The combo of nanite with RT has wrecked many games
Plus Lumen implementation produces a result that is very hard to optimize for low end (SVOGI - Voxel Cone Tracing gives much better bang for buck)
Nanite (AC Shadows Geo =/= Nanite) is only used in UE5 games and most UE5 games don't bother with RTXGI, PTGI or HW lumen. RT is not the problem. For example DDGI is blazing fast, but only covers diffuse lighting. For GI SW Lumen is an inferior and slow SW solution that tries to do everything (GI and reflections). HW version looks much better but still heavy.
Yeah but SVOGI only covers diffuse lighting and the lighting in KCD 2 or Crysis Remastered doesn't look close to SW Lumen in UE5 titles or DDGI in titles such as Metro Exodus Enhanced Edition. DDGI > SVOGI
They heavily customize UE5 for their two games, unlike some other devs. AFAICT no Lumen and Nanite in Arc Raiders or The Finals, some serious in-house engine tweaking, and 2016 midrange GPU on min specs. Not surprising they run well. IIRC both use DDGI (RTXGI) and a fallback GI solution.
Probably as a rule of thumb the more customized the UE5 version in a game is the better it'll run. Engineers always wanna tweak and optimize stuff. TW4 prob first UE5 game using the latest tech AND basically running flawlessly. TurboTECH FTW!
They must do two things:
1) get to UE6 real quick because UE5 is now more or less toxic keyword, new games that are well made using it are better off stop saying which engine they've got
2) they need to fix upgrade situation - games dev who start making a game on major version X should be able to upgrade seamlessly to a minor version, otherwise it's total BS
1) Not gonna happen when UE6 isn't launching anytime soon, Sweeney said release (preview) in a few years in Spring, so ~2030 release, 8 years after UE5 release. Yeah but does that really carry over to the average PC gamer and console gamers? He also said they're going to abandon the old code completely and rewrite everything to be multithreaded and that's not easy. Similar to what Unity did with DOTS but I suspect more profound changes including leveraging Work Graphs (a big deal for PS6 and RDNA 5) for virtually everything based on Epic's public statements in 2024. UE6 mass adoption in early to mid 2030s could be when RDNA 5 really begins to shine.
2) That is impossible considering how much they change with each release. But every single serious AA and AAA dev should commit to all the UE5.6+5.7 experimental stuff right away. UAF, FastGeo, Nanite Foliage...
This is an early adopters phase. UE4 all over again. Give it a few more years and by 2028 post PS6 launch a lot of new UE5 games will leverage all the experimental UE5.6 tech to eliminate traversal stutters and just run much better overall. By then the HW will be more capable (fingers crossed RDNA 5 and Rubin are good) and Advanced Shader Delivery will be pervasive.
Not specific to RDNA 5 or any graphics card, but just the current trajectory pushed by the incumbent powers that be - Read Epic, Nvidia, and graphics built on Unreal Engine.
This is a RDNA 5 thread so please post this somewhere else in the future or don't.