One Borderlands 4 consumes more resources than Days Gone and Need for Speed (2015) combined — research

One Borderlands 4 consumes more resources than Days Gone and Need for Speed (2015) combined — research

Новости 0 Источник: Gearbox Software, 2K
27 Oct 13:27

Some features of Unreal Engine 5 create technical difficulties.

The author of the YouTube channel Threat Interactive is back with a new investigation related to the modern Unreal Engine 5. Recently, he decided to examine the fresh looter-shooter Borderlands 4.

In his opinion, the high system requirements and stability issues of the game are caused not so much by errors on the part of the developers, but by the fundamental features of the UE5 engine.

He noted that Borderlands 4 consumes a lot of resources; it's all about how the engine is made:

At the most basic settings, this very stylized game consumes more computing power than Days Gone and Need for Speed (2015) combined […] We can also see that fog and all volumetric settings give a performance difference of 1 FPS, since all the main "bottlenecks" are directly related to Epic Games' [stupid] graphics engineering of UE5.

The analysis conducted by Threat Interactive showed that the processing of things that could be calculated very quickly, in practice, takes significantly more resources:

[The rendering method] Pre-Pass should be fast, and such complex geometry could be processed in less than a millisecond using basic depth rendering hardware. But no, consumers have to process cluster call logic, slow mesh shaders and Nanite, which is three times slower than compute shader rasterizer. In addition, Pre-Pass uses various textures, which creates redundant costs for texture addressing in the pipeline. We have previously shown that processing materials with Nanite is like processing an extremely unoptimized dense mesh. In Borderlands 4, this cost is tripled due to unoptimized materials and noisy virtual textures, the use of which is highly recommended by Epic Games.

The blogger believes that the engine "created by a multi-billion dollar company" should be fixed by the company itself, and not by well-funded studios like Gearbox, or indie studios with minimal funding.

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