Who are those "devs"? Random wannabe devs tinkering with UE?
Any actual dev with some experience can see through this guys bullshitting.
Some of TI´s "optimizations" I have done on UE2 PS2 games almost 20 years ago - its laughable!
Here, have another actual dev show you:
I literally can't stomach watching this for more than a few minutes... my head hurts trying to understand his English. I had to skip back multiple times within the first few minutes to get what he said
if there's a summary of what he says or a transcript I'll read it...
Those games got made with hard work and huge expensive teams.
With each generation the complexity and amount of work that needs to be done rises.
So just throwing more people at the problem wasnt a viable option if a publisher ever wanted to earn their money back.
then maybe the goal should have been simply perfecting what was done on PS4, maximise performance and image quality, as well as temporal stability.
it's clearly not feasible to run all the shit that devs want to run on these consoles.
the most pleasing looking games this gen are games that are basically PS4 games with slight enhancements where it works.
Spider-Man 2 for example. as much as I think it's an absolutely awfully designed game. in terms of its presentation it did everything correctly. it uses tech that's basically just enhanced PS4 graphics, and used raytracing to replace the worst aspects of these PS4 graphics, the Screen Space Reflections.
Ratchet & Clank did basically the same. it used the stronger GPU to add more details and replace SSR.
"Minor improvements" - are you kidding me?
Not having to bother with baked lighting anymore was worth it just for that alone!
I´m more shocked that people would be willing to go back to lastgen lighting, meshes and materials!
oh yeah, we have such great dynamic lighting now. GI that fizzles, blobs of light leaking through due to the low quality RT used... blotches of light and dark dancing around walls that can't be cleaned up by the denoisers because there's just not enough information there to create a coherent image.
and all of this often in games that have no or very limited dynamic lights and/or no dynamically changing time of day.
I remember walking into the bar in the beginning of SH2 Remake, and literally the entire bar counter was full of disgusting RT artifacts from the red light of the save point...
at that point I instantly turned the game off and looked for mods to fix it as much as possible.
I will never understand how anyone can prefer "more advanced" methods that are completely unstable over older methods that are stable and have dramatically less artifacts... especially when the gains are as small as we see in current gen games.