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160°

Epic Games' Tim Sweeney On Nvidia's G-Sync: "It frees us from locking a game at 30fps"

DSOGaming writes: "Nvidia has released a new video in which Epic Games' Tim Sweeney shares his thoughts about Nvidia's new G-Sync technology. According to Sweeney, G-Sync will free Epic Games from making the decision of locking a game at 30fps."

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zeal0us4200d ago

Why would you lock a game at 30fps on pc? I could understand for consoles but pcs not so much. It seem the G-Sync hype train keeps rolling.

john24200d ago (Edited 4200d ago )

totally agree. Sweeney should have used a different example to convince people about G-Sync

Godmars2904200d ago

If you want more high-def details with plenty of effects and artifacts, you're going to have to give up something.

Gabenbrah4200d ago

He could be referring to people who frame lock their games at 30 FPS on PC, now they don't have to as the frame rate always look smooth with g-sync and never screen tears.

tee_bag2424200d ago

Yep that is pretty much what he means.

ExitToExisT4200d ago

I don't know what happened to pc games at the last few years but majority of them suffers from this:
You get 60 fps, and suddenly it drops to 50 and you feel this drop heavily. (normally you shouldn't feel it until it hits below 30)

As a pc gamer myself i believe this is the biggest problem i am having for the last few years.

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_QQ_4200d ago (Edited 4200d ago )

Next gen starts when Nvidia says so. Gabe knows best.

Gabenbrah4200d ago (Edited 4200d ago )

I saw a G-Sync monitor the other day, everything was so incredibly smooth and there was zero screen tearing, I was very impressed, no more V-Sync, thank god, so happy I stuck with NVIDIA.

MadLad4200d ago

Just grabbed the new BenQ 144hz monitor a little while back. Will probably stick with that for a while. Definitely want to grab a G-Sync monitor sometime down the road though.
I will let all of the different manufacturers get a hold of the tech and buy once a truly stellar monitor is released.

MadLad4200d ago

Well, most developers don't lock their game at 30 on PC to begin with. Releases that do do this are reflective of games poorly coded, where animations are tied to the framerate itself, or simply crap ports.
This statement is sad, considering it comes from the head of a development studio whose roots are that of PC gaming.

LAWSON724200d ago (Edited 4200d ago )

Dead Space 1 and Dead Space 2 are 30 fps with v-sync on, and IMO unplayable because it feels slow and irresponsive with it on

MadLad4200d ago (Edited 4200d ago )

I just switched to my monitor's refresh rate via the Nvidia Control Panel.
No tearing and it takes full advantage of the 144hz refresh rate. At least for the original. Still replaying through the first game.

The game literally never dips below 144.

Oh, no, I know what you are saying. I was just saying that there are ways to avoid screen-tearing while not having to be stuck at 30fps. It just wasn't doable within the game's options. Wasn't sure whether you were aware or not. There's a surprising number of people who are unaware of Nvidia's Control Panel and AMD's Catalyst Control and what they can do to improve your games.

LAWSON724200d ago (Edited 4200d ago )

No I am saying with ingame vsync on it is locked at 30, but when it is off it runs easily above 160+ on a hd 7950 and even at 60 fps the game feels very smooth especially when compared to console version. For some reason the game caused coil whine, though.

LAWSON724200d ago

How much are these monitors compared to say a decent $100-150 monitor? If they are a good $150 more, a more expensive GPU sounds like the better choice.

Fishy Fingers4200d ago (Edited 4200d ago )

It's not a case of simply being "better",they allow the GPU to tell the monitor when to refresh. The plus being zero screen tearing and a boost in performance as you no longer need to run V-sync.

The supporting monitors "should be" closely priced to a similar (or perhaps older version) pre G-sync monitor.

Edit: hahaha ignore that. First Asus model costs an extra $260 with G-Sync. Lol. Yeah I'd take the extra GPU.

LAWSON724200d ago (Edited 4200d ago )

I looked it up and it looks like an Asus monitor is retailing at around $700+ and the module is $300. I would much prefer xfire r9 280x/r9 290x/gtx 780 ti or a QHD display. I dont notice screen tearing and as of now I am perfectly fine with v-sync 60 fps, so that is one hell of a premium.
Edit: too late lol

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90°

Epic Games Asks Judge to Force Apple to Unblock Fortnite on iOS

The saga of the legal battle that sees Epic Games fight Apple in the attempt to bring Fortnite back to iOS has just gained another chapter.

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PapaBop29d ago

Damn, I'm going to need to restock my popcorn if this keeps up.

230°

Epic's Tim Sweeney shares first details about Unreal Engine 6

In an interview with Lex Fridman, Epic Games' Tim Sweeney shared the first details about the next version of Unreal Engine, Unreal Engine 6.

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Vits43d ago

It’s going to come packed with a bunch of flashy, buzzword-filled features that no one will actually be able to use without tanking performance. And just like every iteration of that engine before it, the excuse won’t be that it’s poorly optimized, no, it’s "forward-thinking" and the hardware just isn’t ready to keep up.

But since it saves studios from having to invest in developing their own internal engines, it’ll still end up being widely adopted across the industry.

VenomUK42d ago

But will it have micro-stutters?

Vits42d ago

But of course, even compatible with VRR, so you can really feel it.

rlow142d ago

What cracks me up, is a lot of games utilize Unreal 5 and yet gaming has become more expensive. So all that BS that they shoveled out the last big reveal hasn’t translated into savings and if it has, then the industry is just plain ol’ lying.

1nsomniac41d ago (Edited 41d ago )

You mean like “going digital will bring down costs for customer dramatically. Because there will be no packaging/distribution.” Or maybe the “games going forward, will be cross-buy so you buy it once and will be able to access it across all platforms you own.” Or even the “if we increase the rrp it will mean we can get rid of micro transactions altogether.”

… I could be here all day quoting the lies from this industry.

abstractel41d ago

Scope of games are way bigger than even just 10 years ago. Also keep in mind that Epic charges 5% for using their engine, Steam charges 30% just like Sony, Nintendo and Microsoft's stores. That's 35% of your revenue gone. Steam infuriates me because they don't have nearly the overhead console manufacturers have but they know people are unlikely to migrate to Epic Games Store (which charges 15% instead but has a shit storefront compared to steam). I love UE5 (for the most part) and it has pushed the envelope in ways that would be too long to list here. I think UE6 will push things further and make it possible for devs who don't have Rockstar resources to make amazing games even further. Time will tell.

barom41d ago

@1nsomniac Going digital did make things cheaper though. Games are dropping in prices at much faster rate than before and you’ll find plenty of sub $10 games on sale all the time, whereas before we had to wait for “greatest hits” label. Not to mention the indies basically have a levelled playing field now.

Pyrofire9541d ago

In the same way that you make all these assumptions and judgments on the future of UE, I see you making these assumptions and disregard any opinion you hold.
I see no value.
There is nothing constructive, just ire on what was and the willingness to believe nothing will get better.
You have given up on the possibility of joy and will not find it.

Profchaos42d ago

Will it have games or just more decade long projects

IanTH42d ago (Edited 42d ago )

I find this odd. How am I expected to be excited with future promises when mired by the current legacy of UE5 and its myriad of technical shortcomings that have yet to be solved, even years after release.

Of course they should be working towards the future, but talking about it while UE5 still has many unsolved issues years after it has been the de facto standard? An engine used by so many, after so many years, with the backing of a company as grossly cash-rich as Epic shouldn't have so many problems still.

And the optics - even if not the truth of the matter - is you're putting time & resources into UE6 at the expense of UE5; your current product still needs quite a lot of attention. Unless the message is "we're abandoning UE5 because it's issues are systemic, and we hope UE6 can address that mess by moving on as quickly as possible".

IanTH42d ago

I was attempting to reframe my comment as I watched more of the video, but the edit timed out. So here is a nearly completely different comment lol:

The number forks/fragmentations of UE5 feels like - from a laymen's perspective - a plausible explanation for why the engine, 3 years post release, has continued to have the same problems today as it did from day 1. Sounding as if they can't really find a way to cleanly coalesce each of the seven disparate variants, it seems hopes lie with being able to do so in the years leading up to the launch of UE6.

That said, if they have so many specific versions, then it does still kind of boggle the mind why issues, like compilation stutter, are still so pervasive. Seems in this specific scenario, the fragmentation could potentially be useful for at least helping to narrow down platform specific issues/solutions.

Clearly not the case, so hopefully they can make UE6 more unified to allow for more focused, streamline engine development.

PixelOmen42d ago

Compilation stutter hasn't really been much of an issue for a couple years now if the devs know what they're doing. The problem is not all the devs know what they're doing in that regard. The real problem is traversal stutter. That is nearly universal.

IanTH42d ago (Edited 42d ago )

I sort of ended up mentally putting both of those under the category of compilation stutter, which is surely too reductive. I should have just said "stuttering/fametime issues in all their incarnations". Because while there are improvements to comp stutter, even games that force you through long, even 30 minutes shader compilation stages before playing haven't managed to fully solve that issue. Heck, even consoles, with fixed hardware that can ship with pre-compiled shaders can't even seem to fully escape it.

Traversal stutter is definitely its own issue, though, and has only been exacerbated thanks to older cards being held onto longer, and companies - primarily Nvidia - opting to put 8GB VRAM buffers into cards for way the eff too long. If you don't have the top of the line CPU and high-end, overclocked RAM kits - most of the PC playing population - to help shuffle that info between system memory and the GPU, you're more screwed than most. And Nvidia could help the issue as well, if they could improve their years-long issue with high driver overhead. Freeing up any extra CPU usage, especially for those with weaker CPUs, would really benefit.

I really hope these things can have some kind of solution found for them sooner than later. As it is, it just feels like games are taking two steps forwards and two steps back a lot of the time. Improved pixel quality (world detail, lighting, etc), at the expense of degraded image clarity (softer image, heavy reliance on upscaling, increased artificing) and smoothness/performance (stuttering/poor frametimes).

And the fact this stuff occurs, when dev times are longer than they've ever been, with budgets creeping ever higher, it's that much worse to feel like a lot of experiences just aren't wins across the board. Especially as deep into this generation as we are, and with as much time as devs & engine makers have had to iron out issues. It feels like we may need to pump the brakes on the pace of research into graphics tech and rebalance towards optimization. Image clarity (native res, especially) continuing to fall further, with poor frametimes for a myriad of reasons, as the generation goes on doesn't feel the best.

PixelOmen42d ago

I'm not just talking about shader compilation stages. There are games like Expedition 33 that barely have any pre-compilation stages (in the background on the main menu) and have almost zero comp stutter. It has to do with the way you use shaders and make your materials. It still has some small traversal stutter though.

Noskypeno42d ago

It feels too soon to talk about UE6. It feels like UE5 barely got tapped, only a handfull of games really showed its potential.

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40°

Fortnite is coming back to iOS devices in the US after a 4-year ban

Tim Sweeney: "We will return Fortnite to the US iOS App Store next week.

Epic puts forth a peace proposal: If Apple extends the court's friction-free, Apple-tax-free framework worldwide, we'll return Fortnite to the App Store worldwide and drop current and future litigation on the topic."

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