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Returning with its biggest technical evolution yet, the Borderlands series pivots to UE5 with mixed fortunes on console. On the plus side there's a genuine use-case for new features like UE5's Lumen and Nanite in Borderlands 4, but it's also clear that performance struggles. Specifically, PS5, PS5 Pro and Series X frame-rates degrade over continuous stretches of play, dropping down to the mid-30s in the extremes - where the fix is to quit the game and restart your save.

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Borderlands 4 Review - Yes, There Are Big Issues - PS5/PS5 Pro/Xbox Series X|S

Digital Foundry is now fully independent! Join the DF Supporter Program and support the team: https://bit.ly/3jEGjvx Returning with its biggest technical evolution yet, the Borderlands series pivots to UE5 with mixed fortunes on console. On the plus side there's a genuine use-case for new features like UE5's Lumen and Nanite in Borderlands 4, but it's also clear that performance struggles. Specifically, PS5, PS5 Pro and Series X frame-rates degrade over continuous stretches of play, dropping down to the mid-30s in the extremes - where the fix is to quit the game and restart your save. Go here to check out DF merch! https://store.digitalfoundry.net Subscribe for more Digital Foundry: http://bit.ly/DFSubscribe 00:00 Introduction 01:42 60FPS Performance Tested Over Time 04:26 Does Restarting the Game Help? 07:01 30FPS Quality Mode Tested 08:26 Perf vs Quality Mode Comparison 10:10 The PS5 Pro Advantage 12:05 Series S Cutbacks 13:16 Conclusion

Comments

Eric Benoit

I hope Randy doesn't grief you guys about being honest.

Pomps

Switch 2 boutta be 25 fps it's over

Alex Ling

25 fps might be technically playable on handheld mode with correctly implemented VRR and of course no way it will feature Lumen

SodaPop6548

Great video! Man, I really dislike UE5.

MattGPT

I really do not think you can blame UE5 itself. There are UE5 games that are performant, do not have issues with stutter, have proper shader comp, have healthy frame pacing, good looking graphics that scale etc.. Equally there are UE5 (and 4) games that run like garbage no matter how powerful the hardware they are run on, where devs do not bother with proper shader comp passes, where they ignore features that hugely improve performance, implement other features badly and worst of all the latter games are often from huge studios which easily have the resources to fix the issues, as evidenced by some mods fixing issues within days of release. Now sure Epic could do more, it would be great if they could build a fully automated shader pass for example, ways to streamline the CPU heavy elements of UE5 that individual devs have done as an updated version, even a UE5 plugin for users similar to the driver level overrides for DLSS that allowed users to turn things up/down/on/off even if those options were hidden by the dev.

SodaPop6548

I always hear this argument when a UE5 game doesn’t run well. At some point, the common link has to be identified as the issue. Every time I hear a game runs on UE5 my immediate thought is always the same: it’s going to be low resolution with mediocre performance. When games like Death Stranding 2 launch with solid performance and visuals, we can’t blame the hardware. When so many different developers have the exact same issues, it stops being the fault of developers. I’m choosing to believe what my eyes have been telling me with UE5 games for the last several years. UE5 is not a good engine.