According to Hans-Kristian Arntzen, a prominent open-source developer working on Vkd3d, a DirectX 12 to Vulkan translation layer, Starfield is not interacting properly with graphics card drivers.

2 points

People figured out the performance issues with Starfield when it was first announced: the Bethesda logo

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2 points

The problem is so severe, in fact, that the aforementioned translation layer had to be updated specifically to handle Starfield as an exception to the usual handling of the issue.

“I had to fix your shit in my shit because your shit was so fucked that it fucked my shit”

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-1 points

They released on two different platforms. PCs have so much variation in hardware, it’s not surprising there are issues with it.

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1 point

It’s poorly optimized code, and the comments from the top brass has been “lol your PC sux” when they can’t even get it running right on their own hardware.

It’s not the variations of PC that’s the issue, it’s a design and quality control issue. Direct X and Vulkan are the bread and butter of PC gaming. Microsoft developed direct X to establish a common graphics framework for Windows and Microsoft game studio still fucked up working with it.

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0 points

common graphics framework for Windows

They could have picked Khronos’ APIs. They think they are smarter than everyone else including GPU developers.

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1 point

No, Todd Howard doesn’t make mistakes, you just have to buy a more expensive graphics card!

/s

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0 points

Bethesda needs to start handing out checks to these people for fixing their fucking games dude

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0 points

Well, they do hire a ton of modders

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0 points

But are they hiring the right modders?

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0 points

They hired multiple from the very impressive Fallout London project, and also hired Elianora to help out with the interiors and lighting in Starfield

So, yes.

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0 points
*

I’m amazed that Bethesda has one of the premier game developers in their stead in id Software and didn’t bother to just use their shit. Instead they actively chased their staff away.

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0 points

ID and Bethesda Softworks and both using different custom, proprietary engines. Retraining your entire studio on a new engine is extremely time consuming, especially if it’s a custom engine with limited learning materials, like ID tech. There’s a big cost/benefit analysis there, and frankly, if Bethesda ever did switch engines, I think they’d be more likely to go with Unreal for this reason. Current staff, and certainly new hires, are much more likely to be familiar with it.

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0 points

I wish they had gone with Ue5. The game would look better and perform better.

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0 points

Like in Immortals of Aveum? I really don’t think that a switch to Unreal is a one-cure-for-all.

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0 points

Well the Creation Engine and the ID Tech Engine follow two completely different main goals: One is build for wide open spaces and exploration with real time physics while also guaranteeing mod support. The other is build for fast paced combat in closed level structures. And I think especially the mod support is important to Bethesda and its community. That’s also the reason why so many people stick to Minecraft java instead of the more performant bedrock edition.

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