Really disappointed that after a solid 3-4 months of dev diaries, open communication and hype for the game, they drop this performance bombshell on us at the last moment.
They get points for at least giving everyone a weeks notice, but that's clearly a calculated move (compared to if they kept it quiet entirely and it launched with people unaware)
I'm not instead on playing sub 60 FPS games at 1080p, especially not when I've got a 4090+13900k and it crushes almost every other game in existence. The game isn't pretty enough to justify such terrible performance, it's just purely unoptimized now.
Why there's no DLSS / FSR also at launch is baffling, it helps GPU bottlenecked necked games greatly (even if boosting from a native 30 to 60 is a bit yuck)
Like you said, they aren't trying to hide it. I'm sure they weren't sure where performance would end up at launch though. They publicly said they aren't satisfied with the performance and will be working to improve it though. This isn't the end of it. It's disappointing it doesn't perform as well right now (for us and I'm sure even more for them), but they've earned some amount of trust. I'll give them time to get things where they should be.
From the couple of creators I've seen paying it, they were aware of some performance issues for sure. I think they were just unaware at how severe the impact was (since content creators normally have expensive PC's) and how quickly they'd be able to address it.
It never sounded like they were aiming for being super optimised at launch either, but it did seem like they were confident "most" would be able to play it prior to the announcement.
And having watched CityPlannerPlays performance video of it, it sounds like the article didn't really play around with things to see what different settings' impact was. Specifically regarding resolution, it was noted that anything above 1080p seems to be extremely poor in performance.
Why there's no DLSS / FSR also at launch is baffling, it helps GPU bottlenecked necked games greatly (even if boosting from a native 30 to 60 is a bit yuck)
I believe I had heard something about them having issues with getting it running, because for some reason they included their own "render scale" option that runs like ass. You can, fortunately enough, very easily add DLSS to most games even if they don't natively support it though. That's most likely what I will be doing.
If I had to guess the reason they waited so long is cause they thought they could fix them before launch, but stuff probably came up that made them realize it's not gonna be ready.
This is such a silly argument. Sure I can make a game that has a fucking memory leak to "really put your PC to the limit" and render every single tri on a polygon no matter the distance you are looking from but that is just a stupid way of "pushing your pc to the limit". Hell lets make a 30 billion tri model for a generic npc and populate a scene with many of them, that will surely push your pc to the limits. This is just a poorly together hackjob where they know they can just patch it post launch because fools will buy this shit. The devs are working hard on this game but optimization shouldn't just be pushed off to the post launch era of a god damn game.
Just like Crysis was a poorly put together hackjob too, right? You know, like in that post where you used Crysis as an example as a game with poor performance on launch. And of course the CryEngine is known to be a buggy cooked piece of shit, right?
Oh, wait, no, it's quite literally the opposite. Weird.
A poorly optimized game will not put your pc to the limit. Instead it will bottleneck itself on stupid issues and inefficiencies. Your pc will actually not be utilised to its full potential. Make no mistake, this game isn't slow because it's gorgeous and advanced, it's slow because graphically it's poorly made.