Thursday, April 27th 2023
Star Wars Jedi: Survivor has Major CPU and GPU issues
It appears that Electronic Arts' Star Wars Jedi: Survivor game will be yet another title that will need multiple patches to make it playable on the PC, as the game appears to have major CPU and GPU optimization issues. The situation is not better on either the PlayStation 5 or Xbox Series X consoles. As EA has lifted the review embargo, first details have started to show up online, including rather troubling information that the game can utilize up to 18 GB of VRAM at 1440p resolution.
Gamestar was running the game on AMD Ryzen 9 5900X with 32 GB of RAM and an NVIDIA GeForce RTX 4090, and it was not able to maintain 50 FPS at 1440p, let alone 4K/UHD resolution. What makes it strange is that the graphics card utilization was around 35 to 60 percent, which means the game has major CPU bottleneck issues. Star Wars Jedi: Survivor is officially launching tomorrow, April 28th, so hopefully, we won't have to wait long for EA to release a patch or two.
Source:
DSOGaming
Gamestar was running the game on AMD Ryzen 9 5900X with 32 GB of RAM and an NVIDIA GeForce RTX 4090, and it was not able to maintain 50 FPS at 1440p, let alone 4K/UHD resolution. What makes it strange is that the graphics card utilization was around 35 to 60 percent, which means the game has major CPU bottleneck issues. Star Wars Jedi: Survivor is officially launching tomorrow, April 28th, so hopefully, we won't have to wait long for EA to release a patch or two.
33 Comments on Star Wars Jedi: Survivor has Major CPU and GPU issues
I've watched a budget channel's performance stream last night and the game couldn't even 100% utilize a GTX 1650 with a i5 10400 on 1080p medium with low textures yet it was getting 30-40 fps with ~70% GPU utilization so thats how bad is it and that has nothing to do with RT in this game.
On the last console generation there were almost no Unreal Engine 4 games. And we didn't have many terrible PC ports. Of course we all remember one of the worst - Arkham Knight (which was actually UE3).
Why were there no UE4 games? Because that engine has abysmal multi-threading support and it was almost impossible to run it on Jaguar CPUs, where multi-threading was crucial. Only at the end of that generation UE4 games started to show up, once developers got to know the hardware really well.
The new consoles have just enough CPU power to get this engine to 60 FPS in the hands of somewhat competent developers (definitely not those responsible for Gotham Knights or The Outer Worlds next-gen update). And this translates to PC, where CPU IPC is the only relevant thing if you want to go above 60 FPS in these games.
I've always hated Unreal Engine. It always had traversal stutter and all kinds of technical issues. The only good thing is the visual quality, but it's not worth the price. I'm really dreading the prospect of UE5 becoming popular. So many games use UE4 these days and they all run like trash (except for Dead Island 2, which doesn't really look next-gen). With UE5, 60 FPS might not even be possible.