The switch is probably the main reason. PS4 and Xbox one might struggle a bit too. Yeah they did 6v6 before but it was before the graphic upgrades.
Some games leave the switch out of higher player count modes. I know rogue company did that. Switch couldn’t play the 6v6 tdm modes
It shouldn’t but to the devs, publisher, and investors it certainly does.
So 6v6 in the work shop kind of chugs on lower end consoles/computers, including ps4/xbone.
Be it that also depends on map/mode/and how many effects are going off at the same time.
Pre installing a 3000 series nvidia card, my computer would drop from 90 fps/to about 40 ish depending on whats on screen.
As the new skins, maps have higher levels of detail.
And that’s not counting their new lighting, sound, gameplay systems that are also taking up resources in the back ground.
Not to mention flash point, which has 5 control points loaded in at the same time. With very small objectives that would be easily crowded by extra tank play.
So their is a lot to test and work to find a visual middle ground that isn’t turning low end hardware into a slide show when 12 players click the ult button.
Probably they want to avoid increase the system requirements again due to the garbage OW2 code.
Doesn’t matter how good your code is. When you design your resource budget around only have 10 players on screen as your using that extra room to improve fidelity or scale. Their is a reason why you can only have 4 players in PVE missions, because they want to fill the screen with dozen and dozens of bots and other bad guys.
Let me remind you that OW1 had lower system requirements while allowing for more players in a match.
The slight bump in visual quality in OW2 isn’t big enough to excuse the lack of optimizing especially considering it uses the same engine as foundation.
It really isn’t as slight as you think at least when it comes to resource management. Like the new lighting and sound system that is always looking at the materials and type of space your in to apply a specific sound effect. Does eat up a lot resources under the hood.
If your on PC, turn on the FPS counter and turn up the lighting/shadow quality a few notches. (OR down if you have some beefy PC) and watch how much it changes in an actual match.
Let alone the fact OW2 models are considerably higher poly.
And you have modes like flash point that just has an extra two control point loaded in at the same time. Note other control style maps will normally have all three points loaded in regardless.
And the fact that each map will need to be manually adjusted to find a sweat spot between making it look good and keeping the fps in check under the most extreme scenarios. And that being done for multiple systems.
After already doing that to improve their look for 5v5. And have those setting’s if not just alternat versions of the map specifically set to load in only while playing 6v6 modes.
Truthfully, I think it’s not so much because of the engine but more so for server optimization. This is just my guess though, but we know that the engine is fine if you play in custom games with a lot more players, but you do tend to see a lot more blatant lag issues especially when ULT combos are performed
It’s mostly graphical - The game did have an upgrade to its visuals, which are surprisingly noticeable, when you look back at OW1 footage. And a lot of people can’t afford PCs that are equivalent to NASA computers, nor can they fork out an arm and a leg for a Xbox Series X or PS5.
They want to keep Overwatch accessible to those who can’t afford higher end platforms, but the graphical upgrade is already pushing them to their limit. Adding even more visual clutter by returning to 6v6 could cause even more performance issues, even on low settings.
Literally nobody cares about technicalities if what is on screen doesn’t reflect the performance. That is just bad optimization.
If I show you OW1 and OW2 screenshot back to back I bet you won’t be able to tell the difference without the UI elements on the screen.
No the optimization is fine, it was just made for 5v5 in mind. As the plan wasn’t to go back to 6v6. So work was done to make the game look and sound better in that format. As in to use those extra resources for other things.
You are just being brat, because it’s an issue for the thing you want. Which by the way your still getting it’s just takes to time to set that up for you.
Idk if you realize how stupid you sound.
Lets add x100 the amount of CPU particles to “optimize” if for 1v1
So right off the back Particles in modern games are handled by the GPU, not the CPU.
Secondly, optimization is both to leave room for heavier loads but to also allow for as much detail in the game as possible.
You are finding the middle ground between those two things. Were you can have every player blow up a d.va bomb at the same moment without dipping your framerate AND still have the environments and characters look good in the process.
if it is optimized then the game will look as good as it’s going to get and run smoothly.
It’s not about attempting to crank every frame possible out of it. Otherwise, maps would be visually bland with minimal objects and lighting.
A game that only intends for their to be 10 players in a match or less, doesn’t need to concern it’s self with issues that involve 12 or more players in the game. At least outside of the odd bob stacking into the ring but that’s an overblown turret and not a full player.
not the case with OW. Also this was just an example.
Looks like the devs haven’t found middle ground at anything considering the game looks the same and runs terrible.
I think you mixing up Apu with CPU, as most consoles use the forming over say a dedicated GPU/CPU. That shares resources of both on the same chip.
It’s doesn’t run terrible. at all. I was running OW at 90 fps on and GTx 1050ti for years. And didn’t see any noticeable performance changes going into OW2. And the game still runs smoothly on low settings with a GTX 720, as that’s what’s in my sisters PC at the moment. (and what I use to run the game on at release)
And the only noticeable issue was a short period on playstations 5 were like everyone’s frames tanked after a specific patch.
I am not mixing anything. GPU particles weren’t even that common until just recent years.
Yes it does. It clearly has higher requirements than OW1 and performs worse than OW1 too.
I’m glad that 6v6 works fine for you on your pc. Maybe that’s not everyones experience though? Did you ever think of that?
???
my guy those were standard going into the 2010’s with like the start of the ps4 generation. Like ow is a custom engine and all but like the only engine that I know that hasn’t had support for that is GMS2, and that’s primary a 2d only engine.
No, not to the extent your thinking. It’s not running as many characters on screen, so it doesn’t have to worry about the extremes that OW1 did.
And is still playable on low end PC’s and consoles were it still runs smoothly their.
taking out two players a game, opened up quite a bit room to add more detail in other places. It would be more taxing now to run with 12 players yes, but the game is not made for that any more. And that’s the issue.
It traded the available resources away from player count to other parts of the game, meaning it is optimized for 5v5.