For a whole bunch of reasons, even though our game isn’t going to be coming out for probably a couple of years yet, I’m determined that it should run really well (like comfortably over 60, preferably 120+) on a mid range GPU from a few years ago. We’re aiming for pretty, but it’s not a AAA game, and it’s top-down, so there’s no reason it should struggle at that target. There’s a lot of fancy new features that are deemed “ok if you can hit 60 on a PS5” but I’m not on board with that
@sinbad “ok if you can hit 60 on a PS5” *BLASPHEMY* there was stuff On the AMIGA/PC more than 20 years ago "hitting 60 FPS" ! .. "Our rule" always been "60 FPS - MINIMUM - or Death". "If the thing doesn't hit 60 FPS is bad". Also developing on a MEDIUM range GPU/CPU "is always a good test", of course if you game runs 100FPS on a "Super Mega Titan Too Expensive for many GPU" is NOT "an achievement" at all ! Always "optimize for the medium" and "the big will fly"
@sinbad Also if you hit 120 FPS "you can aim for VR", if you don't hit AT LEAST 90FPS *SOLID* don't .. The problem I think it's precisely "those mega engines" that "allow one easily to stack things up without thinking too much" and most people I think still targeting "for too high GPUs". Keep in mind "middle ground" also means "more users can use your stuff" .. 30 FPS IS *NOT* acceptable nowadays and 60 FPS should be the bare minimal.
@gilesgoat I won’t be going VR but yeah; the first thing I do in a new UE project is turn off all the new fancy stuff that makes it run like arse compared to UE4
@sinbad I think that "if you can go well for the middle ground you'll be always better". You'll make happy lot of people 'in the middle ground' an those with 'super GPUs' will just fly at 160FPS or such. Sometime is also nice to make something work nice "on the minimal specs" .. it's another challenge and can be very useful. HOWEVER those laptops "integrated Intel VMERD GRAPHICS ADAPTER" can F*** O** OMG nothing pleasures those !