Graphic Updates in General Discussion Posted December 7, 2019 · Edited December 7, 2019 by Zylfrax791 of As a former mapper in the Novalogic Delta Force games community I've personally been dabbling with UE4 on a complete hobbyist level for over 5 years now simply for educational purposes and recreational amusement. So yeah, I would still consider myself to be a complete novice however I have learned a considerable amount of information about how the program actually works. Especially about this particular subject of texture/polygon quality and how it relates to PvP replication. That said, every single time one of these "graphics" threads comes up you can easily tell who has actually used the vanilla or Squad SDK and others who are simply throwing out jargon that they Googled prior to posting. Needless to say, it's my opinion that before anyone can even have a valid opinion about the graphics quality either pro or con of Squad or any other UE4 game you should experiment with the editor for yourself and I guarantee you that your opinion would change drastically. In this respect though whilst people are correct in noticing that over the timeline of Squad the graphics quality has been incrementally degraded and then given the silly term "optimization passes" it should be noted there are much bigger issues at play here. I think the biggest problem here is that from a PvP perspective Epic Games is evolving their UE4 game engine very rapidly for their own flagship product Fortnite which on one hand is a good thing however its rapid pace is leaving everyone else in the lurch. For example, in a few weeks UE4.24 will improve open world PvP performance greatly plus add an entire assortment of other exciting features however think about it from a indie developers standpoint. By the time they're able to actually migrate their entire project over to the newest greatest version they're already a couple versions behind using an obsolete version. This must be frustrating. So yeah, download vanilla UE4 and any number of the 8k textures and high poly models that are available for free, make the absolute smallest highly detailed forest scene you can in cinematic quality, cook it off as an executable, run it and you'll be lucky if you get 60fps with an i9 RTX2080ti. Honestly this is just my opinion but Unreal Engine always has been an arena game engine and no matter what they do it will never be a true open world platform. It will still be an arena engine with a bunch of smoke and mirrors loading and unloading stuff user sees in the world meanwhile pretending that it's not by giving you a janky reach around. The dev posts on their forums from around 6 years ago are long gone now but I remember them saying this exact thing that UE4 will always be an arena engine and that UE4 PvP replication maximum number should never exceed 32 players lol. Only a voxel engine can ultimately achieve the true open world experience in my opinion.