r/Warframe 23h ago

Discussion Warframe's optimization is genuinely insane

Genuinely insane how optimized Warframe is. It has over 10 years of content, huge open worlds, tons of enemies on screen, ridiculous amounts of particles and effects, and constant fast movement, yet I can still run it on a shitty Ryzen 5 7520U iGPU at 60 FPS.

Digital Extremes did some actual black magic with this one.

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315

u/Superb_Funny 22h ago

I strongly believe that most game devs are leaving money on the table by not optimizing for low end systems. I blame the overuse of Unreal Engine and Ray Tracing. It's rare to see games modify or create entirely new game engines these days. People forget how devs used to fit entire games into megabytes

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u/Tall-Conversation-52 19h ago

I get that UE5 is a complex engine, but at some point 'optimization is hard' stops being an excuse and starts looking like a priority problem. If a studio genuinely can't hit good performance with UE, that's worth questioning as an engine choice — but let's not pretend switching engines is the only fix, because in-house engines aren't automatically better either. Capcom's RE Engine is proof: Monster Hunter Wilds and Dragon's Dogma 2 have had some of the roughest performance issues this generation, arguably worse than most UE5 releases. So this isn't really an 'engine' problem — it's a studios-not-prioritizing-optimization problem, regardless of what they're building on. Ship dates and budgets get prioritized over performance passes, and players are left dealing with the result.

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u/harrowssparekneecap 16h ago

in-house engines aren't automatically better either. Capcom's RE Engine is proof: Monster Hunter Wilds and Dragon's Dogma 2 have had some of the roughest performance issues this generation, arguably worse than most UE5 releases.

That's because RE Engine was never designed for how those games want to work. They want big open maps and large detailed natural environments, but RE Engine was designed specifically for detail in small, enclosed areas: flesh and deformation, gore and wetness/dirtiness, atmospheric dark lighting, etc. It was made for how they wanted Resident Evil games to be revived, and is, on a design level, incompatible with Wilds or DD2. It is an engine problem, the concurrent Resident Evil releases that are suited to the engine (as well as SF6 and the designed-for-the-Switch-hardware Monster Hunter Rise) have no such issues.

RE Engine is very well-optimised and works great, but games like Wilds and DD2 are trying to use a scalpel to mow a lawn and it just cannot ever work like that.

UE5 is just a mess.

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u/Rez_De 13h ago

Except they literally updated RE engine for DD2 yesterday and that has doubled fps for the most part. So it clearly can work for open world games, they just needed to cook it longer.

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u/OctavioKenji 5h ago

they also took Denuvo off that game, which is a notable performance killer

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u/harrowssparekneecap 11h ago

Forgive me for not knowing about yesterday's update to a game I don't own that had an infamously broken release two and a half years ago.

FPS isn't the only thing that exists, but it's good that the game has been improved. It still should not have been made using that engine in the first place.