this post was submitted on 21 May 2026
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Helldivers 2

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[–] carrylex@lemmy.world 4 points 1 week ago (2 children)

Problem: Game runs with shit performance - even in hangar where there is like a wall to render and not much more.

Arrowhead solution: Throw GPU upscaling magic at it

Real solution: How about fixing your rendering code...


Problem: I'm getting connected to another player on the other end of the planet that uses a dial-up connection. Also I can't search or filter for nearby/specific missions that I'd like to join.

Arrowhead solution: Reduced latency with NVIDIA Reflex & Co (completely negated by GPU upscaling btw)

Real solution: How about mission filters? Or region based mission search?


Don't get me wrong I'd love to see some performance updates but these are not performance updates that's just "throwing GPU AI magic" at the game and praying that it works. And justifying the whole thing with 1-2 year old reddit posts that got like 10-20 upvotes is even more dumb.

There are other posts that have hundreds or thousands of upvotes (e.g. loadout templates - example1 example2 ) that are getting completely ignored for years now.

[–] sprack@lemmy.world 1 points 6 days ago (1 children)

It’s not their rendering engine, they licensed Autodesk Stingray and rewriting it isn’t something that makes sense for the current game. As that would require reworking and retesting everything. That’s something they would do for HD3.

[–] carrylex@lemmy.world 1 points 6 days ago (1 children)

If Stingray is the problem: During the early project phase Stingray was discontinued. They knew that for a really long time (at least 6 years) and still continued with it.

I however doubt that Stingray is the problem because

  • these problems persist since launch
  • most games on other older engines run smoothly if properly optimized
  • how is it possible that they picked this engine in 2018, when GPUs from that timeframe have serious performance problems? The only explanations are: Either they never tested this at the start or they added a bunch of problematic stuff during development in their code

So anyway it's entirely their fault.

[–] sprack@lemmy.world 1 points 5 days ago

They still had a license for it and it was tech they knew and understood well. The EOL may have occurred in terms of sales, but Autodesk still supported the license and so it makes sense for a small studio taking a big risk on a new product to reuse what they can.

Have you thought about reaching out to them and offering to show them how it can be optimized? The number of SWE's out there that understand GPU architecture and game engine optimization for DX[11-12]/Vulkan are a select group so if you can lend any help here I'm sure they'd greatly appreciate your expertise.