Unreal Engine 5.2 features analysed: is this the answer to #StutterStruggle?

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Unreal Engine 5.2 features analysed: is this the answer to #StutterStruggle?
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The latest Unreal Engine 5.2 enhancements are detailed in a new digitalfoundry article and video, including first steps towards a fix for stuttering issues:

were built in a very particular way. Artists manually placed and arranged each and every bit of the environment from prefabricated assets, often spending time copying-and-pasting these assets with rotation and scale changes to make the sparsely populated rocky environments found in these demos. While this technique can be an effective way to build smaller-scale projects like these reveals, this kind of “kit bashing” as it's called is perhaps impractical for a real video game production.

Interestingly, despite being a modern engine, UE5 doesn't yet seem to scale well on CPUs with higher core and thread counts - echoing results from last year. For example, going from six to eight cores on the 12900K increases CPU-limited performance by only six percent, while turning on hyper-threading increases performance a further four percent in this test sequence. Turning on eight more Efficient cores doesn't improve frame-rates either.

If you are on an Ada Lovelace GPU though, DLSS 3 Frame Generation can be an effective countermeasure and is easy for developers to implement, taking only 11 clicks in total after finding the plugin on the Unreal Engine Marketplace. With it on, I measured a 97 percent frame-rate improvement in this CPU-limited scenario. I think that makes DLSS3 a no-brainer inclusion for developers creating UE5 games.

With UE 5.1 and a matching Fortnite update, Epic added an asynchronous shader compilation scheme which worked in real-time, pre-compiling shaders in the background on the CPU during play to hopefully prevent stutter. This technique isn't quite perfect, as if a shader needed to be drawn but wasn't ready the the game would stutter. In UE5.

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eurogamer /  🏆 68. in UK

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