r/Witcher4 • u/karxx_ • 16d ago
Tim Sweeney, CEO of Epic Games, on Unreal Engine 5 performance issues: “Many studios build for top-tier hardware first and leave optimization and low-spec testing for the end. Ideally, optimization should begin early.”
important to remember that CDPR has shifted the way it handles development and now works with a console-first mindset. instead of starting from a high-end pc build and then scaling down to fit consoles, they begin with the more restrictive hardware as their baseline. this makes the process more stable, since scaling up—improving visuals, frame rate, and overall fidelity for stronger machines—is far less problematic than scaling down, which often forces major sacrifices in performance, memory usage, and visual quality
kind of crazy to think that some people were complaining about this new approach adopted by CDPR when in reality it only benefits the project of the witcher 4 as a whole and makes the devs’ work more manageable, more efficient
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u/TheGaetan Mirror Merchant 16d ago
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u/risingkazuya05 16d ago
Is it just me or Emma Watson would make a good Ciri? 🤔
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u/AlucardVTep3s 15d ago
Now you mention it, she does have the face for it. I’m not sure if she’s experienced in gritty roles like that though.
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u/OwnAHole 16d ago
Kind of funny since Fortnite also has issues with things like stuttering.
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u/Bizzle_Buzzle 16d ago
Stuttering is largely related to shader compilation, which in a game like that, is going to be an issue. However the new DirectX shader cache solution may help in the future.
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u/TheGaetan Mirror Merchant 16d ago
People keep saying this but I get ZERO stutters on fortnite on ps5 and pc to this day.
Regardless stuttering has been an issue of DX12 partially itself, no developer controls DX12 not even engine makers like Epic.
DX11 had similar issues but wasn't as worse at DX12.
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u/DietAccomplished4745 16d ago
Yeah I find this claim dubious. It doesn't matter how many cores you throw at a game engine that isn't very good at using them and is still being weaned off of the single worker thread design
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u/Bizzle_Buzzle 16d ago
It’s also the DirectX API, and how many single use materials there are. More permutations, more shaders to compile, more stutter.
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u/Unfair-Rutabaga8719 16d ago
This is how all games should be developed, PS first, then port to others.
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u/Marcynetik 16d ago
Funny that you mention only Playstation but not Xbox even though it's also a Console. Possible Playstation Shill??
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u/Unfair-Rutabaga8719 16d ago
Devs just target the dominant platform, it used to be 360 at one point, but since PS4 it's been PS. Xbox is an after thought for devs these days. If stating the obvious makes me a shill then I guess I'm a shill.
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u/Marcynetik 16d ago
Xbox is not an after thought for devs lmao. Do you not see that every game is still releasing on both PS and Xbox Day1? Except for Playstation Studios games but that's a given of course.
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u/Unfair-Rutabaga8719 16d ago
I'm talking about the lead platform during development, which is what this topic is about...
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u/bubblesort33 15d ago
The engine was a total mess until UE5.5 and later. The City Matrix demo was the best they were able to achieve themselves, and even on 5.2 it's got massive issues on PC.
That was built to run on the Xbox series S, but on all consoles and PC it stutters.
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u/DustlnTheWind 16d ago
I believe CDPR stated in an interview somewhere they are optimizing for consoles first for the W4 and then scaling up to top end PCs as a result of Cyberpunk where they went top down.