Playstation Forspoken

Great for her but I am also disappointed this is the best Squeenix could do for her as well. Maybe another studio would have treated her character and game better.
 
Great for her but I am also disappointed this is the best Squeenix could do for her as well. Maybe another studio would have treated her character and game better.
One thing is for sure. They need to stop using that damn engine. It seems to throttle development to a halt.
 
Siliconera - Forspoken PC Patch Tackles Performance, More Updates Planned
In the message, Aramaki thanked fans for their feedback and comments about their experiences playing Forspoken. He said that based on the feedback, the team will prioritize addressing several issues through future updates:

  • Overall improvements to performance
  • Improvements to graphical quality
  • Improvements to “operability and ease of use” (in Japanese this term is typically used to refer to “controls”, but can encompass more nebulous considerations, like “game feel” or “feedback”)
  • Improvements and additions to in-game content (things like activities)
Aramaki said that the team plans to announce more details about their plans soon, and asked for fans to wait a little longer.
 
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One thing is for sure. They need to stop using that damn engine. It seems to throttle development to a halt.
I'm not so sure it's the engine. FF XV used it and that game still holds up pretty well on PC, it certainly looks much better than Forspoken. Something obviously went down behind the scenes for it to look worse than a game from 7 years ago. I'd much rather Square stick with their own unique engines than become yet another studio using Unreal. Still bummed about Eidos Montreal & CDPR migrating over to it.
 
I'm not so sure it's the engine. FF XV used it and that game still holds up pretty well on PC, it certainly looks much better than Forspoken. Something obviously went down behind the scenes for it to look worse than a game from 7 years ago. I'd much rather Square stick with their own unique engines than become yet another studio using Unreal. Still bummed about Eidos Montreal & CDPR migrating over to it.
XV and Kingdom Hearts 3 both had major problems with the engine, which slowed development. It was so bad with Kingdom Hearts 3, they changed the engine. XV might look okay, but it's also a sparse game, lacking a living, breathing world.

Their best looking game is Remake, and it's Unreal. So give me Unreal anytime.
 
XV and Kingdom Hearts 3 both had major problems with the engine, which slowed development. It was so bad with Kingdom Hearts 3, they changed the engine. XV might look okay, but it's also a sparse game, lacking a living, breathing world.

Their best looking game is Remake, and it's Unreal. So give me Unreal anytime.
Has Remake been fixed on PC yet? Like most Unreal games of the last few years it had severe shader compilation stutter. It was so bad it couldn't even hold 1080/60 on a 3090/10900K system. Capping the framerate to 30 didn't help, either.

Speaking of engines, I just don't like homogeneity, or one company having such a large monopoly in gaming, especially when nearly all recent Unreal releases on PC have intrusive stutter that's impossible to fix on the user side. It's always nice when companies develop their own engine, so that visuals and features remain unique. But in the end, I agree that performance/visuals and ease of use on the dev side are the most important considerations.
 
Has Remake been fixed on PC yet? Like most Unreal games of the last few years it had severe shader compilation stutter. It was so bad it couldn't even hold 1080/60 on a 3090/10900K system. Capping the framerate to 30 didn't help, either.

Speaking of engines, I just don't like homogeneity, or one company having such a large monopoly in gaming, especially when nearly all recent Unreal releases on PC have intrusive stutter that's impossible to fix on the user side. It's always nice when companies develop their own engine, so that visuals and features remain unique. But in the end, I agree that performance/visuals and ease of use on the dev side are the most important considerations.
Unfortunately, FF7R still has ****ing stuttering issues today. I believe there are some guides out there to help mitigate them. There's also a mod (surprise surprise) that fixes many areas but the stuttering is still problematic in other places. Some game devs think they can asynchronously compile shaders during gameplay. Shaders can be very complex and if there are a lot, stutters can quite be noticeable yes.

One reasonable solution for this has been to pre-compile the shaders during the game's first launch (Steam does this for many games). It could take 5+ minutes but we'll gladly wait if it means we won't get a single stutter during gameplay. Hogwarts Legacy and Returnal are both UE games. Both pre-compile shaders at game launch but HL still has stuttering issues while Returnal has been buttery smooth after a few patches last time I checked. Obviously, optimization from the dev is also important. So in FF7R's case, it's just Squeenix being Squeenix and they simply released a ****ing terrible port.

I understand your concern on some video game studios moving over to UE but I can see why they're doing it. They don't have to spend resources to train their staff on how their in-house engine works. They don't have to pay engine programmers to maintain their engine (bugs, features...). They also don't need a support team to help the staff whenever they get hit by an issue ("Hey, why can't I import my 10GB texture file?!?!?!"). Epic Games will take care all of it now.

UE is widely used/known in the industry. You can learn it in video game/VFX/computer graphics classes. You can also download the engine right away and learn it by yourself as a hobbyist (many indie developers start this way).
 
In theory it would be nice if there were lots of competition in the engine space, but in practice? Making a "AAA grade" engine is *hard*, and its just not practical for every studio to make their own.
 
Another thing is transportable work experience for devs rather than having to learn a new engine each time they get a new job. Also when studios want to hire up for intensive periods, it doesn’t work when the engine is different to where the new recruits got most of their experience. 343 have apparently massively suffered with this.
 

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