Video summary

These Games are Finally Dying. and they didn't listen..

Main summary

Key takeaways

Technology

Summary of technological concepts & performance/optimization analysis

  • “Every stutter is real” / core claim: The video argues that performance problems in Gears of War: E-Day (Unreal Engine 5.6) aren’t just minor hiccups—players are experiencing genuine stutter, low FPS, blur, and harsh frame-time issues, especially in demanding settings.

Unreal Engine optimization promises vs real-world results

  • The narrator contrasts Unreal Engine’s stated improvements with this game’s actual behavior.
  • Unreal Engine messaging cited: studios want “make it fast, make it stable”, with claims such as up to 25% GPU and up to 35% CPU performance improvements (from a newer UE version cited as 5.7).
  • Concern: E-Day reportedly uses UE 5.6, so those later engine gains may not apply yet—implying the game might not be improved enough by launch.

Lighting/rendering stack criticized as expensive

  • Unreal Engine is described as relying heavily on real-time lighting, specifically Nanite + Lumen and related systems.
  • The video claims that many UE5 titles that use these technologies end up running poorly, pointing to repeated industry patterns.

Industry pattern of “optimization through tech” (upscaling/frame generation)

  • Examples cited as similar issues:
    • Borderlands 4 (reliant on upscaling + frame generation)
    • Remakes like Silent Hill 2 and Oblivion Remastered (performance cost questioned)
  • The narrator also lists other troubled/expensive UE cases:
    • Expedition 33, Black Myth: Wukong, Stalker 2, Marvel Rivals, and Halo campaign updates
  • Overall message: developers often end up leaning on upscaling / dynamic resolution / frame generation to be “playable,” rather than delivering native performance.

Gears of War: E-Day beta review focus (PC benchmarking + bottlenecks)

Shader compilation on boot

The game reportedly spends a long time compiling shaders:

  • ~6+ minutes on a fast CPU for first-time shader compile
  • up to ~20 minutes on slower systems (shader compilation dependent on system performance/configuration)

Extreme GPU benchmark results (RTX 5090)

  • At 4K max (“ludicrous” stated): about ~30 FPS
  • It’s likened to path-traced performance (ray tracing every effect) in other games like Cyberpunk / Alan Wake 2.

Upscaling experiments

  • 1440p quality → 4K: ~50 FPS
  • Performance mode (reported as 1080p → 4K upscaling): ~70 FPS

Even then, the narrator implies the visuals don’t justify the performance cost.

VRAM/blur issues noted

  • On midrange hardware, dropping settings doesn’t just reduce load—it can make the game blurrier.
  • The narrator attributes this to how UE/Lumen is scaled, i.e., internal lighting may be rendered at lower resolutions.
  • Example: on RTX 5070 (12GB VRAM), at “maxed” settings the game reportedly maxes VRAM, leading to severe performance drops (worst-case described as ~20 FPS at 1440p “maxed”).

Frame-rate target behavior

  • The game is described as trying to cap/steer toward ~60 FPS.
  • Enabling certain graphic toggles reportedly forces a 60 FPS cap.
  • Dynamic resolution scaling is described as attempting to use upscaling when FPS dips.

Upscaling mode anomaly (possible bug)

  • On some tested settings, the narrator claims “performance mode” upscaling produced worse FPS than other upscaling paths.
  • The narrator also suggests upscaling may appear broken in some configurations.

Console performance simulation & CPU bottleneck argument

  • The narrator simulates a PlayStation 5-like system (example given: RX 6700 + Ryzen 3600).
  • Key claim:
    • at 1080p TSR with high settings, the system reaches only ~40–50 FPS
    • visuals become blurry if trying to hit performance targets
  • GPU busy metric indicates CPU limitation:
    • when the “GPU busy” value is non-zero, the narrator claims the system is CPU-limited
  • Even upgrading to a far faster GPU (RTX 5090) still shows CPU limits, suggesting the game/engine is very CPU heavy.
  • Conclusion: on older CPUs, upgrading GPU alone won’t fix it; to go beyond certain FPS, you may need a CPU upgrade, framed as costly.

Frame generation concern

  • The beta reportedly does not allow enabling frame generation, which the narrator interprets as:
    • either “not ready,” or
    • an attempt to avoid backlash
  • Fear: the game may encourage frame generation at launch, where generated frames mask performance but can impact latency/feel.

Broader critique of Xbox engine strategy (business/engineering angle)

  • The video argues Xbox is moving toward industry-standard Unreal Engine rather than proprietary engines (with discussion tied to cost-cutting/layoffs around id Tech).
  • The claim: Unreal speeds up production (asset/animation workflows) but can reduce differentiation, contributing to visual sameness across games.
  • The narrator contrasts this with examples like RE Engine (Capcom) and argues proprietary tech can sometimes perform better—though it may also have issues.

Key “review-style” takeaway (what the narrator wants viewers to believe)

  • Gears of War: E-Day looks impressive, but based on this beta benchmarking it appears hard to run across GPU tiers, with:
    • shader compilation overhead
    • CPU bottlenecks
    • VRAM pressure
    • blur/dynamic lighting scaling behavior
  • The narrator doubts meaningful improvement by launch time, especially since the cited engine version (UE 5.6) may not benefit from newer UE performance work (UE 5.7).

Main speakers/sources mentioned

  • The Coalition (developer; pushing Unreal Engine 5; hardware ray traced Lumen messaging)
  • Epic Games / Unreal Engine (UE event/statement about performance improvements in later releases)
  • CD Projekt Red (collaboration mentioned; Unreal UE work for Witcher 4)
  • NVIDIA (path tracing technology collaboration mentioned)
  • Xbox / id Tech team context (discussed as cost-cutting/engine transition narrative)
  • Review/test subject: the video narrator/reviewer conducting GPU/CPU and simulated console tests (name not provided in subtitles)

Original video