the textures size. 8GB video cards are pretty much required for UE5 titles, and this in particular. 16GB vRAM is better to have no streaming from the disk. Too bad nGridia took everyone for a flight with their latest generations all sucking at 4GB...
 
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LjQujd

Member
Jul 18, 2020
213
776
Texture loading issues are related to the VRAM allocation.
That is something which does need a lot of improvements.

Not sure how much merit this has, but alas here below is a bit of a quick comparision with VRAM usage.

Here's how much VRAM my GPU uses at idle with Mozzila opened:
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Here's how much VRAM it takes to run Wild Life in an empty Showroom:
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Here's how much VRAM it takes to run Wild Life in an emtpy Old Wild Life map:
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Here's how much VRAM it takes to run Wild Life in an emtpy New Wild Life map:
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As you can see, older graphics cards with VRAM ranging from 2GB to 4GB are not going to work. Even an RTX 3050 is barely cutting it with 8GB. This is indeed a major issue, to be fair, and I also hope it will receive a big improvement.
 

KennyRU

New Member
Dec 1, 2018
6
6
Texture loading issues are related to the VRAM allocation.
That is something which does need a lot of improvements.

Not sure how much merit this has, but alas here below is a bit of a quick comparision with VRAM usage.

Here's how much VRAM my GPU uses at idle with Mozzila opened:
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Here's how much VRAM it takes to run Wild Life in an empty Showroom:
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Here's how much VRAM it takes to run Wild Life in an emtpy Old Wild Life map:
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Here's how much VRAM it takes to run Wild Life in an emtpy New Wild Life map:
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As you can see, older graphics cards with VRAM ranging from 2GB to 4GB are not going to work. Even an RTX 3050 is barely cutting it with 8GB. This is indeed a major issue, to be fair, and I also hope it will receive a big improvement.
The game is very poorly optimized. But rather, they simply turned on all the innovations of UE5 and turned everything on ultra without thinking about optimization. I have 1660 SUPA, 6GB, despite the fact that RDR2 can be played at ultra\high :/
 
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bishinsenso

Member
Dec 13, 2018
217
304
1682171301173.png
I have hard time trying to find a solution for this one...
Had no issues with Unreal 4 engine version.

HomeTogether that is in Unreal Engine 5 worked with version 0.79 IIRC and with update doesn't respond.
So I wonder if something with newer iteration of engine that made it cease to work on my PC.
Not sure if Bimbo Paradise is also Unreal Engine 5, I can run it okay.

10 year old junk by now.

AMD Phenom II X4 955
GTX 770 2GB
8GB of RAM
 

LjQujd

Member
Jul 18, 2020
213
776
View attachment 2564945
I have hard time trying to find a solution for this one...
Had no issues with Unreal 4 engine version.

HomeTogether that is in Unreal Engine 5 worked with version 0.79 IIRC and with update doesn't respond.
So I wonder if something with newer iteration of engine that made it cease to work on my PC.
Not sure if Bimbo Paradise is also Unreal Engine 5, I can run it okay.

10 year old junk by now.

AMD Phenom II X4 955
GTX 770 2GB
8GB of RAM
In your case I think it's not even worth the effort to try and solve this issue since 2GB ov VRAM is way too low for Wild Life. But if you want to try..

Everyone having issues like these should head over to my discord server and check out the Library section with the archives channel, I have put some solutions there for common problems like these that might work for you. I can't and I won't be posting it every single time here since, as you can imagine, that would be a bit too much work to do on every single occasion a technical issue post appears. Invite is at my signature banner at all times.
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kite359

Newbie
May 19, 2017
20
17
Since you don't seem to know even basic game rendering, let's talk a little bit.
It's kind of surprising that there are people in the world these days who worry about performance because of shadows.
A shadow map shadow is enough to be cast over a very short distance.
For other parts, the method of recent games is to supplement with contact shadow or virtual shadow.
This method is a method that only changes frustum tracing to ray tracing in the method used in Nvidia's HFTS. Even if it is ray tracing, it is ray marching, so there is no problem with performance even if it is not RTX.

In Unreal default settings, the contact shadow distance is short, but you just need to increase it.
 

tathanhdat08

New Member
Jan 15, 2018
12
7
i read the comments about the performance issue the new update have should i stick with the old version or download it anyway ? and are there any chance that you can update the game with patch instead of redownloading the game again thanks
 

Nidhoger

New Member
Jun 24, 2018
8
24
Kinda starting to think this "game" (which really is just place figures to do sex positions showcase/proof of concept) is not gonna go anywhere beyond that at this point. For being more then 6 years in development it has nothing that even resembles a game. Hell, there are already better-looking PLAYABLE GAMES with way more actual content that you can try, Carnal Instinct being a perfect example.
 

ymrorrr

Newbie
Jan 10, 2020
66
82
Kinda starting to think this "game" (which really is just place figures to do sex positions showcase/proof of concept) is not gonna go anywhere beyond that at this point. For being more then 6 years in development it has nothing that even resembles a game. Hell, there are already better-looking PLAYABLE GAMES with way more actual content that you can try, Carnal Instinct being a perfect example.
A truly unprecedented insight
 
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TChenzhuo

New Member
Apr 22, 2023
2
0
does anyone know if the 'story mode' works so far? some mentioned you can't even complete the side bet quest so far, is this still true? thanks in advance!
 

Acornus

Newbie
Dec 5, 2017
23
62
Interesting, are you speaking in general terms now or are these points something explicitely related to the current Wild Life release? Would be really cool if you could share an .ini file that adjusts the things you mentioned here to how you think would be more optimal :)
In general, not at Wild Life explicitly, since a developer making their game is generally the person/people who know what they did behind the scenes and have access to the UE Documentation on the version of the engine they are using.
They are also the person who understand what their vision of the game for the future, and what community hardware they want.

The .ini files are under the Users\AppData\Local locations most of the time, and they can even take on extra lines of settings (anything from AO type or PP types, etc). Only issue you need to restart the game for any changes to take effect to test them.

I haven't tried Wild Life since the first UE5 test I think, but I remember recently the shock I got when trying out a couple of small indie games make in UE5, including this: https://f95zone.to/threads/dark-siren-final-etirue.156023/

A game about walking down a corridor with nothing to see. All of them, even on Low settings had the same exact performance, they barely ran at sub 30 FPS, almost the same performance of earlier Wild Life (Siren's problem was it's scaling was set wrong and you couldn't fix it).

If developers ran something like UE Tools (I think Profile Inspector?), they would notice a lot of issue that need fixing. One is if 90% of the screen is culled by a giant rock, and nothing changes.
Even the worst PC out there would "struggle back" a couple of frames (like 30 to 32), but it's not happening for many UE5 games due to certain things (lack of simple fall back materials or shading options for NPC's that are far away or culled out of view, even proper culling on dynamically masked objects, etc).
I mean no one needs SSS to be enabled on an NPC that is 2 meters away from the player since no one will notice it, let alone on grass (if that was enabled as well).

I don't know how much of this could be what problem, but again, to make this clear, I played Lego looking games on UE5 that had the same performance as earlier Wild Life, and maybe 1 or 2 good looking ones that worked perfectly (just had to reduce shadows) if this is a constant it's clear something else is wrong the game in the background.

I haven't tried current Wild Life, because there is not point in my trying.
 
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