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The current generation has a massive leap in storage speed but games need to be architected to stream that much data into RAM.

Cyberpunk is a good example of a game that straddled the in between, many of it's performance problems on the PS4 were due to constrained serialization speed.

Nanite and games like FF16 and Death Stranding 2 do a good job of drawing complex geometry and textures that wouldn't be possible on the previous generation



Nanite is actively hurting performance


Nanite has a performance overhead for simple scenes but will render large, complex scenes with high-quality models much more efficiently, providing a faster and more stable framerate.

It’s also completely optional in Unreal 5. You use it if it’s better. Many published UE5 games don’t use it.


Well yeah, features that push the graphics card typically incur performance hits.




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