Starfield

Why are you so obsessed with constantly telling everyone how much you don't like this game? We all get it.
I know it's terrible, isn't it? I should stop but I find it entertaining to dunk on this. Maybe Bethesda will prove me wrong over time and make it a good game, but I doubt it. And their lead writer Emil is such a nimrod it's too easy to ridicule him. But I will lay off.
 
Haven't touched Starfield after the last save corruption. The latest update doesn't give me any type of confidence boost Bethesda will fix the issue any time soon. It's disappointing especially since I've invested 800 plus hours.

Once I finish the main quests in Skyrim I'll start a new Starfield playthrough but if the save corruption occurs again I'm done.
 
Haven't touched Starfield after the last save corruption. The latest update doesn't give me any type of confidence boost Bethesda will fix the issue any time soon. It's disappointing especially since I've invested 800 plus hours.

Once I finish the main quests in Skyrim I'll start a new Starfield playthrough but if the save corruption occurs again I'm done.
Save file issues are why I quit playing it as well. Mine would take 10+ minutes to load. There were fixes that would sometimes work for brief periods, but the next gaming session the issue always reappeared.
 
Starfield Beta 1.10.30 update released

over 500 changes/bug fixes and the first quality of life updates

FEATURES

Photo Mode: Added the ability to set Expressions and Poses on player and companions in Photo mode
Scanner: You can now open doors and harvest with the scanner opened
Setting course on an inactive quest will now make it the active quest
Added support for adjusting FOV when using 3rd Person Ship view
Added an Anisotropic filtering quality slider (PC)
Removed the digipick cost for using Undo during the Security mini-game
Added an autosave when fast travelling from a planet's surface to orbit
Updated the Ship UI to perform more smoothly at higher framerates

https://bethesda.net/en/game/starfi...23/starfield-update-1-10-30-march-6-2024-beta
 
Removed the digipick cost for using Undo during the Security mini-game
Been a while since I played but how does Undo work now? Before you'd waste a key each time but iirc you could do it unlimited times at 1 key each.
 
I know at least one player who won't like this fix:

Ship weapons should now target the nearest module on an enemy ship instead of the center of mass.

Otherwise that's one helluva fix list. :eek:
 
So Ive been holding off trying this game due to complaints and Bethesda always needing soak time to get it at least somewhat stable. Comparing to Fallout NV/4, FarCry, CP or GTA, is it worth picking up? I don't play for max pretty, I look for content and stability. Last I read up, the content was lacking other than persistent fetch quests like FC.
 
So Ive been holding off trying this game due to complaints and Bethesda always needing soak time to get it at least somewhat stable. Comparing to Fallout NV/4, FarCry, CP or GTA, is it worth picking up? I don't play for max pretty, I look for content and stability. Last I read up, the content was lacking other than persistent fetch quests like FC.

Content? Minimal. Particularly if you’re not into base/ship building.

Stability? Eh, better than previous Bethesda titles but that’s not saying much.

Personally I could only squeeze about 60 hours out of it and only really enjoyed maybe half of that, and I have hundreds of hours in FO3/NV & Skyrim. NG+ is a joke imo.
 
So Ive been holding off trying this game due to complaints and Bethesda always needing soak time to get it at least somewhat stable. Comparing to Fallout NV/4, FarCry, CP or GTA, is it worth picking up? I don't play for max pretty, I look for content and stability. Last I read up, the content was lacking other than persistent fetch quests like FC.
The game is 99% the same as release day. If you care about mods, the CK isn't even out yet.
Ignore it for a couple years, get it cheap with all the DLC.

Fallout London release next month and it's free.
 
I see this patch fixed the 30 fps ship UI... Which drove me crazy.

That, plus FSR 3 and all the bug fixes, is now as good a time as any for a first real playthrough??
 
Best update yet.

https://bethesda.net/en/game/starfi...kcN9/starfield-update-1-11-33-may-1-2024-beta


View: https://youtu.be/3ObHRMHtTMY

STARFIELD UPDATE 1.11.33 - MAY 1, 2024 [BETA]​

01 MAY 2024
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Starfield’s latest update is here and it’s bringing several new features with it!
  • Improved surface maps - We’ve heard your feedback, and we’ve made some big improvements to surface maps, so you’ll always know just where to go and no longer “get lost” on the way to your parents’ place (and they weren’t buying that excuse anyway, you should really go visit them).
  • New gameplay options - For those of you who like a bit of an extra challenge or want to make some aspects of the game easier, you can customize your experience with brand new options in the Settings menu. Want to make ground combat harder but ship combat easier? You can do just that!
  • Added Ship Decoration mode to the interior of Ships – now you can decorate your ships just like you can with Outposts!
  • Added Tabs to Container menus to make managing your inventory easier.
  • Added the ability to change Traits and appearance after entering the Unity.
  • Added Dialogue camera toggle in the Settings.
  • Added Display settings for Xbox Series X to prioritize Visuals or Performance (Series X).
That’s just the tip of the iceberg. Read on for a full list of fixes and improvements!
(PLEASE NOTE: This update is currently in Steam Beta before going live for all players. We don’t anticipate much to change from this update but will let you know when it’s available and any adjustments we make to the notes below. Thank you!)
XBOX SERIES X DISPLAY SETTINGS
We’ve heard from many that you’d like to have more control over the graphic fidelity and performance on Xbox, similar to how PC players can customize their experience. We’re now enabling that on Xbox Series X with a few options that you can use to find the best fit for your playstyle and display.
For each of these, we highly recommend a Variable Refresh Rate (VRR) Display running at 120hz, and to verify your Xbox is setup to use it. If you have it setup this way, Starfield will now default to a frame rate target of 40, while keeping the priority for full visuals.
  • Frame Rate Target: You can now choose between 30, 40, 60 or an Uncapped frame rate on VRR displays. If you do not have a VRR display running 120hz, you will still be able to select from 30 or 60. Screen tearing may occur at times when selecting 60 on a non-VRR display.
  • Prioritize: You can now prioritize between Visuals and Performance while trying to maintain the frame rate target. If you’re choosing a frame rate target of 60 or above, we recommend changing this to Performance. Prioritizing Visuals keeps the highest resolution while maintaining full detail for special effects, lighting, and crowds. Prioritizing Performance lowers internal resolution and detail for special effects, lighting, and crowds. Both modes may adjust internal resolution dynamically when scenes or action get heavier as well. When switching between modes, you will see the lighting change briefly as the system catches up to the new mode.
BUG FIXES
GENERAL
  • General Stability and Performance improvements.
  • General improvements for Character fleeing, avoidance and pathfinding.
  • Fixed various issues with object placement.
GAMEPLAY
  • Fixed an issue that could cause a ship's maximum shield capacity to appear decreased after loading a save with certain assigned crew.
  • Fixed an issue where invisibility could persist on a companion’s weapon after invisibility effect ended.
  • Scanning flora/fauna XP is now also awarded via harvesting/killing.
  • Resolved an issue with unintended harvest items appearing in flora from blended biomes.
  • Addressed an issue that prevented repeated docking with a previously commandeered ship.
  • Fixed an issue with Class C flight behavior after entering targeting mode while boosting.
  • Addressed an issue that could occur when attempting to dock with a ship as it grav jumps away.
  • Fixed a ship scanner issue that could occasionally display incorrect hostility or crew count.
  • Fixed an issue where docked ships would appear to overlap after loading a save while boarding.
  • Stunned Characters should no longer display the option to talk to them.
  • Fixed an issue that could cause apparel to not display as intended on mannequins.
  • Helmets placed on Mannequins should no longer cull the neck and torso section.
  • Addressed an issue that could cause weapons to duplicate when looting and enemy.
  • Addressed a rare issue that could cause characters to not exit dialogue when attacked.
  • Fixed an issue that could cause the dialogue camera to quickly shift focus when exiting conversations.
  • Neon and Ryujin security should be more diligent on arresting the player for criminal behavior.
  • An Autosave should now be created when fast travelling to the player ship if Save on Travel is enabled.
  • Fixed an issue with sandstorm hazards not working as intended under certain conditions.
  • Fixed an issue with weather changing incorrectly when entering a ship.
  • Addressed an issue related to using the Starborn Power 'Inner Demon' on certain Robot models.
  • Resolved a few issues related to loading a save after using 'Phased Time' power.
  • Fixed an issue with lip-sync while ‘Phased Time’ was active.
  • Fixed a rare issue that could cause legendary Starborn weapons to lose their special effects.
  • Resolved an issue that could prevent storing items in containers aboard the Razorleaf.
  • Addressed an issue that could cause the player to appear as if they were in zero gravity after completing a temple.
  • Fixed an issue with Rifle Certification skill that could prevent faster reloading benefit.
  • Resolved issue with certain weapons not being able to fire immediately after they were aimed.
  • Resolved and issue that could cause melee attacks to occur without animation.
  • Fixed a visual issue with the Laser sight emitted from an enemy Magshear.
  • Resolved a weapon visibility issue that could occur when opening the hand scanner with 'Toggle Iron Sight' setting enabled.
  • Fixed a weapon visibility issue that could occur when switching between weapons of different types.
  • Addressed an issue with how the Subtitles from the ECS Constant were displayed.
  • Addressed an issue with gaps appearing on the character when previewing helmets in the Transfer Menu.
  • Resolved and issue that could cause clothing to be seen through the spacesuit after aiming with a scope.
  • Addressed and issue that could cause enemies to receive unintended force when killed.
  • Fixed an issue that could occur when killing a seated character.
  • Loading save should retain camera settings.
  • Addressed an issue that could cause quests to have a much longer cooldown than intended.
  • Resolved an issue where UC ships could still send friendly hails to a member of the Crimson Fleet.
  • Fixed areas of Moara's ship where player could become stuck.
  • Fixed an issue that could cause the desk inside the Ship Services building in Akila to disappear.
  • Fixed an issue that would prevent random ship encounters from landing on planets in some situations.
  • Fixed an issue with the turn counter on the persuasion minigame when dealing with the Star Parcel Freighter.
  • Ship Service Technicians should now return to their normal location if they had previously wandered away.
  • Players who find their way into Benjamin Bayu’s penthouse should now be able to exit properly.
GRAPHICS
  • Exterior ship lights should now appear as intended in Photomode and during travel sequences.
  • Fixed various shadow issues (flickering and precision).
  • Fixed an issue that could cause the galaxy map to zoom out to an incorrect extent. (PC).
  • Fixed a rare issue that could cause the ocean to not blend smoothly with the shore.
  • Fixed an issue that could cause the screen to be stretched on 16:10 and 32:10 screens with FSR3 in the character editor (PC).
  • Improved the look of depth of field in specific cases.
  • Fixed subtle flickering that could occur on some on highlighted parts in the ship editor.
  • Improved the look of lighting and shadow under trees.
  • Improved wind direction consistency.
  • Fixed an issue causing the glow of stars to be slightly visible through planets.
  • Fixed a few visual artifacts with some VFX.
  • Improved the look of rain ripples on water.
  • Fixed an issue that could cause missing fog to occur while landing in Neon.
  • Improved flickering artifacts sometimes present with upscaling techniques DLSS, FSR, XeSS (PC).
  • Fixed a few flickering and ghosting issues for FSR3 (PC).
  • Fixed an issue that could cause the game UI to disappear after changing the Borderless Full Screen option when using FSR3 (PC).
  • Fixed an issue that could occasionally cause artifacts during camera transitions.
  • Fixed a rare issue that could cause missing object highlights in the hand scanner.
  • Fixed a rare issue that could cause visible rain effects inside a spaceship.
  • Fixed an issue that could cause water to turn white in New Atlantis when using a particle beam.
  • Adjusting a setting option that read as "Off" to now read as "Low Quality" for motion blur.
  • Adjusted the default value for Ship Third Person FOV.
  • Fixed an issue that could cause weapons on racks or in containers to disappear or change upon re-entering the player’s ship.
OUTPOSTS
  • Fixed an issue that could cause robots to appear unassigned after deleting the Outpost Crew Station.
  • Addressed an issue with Cargo Link parts not updating orientation after moving a structure at an Outpost.
  • Removed red outline that could sometimes remain on objects after they were repaired at an outpost.
  • Fixed an issue where changing greenhouse flora types in Outposts could disconnect the water input.
  • Resolved an issue with environmental hazards persisting inside outpost structures built in hazard areas.
  • Fixed an issue where greenhouse plants sometimes didn’t move correctly when the greenhouse was relocated.
  • Fixed issues where stairs could sometimes be deleted when deleting objects placed on them at an outpost.
  • Addressed an issue that allowed the player to reach unintended locations by stacking furniture in Outposts.
  • Resolved an issue with storage container auto foundations appearing where stackable containers already exist in Outposts.
  • Fixed an issue with Outpost wires not moving correctly when a wired structure was moved.
  • Addressed an issue that could cause habitat modules to float when supporting structures were removed.
  • Fixed an issue that could unintentionally affect the ambient audio of Outpost items.
  • Fixed an issue with inner-system cargo ships not unloading resources to capacity.
QUESTS
  • Back to the Grind: Fixed an issue that could cause the camera to unintentionally return to first person when exiting the interview seat with Imogene.
  • Breaking the Bank: Fixed an issue where unselected Dialogue options would incorrectly gray out when talking to Chief Purser Murata.
  • Breach of Contract: Resolved the issue where Dr. Keala may not have been present at the intended location.
  • Crew Encounter: Resolved an issue that could cause Betty Howser to not appear in Jake's bar to be hired.
  • Echoes of the Past: Fixed a rare issue that could cause Delgado to get stuck while traversing the canyon.
  • High Price to Pay: Fixed an issue where progression could halt if a United Colonies character was hit during the escape.
  • Hostile Intelligence: Resolved the issue that could cause the Steam Tunnels to become inaccessible if the mission area was left for a long time.
  • Into the Unknown: Addressed an issue that could cause Vladimir to no longer give the Player Temple locations.
  • Into the Unknown: Fixed a rare issue where the temple location would not populate when receiving the “Go to” objective.
  • Legacy’s End: Fixed an issue that could cause Huan Daiyu to not be positioned as intended at the end of the mission.
  • Legacy's End: Fixed in issue that could cause the Crimson Fleet Prisoners to have incorrect idle lines while standing in the Brig of the Vigilance.
  • Legacy's End: Resolved an issue with returning to the Key if a freed prisoner was killed.
  • Loose Ends: Addressed an issue that could cause the scene between Neshar and Neon Security to not occur as intended.
  • No Sudden Moves: Fixed a rare issue that could cause Petrov to get stuck walking to the artifact.
  • One Small Step: Addressed an issue that could cause Vasco to appear stuck in the floor of a commandeered Crimson Fleet ship.
  • One Small Step: Miners should no longer fire on the player in the Vectera mines.
  • One Small Step: Resolved an issue that could prevent fast travel to the ship from the world boundary.
  • Rook Meets King: Addressed an issue that could cause idle animations to play on a corpse.
  • Sabotage: Fixed an issue that could cause manipulated characters to move in an unintended way.
  • Start-up Stopped: Addressed an issue that sometimes caused the quest not to initiate.
  • The Best There Is: Fixed an issue that could cause player to incorrectly receive and unintended objective.
  • The Devils You Know: Improved where characters were looking in some scenes.
  • The Mantis: Fixed a rare issue that could cause the Razorleaf to disappear.
  • The Old Neighborhood: Addressed an issue that could occur when using area of effect attacks in Moara's ship.
  • War Relics: Addressed an issue that could cause Unit 99 to appear stuck.
  • Left Behind: NPCs will no longer talk about being attacked by wildlife on lifeless planets.
  • Legacy’s End: Resolved an issue that could cause NPCs to be culled depending on where the player is located.
  • Grunt Work: The Terrormorph should no longer get stuck if lured into the room Hadrian is hiding in.
  • One Small Step: Miners should no longer fire on the player in the Vectera mines.
  • One Small Step: Resolved an issue that could prevent fast travel to the ship from the world boundary.
  • Rook Meets King: Addressed an issue that could cause idle animations to play on a corpse.
  • Sabotage: Fixed an issue that could cause manipulated characters to move in an unintended way.
  • Start-up Stopped: Addressed an issue that sometimes caused the quest not to initiate.
  • The Best There Is: Fixed an issue that could cause player to incorrectly receive and unintended objective.
  • The Devils You Know: Improved where characters were looking in some scenes.
  • The Mantis: Fixed a rare issue that could cause the Razorleaf to disappear.
  • The Old Neighborhood: Addressed an issue that could occur when using area of effect attacks in Moara's ship.
  • War Relics: Addressed an issue that could cause Unit 99 to appear stuck.
  • Left Behind: NPCs will no longer talk about being attacked by wildlife on lifeless planets.
  • Legacy’s End: Resolved an issue that could cause NPCs to be culled depending on where the player is located.
  • Grunt Work: The Terrormorph should no longer get stuck if lured into the room Hadrian is hiding in.
 
Elder Scrolls 6 comes first... in 2026. After that probably a Fallout 5.

They'd be nuts not to do an expansion for 4 or 76 when season 2 drops.
 
How about they just farm whatever Fallout work out to the people who made New Vegas so it can be good while they work on ES6
 
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How about they just farm whatever Fallout work out to the people who made New Vegas so it can be good while they work on ES6
Well Todd did say that they're looking at options to increase game output, including working with other studios again.

https://www.pcgamer.com/games/rpg/t...ecause-we-dont-want-to-wait-that-long-either/

I don't think Obsidian is in the cards since they're working on both Avowed and The Outer Worlds 2 at the moment. A big enough paycheck may change their priorities, though. Both studios are under Microsoft's umbrella, which changes up the dynamic, so who knows.
 
Last thing Bethesda need to do is increase game production output. They can't release a good, complete and unbroken game as is.
Starfield isn't broken. Even at launch it was a fairly stable game. It's just that it wasn't Skyrim/FO4 level in terms of gameplay.

I'm really hoping this DLC adds a bunch to make exploration funner, but i'm doubting it.
 
A new Fallout game is coming, the question is when. Starfield clearly didn't obtain the popularity of FO or TES. But given how long they take it won't be another 8-10 years before we see another attempt at a Starfield game. Even if the work with another studio I fully expect the next Fallout to be 7 or so years out.
 
Did you understand if they are going to use the same engine as used in starfield?
Or did they simply "fear" that the same engine is going to be used?
 
Did you understand if they are going to use the same engine as used in starfield?
Or did they simply "fear" that the same engine is going to be used?
Seeing as how the Starfield engine is the same duct-taped-together engine as Fallout 76, Fallout 4, Skyrim, Fallout 3, Oblivion, Morrowind....

I mean, If it ain't broke, why fix it? And if it is broke, well, Bethesda....
 
Given the time and the resources they have to create their games, it's inexcusable, how clunky an outdated just overall shoddy their triple A titles are. They're becoming a joke in the industry among gamers. They can't even handle a simple update to fallout 4 without fucking it up And annoying their customer base.
 
Given the time and the resources they have to create their games, it's inexcusable, how clunky an outdated just overall shoddy their triple A titles are. They're becoming a joke in the industry among gamers. They can't even handle a simple update to fallout 4 without fucking it up And annoying their customer base.
Not to mention they have legal access to Id Tech engines and a wealth of talent at the publishing company...
 
Why would they put the effort and money into a modern engine? You people still buy their shit up and use mods as a excuse to fix the game. If a company relies on the community to fix it with mods then the game is crap. Bethesda is bot going to change cause you people are ok and support this kind of abuse. I honestly don't understand how Bethesda always gets a pass.
 
Not to mention they have legal access to Id Tech engines and a wealth of talent at the publishing company...
I think the newest id Tech engines are so bespoke that I don't think it could be adapted to anything outside of a modern Doom-style FPS. Rage was on id Tech 5, but that game wasn't an RPG and they're wasn't nearly the amount of NPCs or content that something like a Bethesda RPG has. I'm sure that given the resources the engine developers at id could make a more generalized engine that could be used for Bethesda RPGs, but in 15 years of ownership not once has id Tech been leveraged outside of other internal FPS games like Wolfenstein.
 
Why would they put the effort and money into a modern engine? You people still buy their shit up and use mods as a excuse to fix the game. If a company relies on the community to fix it with mods then the game is crap. Bethesda is bot going to change cause you people are ok and support this kind of abuse. I honestly don't understand how Bethesda always gets a pass.
Agreed, gamers who know better should stop buying their games
They'll still sell a lot of copies because most people don't know better and are easily manipulated by marketing, which is what Bethesda does best.
 
I think the newest id Tech engines are so bespoke that I don't think it could be adapted to anything outside of a modern Doom-style FPS. Rage was on id Tech 5, but that game wasn't an RPG and they're wasn't nearly the amount of NPCs or content that something like a Bethesda RPG has. I'm sure that given the resources the engine developers at id could make a more generalized engine that could be used for Bethesda RPGs, but in 15 years of ownership not once has id Tech been leveraged outside of other internal FPS games like Wolfenstein.

They should just use Unreal Engine like what Obsidion did with Outer Worlds. That was UE4 and Obsidion was able to adapt to it and create a game in a couple years, it would be even easier with UE5.

They could actually have cutting edge graphics like they did for Oblivion and Skyrim when they were released, compared to Starfield, that basically looked like a last generation game when it came out.


Of course Bethesda won't do that though, because like other people said, people will buy the game anways, and they'll get more money not having to pay someone else to use their engine.
But if Bethesda was actually serious about "increasing game output" they would ditch their engine.
 
I'm watching some playthroughs of Fallout 3 on YT by newcomers to the game and I forgot how much fun it is, and how different it is from Starfield. A well thought out map makes a big difference- the script and voice acting is great as well. Starfield just seems so repetitive and boring in comparison.
 
Bethesda is bot going to change cause you people are ok and support this kind of abuse. I honestly don't understand how Bethesda always gets a pass.

Starfield's reception hasn't been that great. It looks like many are not giving it a pass. At the same time it isn't an awful game. But the reception seems to be lukewarm.

They should just use Unreal Engine like what Obsidion did with Outer Worlds. That was UE4 and Obsidion was able to adapt to it and create a game in a couple years, it would be even easier with UE5.

They could actually have cutting edge graphics like they did for Oblivion and Skyrim when they were released, compared to Starfield, that basically looked like a last generation game when it came out.


Of course Bethesda won't do that though, because like other people said, people will buy the game anways, and they'll get more money not having to pay someone else to use their engine.
But if Bethesda was actually serious about "increasing game output" they would ditch their engine.

Unreal can help, but if they don't do a good job it could end up being a stuttering mess. Though UE5 does do larger scale open world style games a lot better than UE4 apparently. UE5 would certainly help smooth things along if they plan on collaborating with more studios.
 
Why would they put the effort and money into a modern engine? You people still buy their shit up and use mods as a excuse to fix the game. If a company relies on the community to fix it with mods then the game is crap. Bethesda is bot going to change cause you people are ok and support this kind of abuse. I honestly don't understand how Bethesda always gets a pass.
I buy their games because I have fun playing them, but I hate their engine. There have been lots of complaining around the web on a lot of their games so not like they get a pass. Everyone knows a Bethesda game will be a bugfest so it is mainly the core game that drives sales.
 
I loved Starfield. Ran completely through with nothing game-breaking. Handful of side quests that something weird happened and the NPC fucked off to the edge of the map and was unreachable. Other than that, was a solid experience for me. Would have liked more info on obtaining space ship parts and other crafting items without having to read a guide.

I'm quite excited for the expansion. I'm going to boot it back up with the new patch and see if I can get into those last few side quests that were broken. I haven't played since like 1.03 or something like that. Did a full story/quest run before walking through the light.
 
They should just use Unreal Engine like what Obsidion did with Outer Worlds. That was UE4 and Obsidion was able to adapt to it and create a game in a couple years, it would be even easier with UE5.

They could actually have cutting edge graphics like they did for Oblivion and Skyrim when they were released, compared to Starfield, that basically looked like a last generation game when it came out.


Of course Bethesda won't do that though, because like other people said, people will buy the game anways, and they'll get more money not having to pay someone else to use their engine.
But if Bethesda was actually serious about "increasing game output" they would ditch their engine.

I have more issues with unreal engine games then with bethesda gamebrio games, and also if they can't get their own engine to play nicely how would they do with a 3rd party one?
 
I have more issues with unreal engine games then with bethesda gamebrio games, and also if they can't get their own engine to play nicely how would they do with a 3rd party one?
Some engines have more documentation and better support than others. For example, CDProjekt Red would have had an easier time with Unreal Engine than it would trying to make their engine do things it was never really designed to do, or develop/update the engine concurrently with the game itself.
 
Some engines have more documentation and better support than others. For example, CDProjekt Red would have had an easier time with Unreal Engine than it would trying to make their engine do things it was never really designed to do, or develop/update the engine concurrently with the game itself.

I understand that, I also know that I have issues with BL2, BL3, wonderlands, MK11, gears 5 and probably some more games running the unreal engine mostly to do with keybinds but also like in BL2 where if the game rund over 60 fps you get stuck on ledges or get throw of conveyor belts etc..
 
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