

It’s because there’s a lot more optimization you can do on a fighting game vs a big open world, it just doesn’t have to render that much comparatively.
It’s because there’s a lot more optimization you can do on a fighting game vs a big open world, it just doesn’t have to render that much comparatively.
No I’m saying that it being a fighting game meant that it’s much easier to optimize because you have such a fixed camera angle and few characters on screen.
Idk I think the only one of those on that list that I’ve played that ran well enough that I’d consider it ok was tekken and I’m assuming that’s more because it’s a fighting game.
As soon as someone releases a UE5 game that doesn’t run like ass
Yeah haven’t felt that way idk
Audio has seemed fine to me, have only need the subs for the characters that aren’t speaking a real language lol
Steve didn’t really do his due diligence on that video, a lot of RGB software hasn’t used it for awhile, including one he said do. It certainly used to be a big problem and there’s definitely still holdouts
I had to use upscaling to get it to 60 but there’s certainly worse