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The first game was also a resource hog. I can barely tolerate dlss upscaling on quality preset, no chance I'll ever touch a game on performance preset.Funny how all recommend specs are using presets that are upscaling from 1080p or lower. The game must be resource hog if it is that heavy on the GPUs. Those upscaling settings are pretty bad, outside of 4k performance, which is normally usable but not great.
DLSS would be using the following:
- 1080p quality -> 1280x720p native
- 1440p balanced -> 1485x835p native
- 4k performance -> 1920x1080p native
Rockstar tends to release their games late Nov-Dec, after the qualification period has ended for nominees. GTA6 probably won't be at any major game awards this year, it's release date will most likely qualify for the 2027 awards.GTA6.
It is hard to believe, because it's not trueIt's hard for me to believe Control came out back in 2017.
It is hard to believe, because it's not true
It came out in 2019 and was one of the first RTX games.
I'm very skeptical about resonant, and the legacy media liking it makes it even more suspect.
excellent review!
I strongly recommend: Control Resonant (Review)
"In the years to come no one will give a fuck about the game's shortcomings and Control Resonant will simply be remembered as a groundbreaking, genre bending work of originality, imagination and technical wizardry the likes of which doesn't come along very often"
Why is that good to see?good to see at least a few studios not relying on Unreal Engine...Control Resonant is powered by the studio's proprietary Northlight Engine technology, originally used in 2016's Quantum Break and all of Remedy's latest releases since then
Why is that good to see?
Why is that good to see?
What exactly are this issues that are overcome?UE is being over-used in gaming nowadays and it usually comes with a lot of performance issues...I want to see developers use Snowdrop, CryEngine etc...even the Remedy games use their own proprietary Starlight engine
I have never seen these stutters.I do think UE5 has some problems, the newest builds seem to make shader stutter less of an issue according to the patch notes. Most UE5 games have stuttering issues and I do think it is a combination of bad optimization on developer's part but also the engine being hard to make run smoothly. It is a good engine in most ways and versatile without a doubt, but it is good to see alternative engines out there IMO. Whatever Space Marine 2 uses is a good example, it generally runs good with very little stutters.
Sounds like something wasn't done right as this was solved by Steam more than a decade ago with Witcher 3's patches causing Steam to introduce differential patching, where the playerbase only has to download the few MB in difference between files for their game patches.they pushed a day1 hotfix, which means the 93gig preload was for nothing and everyone has to redownload the whole 93gb again.
That's what the smaller depots are for when differencing is used. Seems not all of the devs are aware of this finely established feature.Sounds like something wasn't done right as this was solved by Steam more than a decade ago with Witcher 3's patches causing Steam to introduce differential patching, where the playerbase only has to download the few MB in difference between files for their game patches.
(For those that remember Witcher 3 had like a 9GB patch almost every day after release causing complaints as the actual change were small but Steam had you download the whole file again back then)
Huh? It's 104 GB.Wow a 300GB single player game!![]()
Huh? It's 104 GB.