F5F Stay Refreshed Software PC Gaming The success of AAA games is supported by their large-scale production and marketing efforts.

The success of AAA games is supported by their large-scale production and marketing efforts.

The success of AAA games is supported by their large-scale production and marketing efforts.

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Vukmil
Member
94
09-20-2018, 04:40 PM
#1
I wanted to reach out to you all. Can triple A achievements be explained? I've been talking about this a lot, and I think most people have too, but I've tried to stay moderate because the visuals might match the performance. YouTube’s compression is really poor, making it hard to see everything clearly. What stands out, though, are the basic models, sometimes the textures, and the lack of detailed shading or manual adjustments on the maps. KCD 2 just launched, and everyone seems focused on how smoothly the game runs. From what I see in the videos, the overall look isn’t great. It also drops below 60 fps when using 4K settings on a 4090 (my mind still from 2022). The characters feel cheap, with minimal shading—sometimes no ambient occlusion or similar effects. Remember, the game doesn’t support ray tracing, so consider that when judging performance. People usually prefer the visuals of Shadow of the Tomb Raider, which feels more modern for its time. It offers better models, textures, and map detail compared to what I’m seeing. Ark Survival Ascended also seems to push FG settings, though the implementation is flawed (bad experience on a 5090, but there’s a way around it). It stutters a lot, possibly because shaders aren’t compiled properly. Still, its graphics look decent. Overall, the game’s scenery is what matters most. Valorant uses clever tricks to mask poor visuals, and it runs in Unreal Engine 4—though it’s not perfect. Marvel Rivals resembles Valorant but with more details, yet still suffers from shoddy graphics. Sifu is another example, and Minecraft clearly prioritizes gameplay over visuals. I lack experience making games at low budgets or deep engine knowledge, but I think the main issue is that modern tools often sacrifice optimization for convenience. Unreal Engine is powerful, but it’s not optimized by default. Optimization comes down to efficient resource use and keeping the code lean. Sometimes using better algorithms or fixing bottlenecks helps. More code isn’t always better; concise, efficient code usually performs better. If you’re porting a console game to PC, for instance, real-time low latency and smart caching are crucial. The performance claims of some titles are impressive only when you factor in the complexity behind the scenes. Deep learning-based denoising, hybrid ray tracing, and AI-powered optimizations sound fancy, but they often add overhead without delivering noticeable gains. It’s about balancing features with practical execution. If you’d like a clearer take, just share your thoughts.
V
Vukmil
09-20-2018, 04:40 PM #1

I wanted to reach out to you all. Can triple A achievements be explained? I've been talking about this a lot, and I think most people have too, but I've tried to stay moderate because the visuals might match the performance. YouTube’s compression is really poor, making it hard to see everything clearly. What stands out, though, are the basic models, sometimes the textures, and the lack of detailed shading or manual adjustments on the maps. KCD 2 just launched, and everyone seems focused on how smoothly the game runs. From what I see in the videos, the overall look isn’t great. It also drops below 60 fps when using 4K settings on a 4090 (my mind still from 2022). The characters feel cheap, with minimal shading—sometimes no ambient occlusion or similar effects. Remember, the game doesn’t support ray tracing, so consider that when judging performance. People usually prefer the visuals of Shadow of the Tomb Raider, which feels more modern for its time. It offers better models, textures, and map detail compared to what I’m seeing. Ark Survival Ascended also seems to push FG settings, though the implementation is flawed (bad experience on a 5090, but there’s a way around it). It stutters a lot, possibly because shaders aren’t compiled properly. Still, its graphics look decent. Overall, the game’s scenery is what matters most. Valorant uses clever tricks to mask poor visuals, and it runs in Unreal Engine 4—though it’s not perfect. Marvel Rivals resembles Valorant but with more details, yet still suffers from shoddy graphics. Sifu is another example, and Minecraft clearly prioritizes gameplay over visuals. I lack experience making games at low budgets or deep engine knowledge, but I think the main issue is that modern tools often sacrifice optimization for convenience. Unreal Engine is powerful, but it’s not optimized by default. Optimization comes down to efficient resource use and keeping the code lean. Sometimes using better algorithms or fixing bottlenecks helps. More code isn’t always better; concise, efficient code usually performs better. If you’re porting a console game to PC, for instance, real-time low latency and smart caching are crucial. The performance claims of some titles are impressive only when you factor in the complexity behind the scenes. Deep learning-based denoising, hybrid ray tracing, and AI-powered optimizations sound fancy, but they often add overhead without delivering noticeable gains. It’s about balancing features with practical execution. If you’d like a clearer take, just share your thoughts.

S
snaari
Member
70
09-20-2018, 04:40 PM
#2
I mean they don't make sense for most people. Games such as CoD or AAA shooters really don't justify themselves. You're looking for higher FPS, lower latency, and smoother gameplay without stutters. Titles like Black Myth Wukong, Cyberpunk 2077, Elden Ring, or Monster Hunter Wilds appeal because they offer more expansive open worlds and focus more on the experience than just technical specs. I disagree with that approach—it doesn't really justify what new Indiana Jones games suggest.
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snaari
09-20-2018, 04:40 PM #2

I mean they don't make sense for most people. Games such as CoD or AAA shooters really don't justify themselves. You're looking for higher FPS, lower latency, and smoother gameplay without stutters. Titles like Black Myth Wukong, Cyberpunk 2077, Elden Ring, or Monster Hunter Wilds appeal because they offer more expansive open worlds and focus more on the experience than just technical specs. I disagree with that approach—it doesn't really justify what new Indiana Jones games suggest.

B
Biiloute
Junior Member
27
09-20-2018, 04:40 PM
#3
In most cases... Yes, but some situations make the perfect hit worth it.
B
Biiloute
09-20-2018, 04:40 PM #3

In most cases... Yes, but some situations make the perfect hit worth it.

A
AxeFish
Junior Member
21
09-20-2018, 04:40 PM
#4
I mainly play high-end AAA games that push performance limits. I demand 4K resolution with maximum settings and RT whenever possible. Recently, many titles have shown poor performance compared to others that run smoothly and visually appealing. Interestingly, most issues I encounter seem linked to using UE5.
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AxeFish
09-20-2018, 04:40 PM #4

I mainly play high-end AAA games that push performance limits. I demand 4K resolution with maximum settings and RT whenever possible. Recently, many titles have shown poor performance compared to others that run smoothly and visually appealing. Interestingly, most issues I encounter seem linked to using UE5.

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gotswag1111
Junior Member
11
09-20-2018, 04:40 PM
#5
The focus of Square Enix and Eidos lies on advanced, lifelike models rather than procedural methods like those seen in UE’s metahumans or Houdini tools. If you lack experience, even attempting to build a RPG maker title won’t reveal why early optimization often backfires. You aim for the desired performance, which can mean sacrificing important features. Look at how Wii/WiiU and Xbox 360 versions of a game matched up—back then there wasn’t a big performance gap. Now, the situation has shifted: The PS5 is far from matching the Nintendo Switch or iPhone in capability. To reach every platform, you must target the lowest common denominator (Switch), leading to complaints on PC about low resolution and poor textures, even when the game content remains identical. There’s an expectation that console titles must fully utilize their hardware; otherwise, there’s little motivation to deliver that experience. On the other hand, PC demands are vastly different—4K viewers will reject a 20GB extra texture pack for a game already at 16GB. Optimizing becomes complex when you need to tailor every asset. Working with engines like Id Tech, Source, or Unity gives you a set of performance tools, but you’re limited by your coding skills and the plugins you can use. This restricts how much you can truly optimize. A Visual Novel (VN) is essentially a text script parsed line by line; you can’t meaningfully improve it without changing its fundamental structure. Most games are built around modular systems—rooms, stages, objects—that allow flexible loading and scaling. Historically, this approach has kept development manageable. Today’s reliance on single-room setups limits creativity and forces compromises. Optimization is easier when you design tools from the start rather than trying to squeeze everything into off-the-shelf solutions. The challenge lies in choosing the right engine and understanding its limitations, not just accepting poor performance out of habit.
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gotswag1111
09-20-2018, 04:40 PM #5

The focus of Square Enix and Eidos lies on advanced, lifelike models rather than procedural methods like those seen in UE’s metahumans or Houdini tools. If you lack experience, even attempting to build a RPG maker title won’t reveal why early optimization often backfires. You aim for the desired performance, which can mean sacrificing important features. Look at how Wii/WiiU and Xbox 360 versions of a game matched up—back then there wasn’t a big performance gap. Now, the situation has shifted: The PS5 is far from matching the Nintendo Switch or iPhone in capability. To reach every platform, you must target the lowest common denominator (Switch), leading to complaints on PC about low resolution and poor textures, even when the game content remains identical. There’s an expectation that console titles must fully utilize their hardware; otherwise, there’s little motivation to deliver that experience. On the other hand, PC demands are vastly different—4K viewers will reject a 20GB extra texture pack for a game already at 16GB. Optimizing becomes complex when you need to tailor every asset. Working with engines like Id Tech, Source, or Unity gives you a set of performance tools, but you’re limited by your coding skills and the plugins you can use. This restricts how much you can truly optimize. A Visual Novel (VN) is essentially a text script parsed line by line; you can’t meaningfully improve it without changing its fundamental structure. Most games are built around modular systems—rooms, stages, objects—that allow flexible loading and scaling. Historically, this approach has kept development manageable. Today’s reliance on single-room setups limits creativity and forces compromises. Optimization is easier when you design tools from the start rather than trying to squeeze everything into off-the-shelf solutions. The challenge lies in choosing the right engine and understanding its limitations, not just accepting poor performance out of habit.

G
GeoPlayzStuff
Junior Member
16
09-20-2018, 04:40 PM
#6
Absolutely not. These games from a decade ago still look impressive, but their updates often feel similar or worse because of blurry visuals caused by modern upscaling techniques and forced approximations in some systems. Publishers are now pushed to create better optimization, using DLSS and FSR to help weaker hardware perform. However, we’re already moving forward, so we don’t need to start over. Consoles also face the same issue—they have powerful chips but are still struggling to maintain 1080p at 30 fps.
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GeoPlayzStuff
09-20-2018, 04:40 PM #6

Absolutely not. These games from a decade ago still look impressive, but their updates often feel similar or worse because of blurry visuals caused by modern upscaling techniques and forced approximations in some systems. Publishers are now pushed to create better optimization, using DLSS and FSR to help weaker hardware perform. However, we’re already moving forward, so we don’t need to start over. Consoles also face the same issue—they have powerful chips but are still struggling to maintain 1080p at 30 fps.

K
ketman34
Posting Freak
834
09-20-2018, 04:40 PM
#7
Developers seem unmotivated or set unrealistic timelines, sometimes both. Check out Threat Interactive—it covers performance issues, fixes they could have done earlier, and then dives into the drama. The second half focuses mostly on the conflict. TL;DR: lazy work and poor deadlines.
K
ketman34
09-20-2018, 04:40 PM #7

Developers seem unmotivated or set unrealistic timelines, sometimes both. Check out Threat Interactive—it covers performance issues, fixes they could have done earlier, and then dives into the drama. The second half focuses mostly on the conflict. TL;DR: lazy work and poor deadlines.

J
Jz_Captain
Member
71
09-20-2018, 04:40 PM
#8
Usually not at all. Most of these newer titles don’t noticeably improve quality while paying a steep price in performance. There are plenty of videos highlighting Unreal Engine 5’s significant shortcomings. I’d be fine with these problems if the graphics truly represented a major leap forward, but they don’t. Of course, there are only a handful of exceptions, and I think it’s acceptable for those games to sacrifice performance if the visuals are impressive enough. Personally, I’ve tried The Finals, Marvel Rivals, and ARK Ascended. They appear slightly sharper than older titles, but they’re 2–4 times more expensive in terms of performance. Even when running at native 4K with all low settings, Marvel Rivals lags behind Overwatch 2—130 ultra-low MR versus 180 FPS in ultra-OW2 at native 4K. Another observation about every UE5 game I’ve played: they all feel sluggish, no matter how much I push the frame rate. I’ve disabled Frame Generation in every title I could, and even though the visuals are poor, I still experience a noticeable lag. I don’t understand what the developers are trying to achieve here, but it’s time to stop. 40 FPS in Minecraft is clearly better than 144 FPS in a UE5 game.
J
Jz_Captain
09-20-2018, 04:40 PM #8

Usually not at all. Most of these newer titles don’t noticeably improve quality while paying a steep price in performance. There are plenty of videos highlighting Unreal Engine 5’s significant shortcomings. I’d be fine with these problems if the graphics truly represented a major leap forward, but they don’t. Of course, there are only a handful of exceptions, and I think it’s acceptable for those games to sacrifice performance if the visuals are impressive enough. Personally, I’ve tried The Finals, Marvel Rivals, and ARK Ascended. They appear slightly sharper than older titles, but they’re 2–4 times more expensive in terms of performance. Even when running at native 4K with all low settings, Marvel Rivals lags behind Overwatch 2—130 ultra-low MR versus 180 FPS in ultra-OW2 at native 4K. Another observation about every UE5 game I’ve played: they all feel sluggish, no matter how much I push the frame rate. I’ve disabled Frame Generation in every title I could, and even though the visuals are poor, I still experience a noticeable lag. I don’t understand what the developers are trying to achieve here, but it’s time to stop. 40 FPS in Minecraft is clearly better than 144 FPS in a UE5 game.

T
Thunderfran
Member
96
09-20-2018, 04:40 PM
#9
Absolutely not! These days AAA titles just pile on ultra-realistic graphics, but the results are disappointing. Early 2020s games feel like mid to late 2010s titles, with higher spec demands and lower frame rates. For photorealistic visuals, I prefer real life—like touching grass outside. Most games today use stylized or non-photoreal designs, such as gacha games, Palworld, and even Baldur's Gate 3. Stylized graphics often sacrifice photorealism for GPU performance. (Note: "Games" in quotes highlight how these experiences are more about showcasing tech than engaging gameplay.)
T
Thunderfran
09-20-2018, 04:40 PM #9

Absolutely not! These days AAA titles just pile on ultra-realistic graphics, but the results are disappointing. Early 2020s games feel like mid to late 2010s titles, with higher spec demands and lower frame rates. For photorealistic visuals, I prefer real life—like touching grass outside. Most games today use stylized or non-photoreal designs, such as gacha games, Palworld, and even Baldur's Gate 3. Stylized graphics often sacrifice photorealism for GPU performance. (Note: "Games" in quotes highlight how these experiences are more about showcasing tech than engaging gameplay.)

L
l_h_y
Member
105
09-20-2018, 04:40 PM
#10
I believe the emphasis on ultra photorealism in today’s games stems from the same issues that make them disappointing. No creativity or drive is needed to achieve realism—just increase the setting number and call it a day. If players can’t play, shift the blame and claim progress for the industry. Crafting an engaging stylized experience that stands apart from clichés demands passion, skill, and time—qualities modern AAA developers currently lack.
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l_h_y
09-20-2018, 04:40 PM #10

I believe the emphasis on ultra photorealism in today’s games stems from the same issues that make them disappointing. No creativity or drive is needed to achieve realism—just increase the setting number and call it a day. If players can’t play, shift the blame and claim progress for the industry. Crafting an engaging stylized experience that stands apart from clichés demands passion, skill, and time—qualities modern AAA developers currently lack.

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