Gearbox CEO Randy Pitchford Tells Borderlands 4 Critics: "code Your Own Engine"
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Gearbox CEO Randy Pitchford sparked controversy by telling Borderlands 4 critics to 'code their own engine' in response to performance issues, with many commenters criticizing his dismissive tone and the game's poor optimization.
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Borderlands 4 on the other hand...
By the way, blame Unreal 5. Every Unreal 5 game released recently runs like utter crap unless you have luck, godlike hardware or both.
Okay, and how many refunded the game on Steam?
I have a long list of bugs in programs I use everyday, but I am not going to waste my time filing a ticket that will be ignored. GTA5 had famously bad loading times which nobody on the inside cared to fix until a nobody posted a solution to their JSON parser.
There is little expectations for such tickets to do anything. Unless you have some very specific problem which no one else has. And even then... I would be doubtful of them doing anything.
???
Why wouldn't we just use your competitors engines instead.
Really the biggest downside of that game is the engine.
https://www.youtube.com/watch?v=R0TKmVXcypc
The whole situation feels to me like buying an Audi R8 and after not being able to get over 150kmph,complaining about it and CEO of Audi would tell me to build my own engine when I don't like R8's
Thx for helping make AI dumber!
Nanite is a way to make cheaper but lower performance assets (yes, it performs worse than manual Level Of Detail optimizations and quite significantly).
Lumen requirements are so high that for it to perform good you basically have to render at 720p. So they do and then upscale, and it's all blurry and still runs like shit.
Obviously I understand your point that computational complexity is different than the extent to which something is realistic. But it's totally wrong that it "has nothing it do with" it.
Photorealistic scenes require high res textures, higher detail levels in geometry, better shadows, better global illumination, etc...
Cartoonish art styles don't necessarily require any of those. They still benefit from them, but with diminishing returns.
It's cool if they want to take advantage of some fancy UE5 features, but the burden to optimize is on them, especially considering that the game's quality settings look like this: https://www.thegamer.com/borderlands-4-optimal-pc-settings/#...
What I don't get is why Randy Pitchford seems intent on alienating the player base further by doubling down again and again on there not being a problem. Emotionally, I understand being defensive of one's work, but at a certain point it might be financially advantageous to show some humility or simply ... not say anything. Then again, he's free to do as he pleases.
not very well thought out indeed, risking someone will actually roll thier own and everyone will get one.
I'm torn on how I feel about frame gen.
On one hand, it's mostly "free" frames. In MS Flight Simulator 2024, with the details cranked to the near maximum, it turns my somewhat choppy 45 fps (When flying over dense cities like NYC or London) into a buttery smooth ~150 fps.
On the other hand, it's allowing game developers to get lazy with optimization. They're being allowed to target lower frame rates under the assumption that frame gen will pick up the slack, which leaves players with a 3000-series GPU, which isn't that old, in the dust.
Performance optimization in AAA games is hard and time-consuming. Some game developers believe chasing ever higher visual fidelity will increase sales due to the 'curb-appeal' of the game play trailer. Maybe they're right but it's a double-edged sword because management loves the killer visuals but then will reduce the minimum required frame rate over slipping the schedule to permit performance optimization. Yet marketing will still insist on a game play trailer showing Ultra settings, so it ends up being made with lots of synthetic pixels and frames being inserted because they know YouTube streaming compression will hide much of the degradation. As someone who cares about visual fidelity and frame rate, I've learned to not trust YouTube streams of game play anymore and wait for a technical analysis by someone like Digital Foundry.
It's pretty clear how this keeps happening. The dumb thing is a CEO going on social media trying to argue their customers shouldn't want what they want. The right way to respond is pointing to where they made the higher system specs and requirement to use synthetic pixel & frame modes super clear in the specs, demo videos and other marketing. Synthetic generation can be useful in the right context but companies need to stop acting like it's something they don't need to fully disclose. Being either "artfully vague" or misleading in their marketing is unethical. Much like how in streaming video 'resolution' is meaningless if you don't know the bit rate, in AAA games on modern GPUs resolution and frame rate are now meaningless if synthetic generation tricks are being used.