> This isn't a case of "these developers are lazy", UE5 issues are the case of "every single UE5 released game has shader stutter issues on PC". That's an issue with engine architecture and its APIs, not an individual thing.
Just because an engine offers you a way to shoot yourself in the foot with a sawn off shotgun, you can't blame the engine maker when you do shoot yourself in the foot with a sawn off shotgun and end up with a bleeding ugly stump.
The thing is, of course game studios will go for "we want to use ALLLLLL the newest features, we want to show off with Nanite and god knows what else". Who wouldn't? But game studios aren't willing to put in the effort surrounding such an implementation to properly tune it.
And it's not just tuning engine components for what it's worth - often enough the culprit ends up being ridiculously oversized textures, there's nothing else that could cause dozens of gigabytes worth of patches [1], and it's not a new complaint either [2].
Just because an engine offers you a way to shoot yourself in the foot with a sawn off shotgun, you can't blame the engine maker when you do shoot yourself in the foot with a sawn off shotgun and end up with a bleeding ugly stump.
The thing is, of course game studios will go for "we want to use ALLLLLL the newest features, we want to show off with Nanite and god knows what else". Who wouldn't? But game studios aren't willing to put in the effort surrounding such an implementation to properly tune it.
And it's not just tuning engine components for what it's worth - often enough the culprit ends up being ridiculously oversized textures, there's nothing else that could cause dozens of gigabytes worth of patches [1], and it's not a new complaint either [2].
[1] https://www.neogaf.com/threads/days-gone-whats-up-with-the-r...
[2] https://forums.guru3d.com/threads/are-game-patch-sizes-becom...