A week of testing Avowed reveals that while performance inconsistencies exist, they're likely not solely due to Unreal Engine 5. The article explores various factors contributing to these issues, including game design choices, time constraints, and the pressure to meet release deadlines.
Silent Hill 2 and Avowed both share a common thread: they were developed using the Unreal Engine 5 (UE5). Interestingly, both games also exhibit performance inconsistencies on PC. While social media comments often point to UE5 as the culprit, a week of testing Avowed suggests a more nuanced situation. Avowed , developed by Obsidian Entertainment, showcases impressive visuals and generally runs smoothly.
However, it suffers from anomalies like low 1% frame rates and erratic upscaling, despite looking fantastic. While FSR 3 implementation yields minimal benefits for lower-end GPUs and introduces ghosting and pixel crawling, it's unlikely that UE5 alone is responsible for these issues. Obsidian's experience with Unreal Engine, as demonstrated by their previous work on games like Fallout: New Vegas, casts doubt on UE5 being the sole cause.It's essential to acknowledge that performance issues can stem from various factors, including game design choices and optimization efforts. Silent Hill 2, another UE5-powered title, initially launched with performance hiccups and bugs, despite Blooper Team's familiarity with the engine. Subsequent patches have addressed many of these problems, but some jankiness persists. Comparing the performance challenges of Avowed and Silent Hill 2 reveals distinct issues, despite both games experiencing performance hiccups. This suggests that while UE5 might contribute to certain problems, it's not the sole factor responsible for the subpar performance witnessed in these cases.The real culprit often lies in time constraints and the pressure to release games on schedule. Publishers prioritize meeting deadlines and recouping investments, often leading to rushed performance testing and code fine-tuning. This results in many AAA games launching in a less-than-ideal state, relying on post-release patches to address these issues. It's reasonable to anticipate that Avowed will follow a similar trajectory, with its initial performance quirks being ironed out over time.However, it's worth considering if the lack of perfect performance at launch is an acceptable trade-off. Should players be willing to pay more for games to ensure flawless PC performance from day one? This raises a broader discussion about the balance between time-to-market and polish, and the financial implications for developers
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