I doubt devs have time or will to read through the forum, but this question is mostly for devs.
Would you consider migrating Odyssey onto UE5 engine? from what I've seen and read about UE5, it should be capable of fixing all the lag issues that Odyssey currently has + generate much more realistic graphics. I'm not sure if UE5 is completely ready yet (I think they only have demo available at this point?), but what about future plans?
From experience, I can say that games running on UE4 are generally smooth and nice looking, even some indie games that are rushed, can still look quite impressive and run smooth.
I try not to hate on Odyssey, but this insane lag just makes it so unplayable .. I often lag down to 15fps in settlements with some traffic in them. Empty settlements often get me only 20 - 40 fps too.
Some may say "you have potato PC", it's not the newest, but I can run Forza Horizon 5 in 4k with AMD upscaler on "quality" and it only uses 50-90% of my GPU, while in Odyssey I have AMD upscaler on "performance" and it uses 100% GPU all the time when on surface, in stations or settlements. Stations are fine as long as I'm in ship, but near planetary buildings / bases, it starts to lag real bad, it's twice as bad when it's dark, because all the lights are rendered in even if they're not visible. Here's some proof:
You see all this light on those images? It's all coming THRU THE WALLS from my ship, that is about 400-500m from station. I don't even have flashlight on. If i'd turn off my ship lights, it would be near black. That station has no power as I'm on the "restore the power" missions. So why is that light being rendered in while it shouldn't even be visible to me?
Further proof is that station with fires in them, are even more laggy, as the fire is being rendered in while it's not even visible. Proof of that, is in big stations with lot of fires in same building, if you go on roof, where the O2 compressor is and depressurize the building from there (so fires are still not visible to you) and when fires go out, then frame rate goes up.
How is that possible if fires are not even visbile? This is clear sign that game renders in stuff that isn't visible to you.
I'm aware that developing top tier game isn't an easy task, but I also know that ignoring the issue doesn't make it go away, it only causes player abandonment.
I'd honestly like to know (from devs), why is it so hard to fix the rendering issues? Stuff that is not visible on your screen, should not be rendered / processed. If you go inside the building, then light behind walls should not be visible to you.
Also changing graphics has almost no impact on frame rates. I stand in one place, I get about 31fps, so I go into settings and change from 3840x2160 to 1920x1080 (while keeping AMD upscaler on "performance") and I get maybe like 35fps at best. I tried from 2160p to 1440p and didn't get even 1fps boost, so clearly this is not due my graphics card. If it was graphics card, then lowering from 4k to 1440p should have significant boost. For example Resident Evil Village, I can't quite play in 4k as I get frame drops in certain areas, so I put it in 1440p with most things set on high / max and it runs like a dream, solid 60fps with no drops. That means my GPU is not powerful enough to run RE Village on 4k, but works perfectly fine in 1440p .. but in Odyssey changing resolution has no effect.
I don't know details on how Odyssey is built, but clearly devs have done something very wrong to make it lag so bad. I think that's because they have assigned certain things to be rendered on GPU, which are not directly related to visuals. Maybe some background tasks? I mean everything in game requires some sort of computing power, so for example the mentioned light and fires, they use GPU's power to work, even when they're not visible. Is this some idea to try and reduce CPU usage?
Whatever it is, perhaps this could be solved by migrating Odyssey onto UE5? I'm sure it's no easy task, but you guys have to fix this lag.
If I'd be able to play Odyssey in solid 60fps, I'd immediately change my steam review from negative to positive .. I waited so long for the day when we can go out on foot and was so hyped about it, but this lag just absolutely ruins it. I've tried some on-foot combat zones and it's so de-motivating to play with lag ... I can barely even hit AI, lag makes it so hard to aim. Would love to try some PvP conflict zones, but not even going to do this as long as game lags so bad.
So please put your heads and money together and fix this lag. Also if you fix this lag, I promise to spend at least 10gbp on ARX just to show my support (I'd want that ARX anyways to get some weapon skins, at this point I'm not going to spend any money on weapon skins cuz as I said .. not motivated to play with lag).
Would you consider migrating Odyssey onto UE5 engine? from what I've seen and read about UE5, it should be capable of fixing all the lag issues that Odyssey currently has + generate much more realistic graphics. I'm not sure if UE5 is completely ready yet (I think they only have demo available at this point?), but what about future plans?
From experience, I can say that games running on UE4 are generally smooth and nice looking, even some indie games that are rushed, can still look quite impressive and run smooth.
I try not to hate on Odyssey, but this insane lag just makes it so unplayable .. I often lag down to 15fps in settlements with some traffic in them. Empty settlements often get me only 20 - 40 fps too.
Some may say "you have potato PC", it's not the newest, but I can run Forza Horizon 5 in 4k with AMD upscaler on "quality" and it only uses 50-90% of my GPU, while in Odyssey I have AMD upscaler on "performance" and it uses 100% GPU all the time when on surface, in stations or settlements. Stations are fine as long as I'm in ship, but near planetary buildings / bases, it starts to lag real bad, it's twice as bad when it's dark, because all the lights are rendered in even if they're not visible. Here's some proof:


You see all this light on those images? It's all coming THRU THE WALLS from my ship, that is about 400-500m from station. I don't even have flashlight on. If i'd turn off my ship lights, it would be near black. That station has no power as I'm on the "restore the power" missions. So why is that light being rendered in while it shouldn't even be visible to me?
Further proof is that station with fires in them, are even more laggy, as the fire is being rendered in while it's not even visible. Proof of that, is in big stations with lot of fires in same building, if you go on roof, where the O2 compressor is and depressurize the building from there (so fires are still not visible to you) and when fires go out, then frame rate goes up.
How is that possible if fires are not even visbile? This is clear sign that game renders in stuff that isn't visible to you.
I'm aware that developing top tier game isn't an easy task, but I also know that ignoring the issue doesn't make it go away, it only causes player abandonment.
I'd honestly like to know (from devs), why is it so hard to fix the rendering issues? Stuff that is not visible on your screen, should not be rendered / processed. If you go inside the building, then light behind walls should not be visible to you.
Also changing graphics has almost no impact on frame rates. I stand in one place, I get about 31fps, so I go into settings and change from 3840x2160 to 1920x1080 (while keeping AMD upscaler on "performance") and I get maybe like 35fps at best. I tried from 2160p to 1440p and didn't get even 1fps boost, so clearly this is not due my graphics card. If it was graphics card, then lowering from 4k to 1440p should have significant boost. For example Resident Evil Village, I can't quite play in 4k as I get frame drops in certain areas, so I put it in 1440p with most things set on high / max and it runs like a dream, solid 60fps with no drops. That means my GPU is not powerful enough to run RE Village on 4k, but works perfectly fine in 1440p .. but in Odyssey changing resolution has no effect.
I don't know details on how Odyssey is built, but clearly devs have done something very wrong to make it lag so bad. I think that's because they have assigned certain things to be rendered on GPU, which are not directly related to visuals. Maybe some background tasks? I mean everything in game requires some sort of computing power, so for example the mentioned light and fires, they use GPU's power to work, even when they're not visible. Is this some idea to try and reduce CPU usage?
Whatever it is, perhaps this could be solved by migrating Odyssey onto UE5? I'm sure it's no easy task, but you guys have to fix this lag.
If I'd be able to play Odyssey in solid 60fps, I'd immediately change my steam review from negative to positive .. I waited so long for the day when we can go out on foot and was so hyped about it, but this lag just absolutely ruins it. I've tried some on-foot combat zones and it's so de-motivating to play with lag ... I can barely even hit AI, lag makes it so hard to aim. Would love to try some PvP conflict zones, but not even going to do this as long as game lags so bad.
So please put your heads and money together and fix this lag. Also if you fix this lag, I promise to spend at least 10gbp on ARX just to show my support (I'd want that ARX anyways to get some weapon skins, at this point I'm not going to spend any money on weapon skins cuz as I said .. not motivated to play with lag).