Science & Technology
The Download: AI lessons for the US election, and our climate tech list is coming

Technology tamfitronics

Plus: the US is considering banning China and Russia-made tech from connected cars

This is today’s edition of The Download,our weekday newsletter that provides a daily dose of what’s going on in the world of technology.

What the US can learn from the role of AI in other elections

When the generative AI boom kicked off, one of the biggest concerns was that hyperrealistic deepfakes could be used to influence elections. But new research from the Alan Turing Institute recently found that AI-generated falsehoods seem to have had no effect on election results around the world so far this year.

However, one of the most consequential elections of the year is still ahead of us. In just over a month, Americans will head to the polls to choose Donald Trump or Kamala Harris as their next president. And, so far, external state actors are relying far more heavily on old tried-and-tested tactics than newfangled AI tools to interfere. Here’s what the US can do to counter these more immediate harms.

—Melissa Heikkilä

This story is from The Algorithm, our weekly AI newsletter. Sign up to receive it in your inbox every Monday.

Coming soon: Our 2024 list of 15 Climate Tech Companies to Watch

Last year MIT Technology Review set out to recognize 15 companies from around the world that demonstrated they have a real shot at meaningfully driving down greenhouse-gas emissions and saving us from the worst impacts of climate change.

We’re excited to announce that we took up the task again this year and will publish our 2024 list of 15 Climate Tech Companies to Watch on October 1. We’ll reveal it first on stage to attendees at our upcoming EmTech MIT event, then share it online later that day.

We hope you’ll take a look, ideally learn something new, and perhaps even leave feeling encouraged. Read the full story.

—James Temple

If you want to be among the first to know who’s made this year’s list, join us either in-person at the MIT Media Lab in Cambridge or via our virtual livestream for Emtech MIT between September 30 and October 1. Even better—The Download readers get 30% off tickets with the code DOWNLOADM24!

The must-reads

I’ve combed the internet to find you today’s most fun/important/scary/fascinating stories about technology.

1 The US is considering banning Chinese tech in connected cars
Over concerns the hardware and software could be used to spy. (WP $)
+ Any prospective ban would encompass Russian-made tech, too. (FT $)
+ Neither country’s tech is widely used in US-made cars at the moment. (BBC)

2 Telegram says it’s willing to cooperate with police requests
Instead of ignoring them, as it has done in the past. (Bloomberg $)
+ It’ll hand over IP addresses and phone numbers in response to valid orders. (404 Media)
+ Pavel Durov, Telegram’s CEO, has been accused of dismissing warnings for years. (WSJ $)

3 Why news publishers are cozying up with WhatsApp
Social media and Google just aren’t driving traffic any more. (NYT $)
+ This bot-only social network does not sound like fun. (NY Mag $)

4 Meta’s Ray-Ban smart glasses are becoming… cool?
Just as it prepares to unveil a new pair at its annual developer conference. (WSJ $)
+ Here’s what I made of Snap’s new augmented-reality Spectacles. (MIT Technology Review)

5 Russia’s crypto miners are heading underground
In a bid to evade a crackdown from officials. (Reuters)

6 Our cells can die in lots of surprising ways
Here’s why that matters. (Knowable Magazine)
+ Innovative new cell therapies could finally get at tough-to-target cancers. (MIT Technology Review)

7 What’s Huawei’s signature laptop tells us about the state of Chinese tech
Native components and software suggest its domestic supply chain is getting better. (FT $)

8 A major lockmaker will start making a robots entry system🚪🦾
Allowing Boston Dynamics’ Spot robot dogs to stroll around unencumbered. (The Verge)
+ This robot dog just taught itself to walk. (MIT Technology Review)

9 A video game has prompted tourists to flock to a remote Chinese province
Black Myth: Wukong is a colossal hit across the world. (Bloomberg $)
+ This viral game in China reinvents hide-and-seek for the digital age. (MIT Technology Review)

10 How memes revived Creed’s career
The post-grunge band is back in vogue thanks to internet trolling. (Wired $)

Quote of the day

“This is a TikTok move.”

—Steve Man, the global head of auto research at Bloomberg Intelligence, tells Wired why America’s touted plans to ban Chinese-made automotive software and hardware echo its bid to banish TikTok.

The big story

Are we alone in the universe?

November 2023

The quest to determine if anyone or anything is out there has gained greater scientific footing over the past 50 years. Back then, astronomers had yet to spot a single planet outside our solar system. Now we know the galaxy is teeming with a diversity of worlds.

We’re now getting closer than ever before to learning how common living worlds like ours actually are. New tools, including artificial intelligence, could help scientists look past their preconceived notions of what constitutes life.

Future instruments will sniff the atmospheres of distant planets and scan samples from our local solar system to see if they contain telltale chemicals in the right proportions for organisms to prosper. But determining whether these planets actually contain organisms is no easy task. Read the full story.

—Adam Mann

We can still have nice things

A place for comfort, fun and distraction to brighten up your day. (Got any ideas? Drop me a line or tweet ’em at me.)+ The first photo of Prince, the UK Prime Minister’s new kitten, has been released, and he is very cute.
+ The red hot Chimayo chile has to be tasted to be believed 🌶️
+ Looking to sleep better? Give these relaxing yoga poses a go.
+ Autumn or fall: which is correct? And why?

Science & Technology
Leadership Lessons from a NASA Tragedy

NASA Space Technology

August 21, 2024

In early 2003, the Space Shuttle Columbia disintegrated as it re-entered the earth’s atmosphere. All seven astronauts on board were killed.

This was not the first NASA mission to end in disaster, and it inspired Harvard Business School professor Amy Edmondson to write a business case about what went wrong.

Edmondson studies psychological safety and organizational learning. Her most recent book is Right Kind of Wrong: The Science of Failing Well.

In this episode, she breaks down the organizational challenges within NASA that contributed to the Columbia tragedy, offering a window into the organization’s leadership. Edmondson also shares lessons for all leaders about the dangers of unyielding hierarchy and of failing to listen to dissenting voices.

Key episode topics include: leadership, managing people, organizational culture, operations and supply chain management, NASA, hierarchy, science.

HBR On Leadership curates the best case studies and conversations with the world’s top business and management experts, to help you unlock the best in those around you. New episodes every week.

  • Listen to the original Cold Call episode: The Space Shuttle Columbia’s Final Mission (2016)
  • Find more episodes of Cold Call
  • Discover 100 years of Harvard Business Review articles, case studies, podcasts, and more at HBR.org.
Politics
Lessons from the political minefield of Pro Philosopher 2

Politics tamfitronics

I’m Connor Fallon, the main designer and writer for Pro Philosopher 2an upcoming indie game where you challenge over-the-top anime renditions of famous philosophers in a series of puzzly debates. If that sounds familiar, you were probably around for our first game, Socrates Jones: Pro Philosopherwhich was a bit of a cult hit on Kongregate in 2013. (Now rereleased for free on Steam!)

Back then, I wrote about the challenges of adapting Ace Attorney-inspired gameplay to fit the more abstract nature of philosophical debate. As a team, we’ve learned a lot since then – having shipped multiple AAA games during the day and Elsinore on the side – so it would be natural to assume development of the sequel would be easier. But Pro Philosopher 2 posed a whole new set of challenges and lessons, all stemming from one simple fact: Pro Philosopher 2: Governments and Grievances is directly about political philosophy.

If you thought discussing politics in 2024 was hard, try making a game about them!

But… Why?

Good question, section title that I wrote!

Initially, political philosophy just felt like a natural evolution from tackling moral philosophy in Socrates Jones – another topic people had gut feelings on, but few had taken the time to formally reflect on. Many of the arguments featured in Pro Philosopher 2 were drafted in the months after the first game shipped and before we started working on Elsinore. But by the time we actually committed to the sequel in 2019, the political climate had gotten… more obviously intense.

Those “gut feelings” people had? Scarred over and solidified in the face of increasingly toxic discourse, with algorithms amplifying extremism for engagement. People are increasingly isolated in ideological echo chambers, and about the only thing that everyone can agree on is that the vibes are bad, man.

Politics tamfitronics Shot_01.png

In choosing to stick with political philosophy as our topic, we had to accept an increased chance of backlash. When the core question is literally “what is the ideal government,” there is no “keeping politics out” of your game. There’s no doubt it would have been safer to just… not.

But early playtests helped ground us. We deliberately sought out players of all sorts of views, and the appreciative responses we got made it clear the same broken discourse increased the value of what the game had to offer. We could let people engage in intriguing political, philosophical brain twisters from the comfort of their gaming setups, without judgment and rage of a real political debate.

Thus we came across the core of our pitch: Pro Philosopher 2 is the “power fantasy” of being able to have discussions with anyone, and have them actually listen to your points. Like you wish your grandpa would.

But even if we had decided to go for it, it wasn’t going to be easy. So here are a few lessons that our team learned along the way:

Lesson 1: Start From the Source

In order to deliver that fantasy, we must explore different political viewpoints on their own terms – to show why they are compelling AND where they stumble. This requires understanding the ideas very wellwhich inevitably leads to one place: the philosophical texts themselves.

It would be self-defeating for a game about making philosophy more accessible and fun to claim “only the original text will do!”, so let me be clear: there is a ton of value in overviews. My old professor of philosophy, Andy Norman, happily sent over briefs to get us started, and online resources like the Stanford Encyclopedia of Philosophy are thorough enough. But for our purpose, details that are sensible to gloss over in such summaries prove to be invaluable in figuring out how Machiavelli would respond to random query 342.

Politics tamfitronics Shot_02.png

Doing the work to dive into these philosophers was a key bit of “practicing what we preach,” and was necessary to accurately capture the nuances of their viewpoints. In doing research for this game, I personally grew to appreciate several philosophers with views radically different from my own. I believe this comes across in the text – our philosopher’s personalities may be comically exaggerated, but their ideas are not straw-manned.

Going all the way to the source can also be a bit of a shield from the maelstrom – if someone comes to our doors with pitchforks upset about a random line in chapter 3, we can direct them to send their complaints to wherever Locke is buried. That only goes so far, as we’re still interpreting, platforming, and remixing these ideas, but it helps.

Lesson 2: Incorporate the Mess

The first Pro Philosopher game was not without “problematic faves” – Immanuel Kant comes to mind – but few would blame Kant for their inability to feed their family. The philosophers in 2? Quite a different story.

Political philosophers shaped the way governments and leaders operate today – and often in complicated, conflicting ways. Machiavelli’s The Prince has been cited as an inspiration for many a strongman, but there is also ample debate around whether it was intended to endorse or expose the behaviors it describes. Confucius’s honored position in Chinese history is not without its share of baggage. And when you get to some of the philosophers we have yet to reveal…

Politics tamfitronics Shot_03.png

There is a MUCH higher chance players will have existing associations with the philosophers in Pro Philosopher 2 than those in the first game. In our early tests, one player was excited to talk to Machiavelli, while another dreaded the notion. If such feelings are not acknowledged, the discussion feels incomplete. In extreme cases, it can alienate the player entirely.

So we took all that mess and put it into the text.

In the first game, we had a conceit that the philosophers had some awareness of the current world, mostly used for pop culture jokes. In the second this is for more dramatic ends. Both our original cast and the philosophers themselves are aware of the impact of their ideas, and these feelings about legacies are openly discussed – allowing various starting lenses to be “seen” and represented through different characters.

Letting our historical characters have messy feelings about themselves and others produces some of our richest moments in Pro Philosopher 2. It means we’re carrying a lot more baggage, but I don’t believe the game would work nearly as well without it.

Lesson 3: A Unique Difficulty Modifier

This being “Game Developer,” I’ll assume some familiarity with managing complexity and difficulty progression (the Editor can also surely link to some good resources!) As with most games, we designed our content to ramp up over time, and playtested to see how well those plans worked out. However, Pro Philosopher had to contend with a unique variable that was inconsistent between players, and virtually impossible to tune.

One of the largest factors in a chapter’s difficulty was how much you agreed with the philosopher. Specifically: the hardest chapter was usually the philosopher you agreed with most.

Politics tamfitronics Shot_04.png

Psychologically, it makes sense. If you already believe Locke’s model of government is deeply flawed, you have a set of objections in mind– and it’s likely at least one of them will present itself through your questions. But there is no button to say “you’re right, no issues could ever arise with these statements” in this game. Challenging someone you agree with inherently requires a larger adjustment of the player’s own worldview.

Beyond generally ordering our chapters so that more modern and relatable philosophers come later, this somewhat unpredictable spike was one we had to live with. The upside is that it works very well for our themes: that it’s just as important to question yourself as it is other people. Most of the characters in our story – and the philosophers themselves – confront this at some point. It’s only fitting that players feel it as well.

Lesson 4: You Can’t Predict Topical Storms

Political hot-topics are not constants. Events right now – or three years from now – could dramatically alter how people interpret content we wrote years ago. As a case study, here’s an example of a Confucius exchange, remaining largely unchanged since the first draft in 2015:

Politics tamfitronics Shot_05.png

A fairly standard Confucian idea! I remember learning about the Mandate of Heaven when studying Chinese history back in 2007. But fast forward to 2020, and this line gained remarkable weight with playtesters. Suddenly it was about something specific: the pandemic.

“Ah-hah!” playtesters would say, “Confucius is calling out [insert chosen leader]’s failure to stop things getting this bad! He’s saying they deserve to lose!” They didn’t question if the connection was intentional – it was just so obvious the connection was there. And though I didn’t plan them, these connections were exciting and engaging to people – proof that these old ideas were relevant right now!

But continuing our playtests into 2024, this Confucius line now produces very little remark. I didn’t change the line at all – the world changed around it. Now, different bits of the game jump out, connecting to new conflicts and events. Which leads to the next lesson…

Lesson 5: Resisting the Current of Current Events

Name a crisis, local or international, past or present, and there is likely something in Pro Philosopher 2 “about” it. We deliberately chose philosophers that touch on grand, recurring patterns and conflicts, after all, and many of those patterns are happening right now. That’s a big part of why this game is worth making.

There were reasons, potentially, to lean into this. More explicit topicality could help generate buzz and help with marketing, and indie games need every advantage they can get. But a version of the game where we asked Locke how the responsibility of government applies to Trump’s trials would be worse in the long term – because while those specifics are Hot as of my writing this, they will quickly become yesterday’s news.

But as observed earlier, lines between the past and the present make the whole game more compelling. So we made choices in our frame narrative to draw those parallels out – most significantly rewriting the main character’s mother, Pythia Smith, into a politician. Her experiences create a specific, modern example of these patterns – a story like many current situations, but not exactly them. And as Pythia connects the arguments to her own experiences, players are encouraged to do the same.

In short: Pro Philosopher 2 is not the game for Hot Takes. It’s the game for slow-cooked takes. Drawing explicit lines in the text would doom us to be about yesterday’s problems, while trusting players to make connections themselves lets us be relevant to all the todays to come.

So… was it worth it?

Since development on this game started, we’ve seen a pandemic, several tumultuous global elections, natural disasters and brutal wars. We’re doing our best, but the world is complex and messy. It’s not lost on me that a good number of the lessons here boil down to “accept you can’t control it.”

But even after accepting so much: YES, it’s absolutely worth it.

People who playtested the early builds years ago will message me to tell m e how much they think about the game. How they discuss the ideas with their families and friends, how it gave them lenses to better understand the conflicts happening now. How some of our stupid jokes come to mind during difficult times. If even just a few more people get that experience, and gain better tools to deal with the problems of today, then we’ve made something that matters.

We’re doing our best. And that’s better than doing nothing.

Science & Technology
Lessons from Senua’s Saga: Hellblade 2

Technology tamfitronics

Senua’s Saga: Hellblade 2 is the most visually accomplished game released in 2024 to date, and for me it represents the most significant Unreal Engine 5 release next to Epic’s own Fortnite. As well being a game with fascinating technology in its own right, with so many developers jumping on the UE5 bandwagon it seems inevitable that Hellblade 2 will be instructive for future developers. There’s a lot that the game gets right which ought to be copied wholesale, while other elements might be best avoided.

Let’s start with a strongly positive element, and that’s the user experience you’ll notice when first starting up Hellblade 2. Before the game starts, you have the chance to change important presentation options, including sound and display settings. It can be frustrating when a game starts with incorrect default settings, forcing you to break out of a cutscene or intro section to correct them, so this is a nice way to handle it.

Offering the chance to change settings also buys time for a shader compilation step, which proceeds in the background. On a PC with a fast Ryzen 7 7800X3D processor, this step took around 40 seconds – so it finished before I was finished tweaking the settings. On a lower-end Ryzen 5 3600 machine, shader precompilation takes longer, around 90 seconds, but it was still unobtrusive. This step is critical for many modern games, especially Unreal Engine 5 titles, and seems effective in Hellblade 2’s case to prevent the stutter and frame-time spikes that often accompany just-in-time shader compilation. Given the many UE5 tools for collecting shaders, this ought to be achieveable for other titles too, and precompiling as many shaders as possible is a lesson worth learning.

Here’s the full video version of our Hellblade 2 PC tech review. Watch on YouTube

Beyond getting this critical shader precompilation step right, the presentation of the options menu is also a great blueprint for other developers. Like my favourite ports, Senua’s Saga has a real-time graphical preview that works in a cool way: you can scroll over to an option, say global illumination, and then hit the preview button. The background menu turns transparent and you can see the game rendering in real-time, with the menu option isolated. As you change it, you can see the effect of the change in real time. UE5 developers could and probably should straight up copy this menu idea from Ninja Theory, or at least provide a preview window or a transparent menu background to make the effect of settings tweaks obvious.

Ninja Theory even went a step further by including the time it takes, in milliseconds, to render the frame for the GPU and CPU when changing options. You can also see VRAM usage and the frame-rate and frame-time of that frame with pure v-sync enabled. This is crucial, as it helps users learn which graphical options have a CPU and/or GPU impact, and whether their particular system is currently CPU or GPU limited. If you are targeting 30fps, you want the CPU time and GPU time to both be below 33.3ms to ensure proper frame delivery, while for 60fps both need to be below 16.6ms.

As an example, let’s look at a computationally expensive setting like reflection quality. You get more RT reflections on rough dirt on high, lose them on medium, and then lose all reflections out of screen space on low, and all the while you can see the cost in milliseconds changing. This system also helps users identify options that have a performance cost but have little effect on visuals, like volumetric quality – where my PC produces 27ms frame-times at high and only 23.5ms frame-times at medium, while the actual visual difference is minimal.

Technology tamfitronics screenshots showing the impact of dynamic resolution scaling in senua's sacrifice: hellblade 2, with a 60fps frame-rate with the feature enabled vs 34 with it disabled
Dynamic resolution scaling is a powerful tool that allows for a much more stable frame-rate, but it’s a bit disappointing that it can only be used with TSR and not DLSS, XeSS or FSR2. | Image credit: Digital Foundry

I love this millisecond meter and think every developer using UE5 should look to copy it directly or conceptually. I just wish that Hellblade 2 allowed the meter to be toggleable while playing the game, as its performance metrics could provide even greater insight into what component of your PC is limiting performance: CPU or GPU.

Another element developers should look at copying from Senua’s Saga are the granular options that PC users are afforded. V-sync is very well done, for example, offering a choice between full-rate, half-rate, third-rate and quarter-rate varieties. This is useful if, for example, you’re on a 120Hz screen, as you can then lock to 60, 40, 30 or even 20fps. Ninja Theory also supports dynamic resolution scaling, which in my experience helps a lot – particularly on lower-tier GPUs targeting higher resolutions. DRS is rare on PC in general and especially so in Unreal Engine 5, as public branches of the engine don’t officially support it, so it’s a welcome surprise here.

Finally, there are plenty of upscaling options available, including all of the common reconstruction techniques and the two frame generation techniques from AMD and Nvidia. In general, Ninja Theory is hitting all the right notes in the graphical options menu – and other developers of UE5 games should take notes.

This game does a lot right for the user experience in UE5 which a huge amount of Unreal Engine games manage to do poorly. Still, it could be improved upon – and a good example of this is how the graphics menu locks users out of settings combinations that should be technically possible. For example, DLSS 3 frame generation can run with any upscaler or anti-aliasing technique, but the menu only shows DLSS frame generation when you select DLSS image reconstruction – so you can’t used DLSS 3 frame generation with TSR, FSR2 or XeSS.

In a similar vein, dynamic resolution scaling is only permitted with Unreal Engine 5’s TSR upscaling, though every single image reconstruction technique in the game – be it XeSS, DLSS or FSR2 – supports dynamic resolution in their SDK. These are small nitpicks, but they stand out when the menu does so much else right. On a practical level, I know a lot of Intel or Nvidia users would love to combine XeSS or DLSS with dynamic resolution scaling to get the best balance of performance and fidelity on their hardware.

Another menu nitpick isn’t limited to Hellblade 2. In short, there’s no way to turn on hardware Lumen, which Unreal Engine natively supports. Instead, software Lumen is used universally on all platforms no matter the settings and, as my friend and colleague John showed in his Hellblade 2 tech reviewthis means quality can be lacking as screen-space tracing is used extensively. The majority of UE5 games released to date do not offer the ability to toggle hardware Lumen either, just like Hellblade 2.

Technology tamfitronics Senua's Sacrifice: Hellblade 2 running in 16:9 in gameplay
Technology tamfitronics Senua's Sacrifice: Hellblade 2 running in 16:9 showing Senua
Thankfully, it is easy enough to get the game running in a more traditional 16:9 aspect ratio if you prefer – just be aware than rendering those extra pixels has a performance penalty beyond its artistic implications. | Image credit: Ninja Theory/Digital Foundry

While allowing for both hardware and software paths of Lumen necessarily requires more QA time to check that it looks and performs as expected, I still heavly recommend that all UE5 games allow for user choice there as long as it is reasonable. Hardware RT is the future of the industry at this point, so even if certain graphics hardware might struggle with the increased quality now, users of the future playing a gorgeous game like this one will be grateful for its inclusion. Having forward-looking graphical options on PC, especially ones so readily available with a checkbox in the engine, should always be a priority for games that put such a great emphasis on the their visual fidelity on PC.

Keeping within the game menu here, there are also no controls for many of the game’s post-processing effects. I know that Hellblade 2 is going for a specific artistic vision, but at the end of the day this can be as much a question of accessibility as aesthetics. Ninja Theory definitely understands this, as they put motion blur control in the accessibility options in Hellblade 2, but they don’t allow the user to toggle similarly obfuscating effects like depth of field or chromatic aberration. This game is different than others in that it has a constant depth of field and strong chromatic aberration even in normal gameplay, which can cause issues for some players. Therefore, having these options available without putting the onus on users to mod the game in some capacity would be a step forward.

As with post-processing, Hellblade 2’s field of view and ultrawide aspect ratio are fixed and cannot be changed in-game. It’s easy to get the game running in 16:9 with simple modding, but again this ought to be an in-game option – even one that comes with a warning that performance may suffer and some unintended jank may be visible behind the black bars. I think most users are OK with this kind of a trade-off, even if it goes against the artistic intent of the creators, if they can play comfortably on their monitor without motion sickness issues.

Technology tamfitronics The Hellblade 2 menu, showing a near full-screen preview of a chosen setting
It’s very easy to see the effects of a single settings choice, with a preview button uncovering nearly the whole screen. | Image credit: Digital Foundry

Moving beyond the menu and graphics options, drawing cross-game conclusions about performance is a bit trickier – but aspects of Hellblade 2’s performance profile can be generalised across all Unreal Engine 5 games. For example, every UE5 game ought to handle shader compilation in a similar way to avoid performance hitches like Hellblade 2 does. However, Hellblade 2 does still suffer from what I like to call traversal stutter, which triggers frame-time jumps when you move across an invisible boundary in the game world and data is lump loaded and deloaded.

On the relatively low-end Ryzen 5 3600, this leads to obvious and distracting stutter in places, and this is also true (if reduced in magnitude) on faster CPUs like the Ryzen 7 7800X3D. Hellblade 2 seems to have less traversal stutter than other UE5 titles, so it’s hard to fault the developers given how universally it plagues UE5 titles – even if it doesn’t affect the Xbox Series X version whatsoever. Given that, we know it is possible to sidestep the issue, and I would encourage the UE5 developer team to examine how and when loading and deloading is occurring so as to reduce or eliminate traversal stutter and prevent this common frustration.

Another potential source of frustration for some users in Hellblade 2 concerns memory management. In short, users with graphics cards equipped with 8GB or less of VRAM will often see large frame-time spikes when certain events occur. For example, in the game’s opening running on an RTX 4060 8GB graphics card at 1440p, a wave crashing down on Senua causes a huge frame-time spike – and we see similar issues throughout the game, including just before you take control of Senua after a cutscene. Tellingly, these spikes don’t take place on the RTX 3060, which is slower overall but does come equipped with 12GB of VRAM. Other 8GB graphics cards exhibit similar issues, though cards with higher PCIe and memory bandwidth – like the RTX 2070 Super or RTX 3070 – suffer from proportionally smaller hitches.

Technology tamfitronics screenshot of hitching on 8GB graphics cards vs little or no hitching on GPUs with more RAM - 4060 drops to 35fps, 2070 Super to 40fps, 3070 to 45fps and 3060 to 58fps.
You wouldn’t normally expect the RTX 3060 to outperform the RTX 4060, 2070 Super and 3070, but its 12GB of frame buffer memory do allow it to avoid stutters felt by 8GB cards. | Image credit: Digital Foundry

While all 8GB cards suffer to a certain extent, disruptive to the gameplay and narrative, there aren’t many good so lutions to solve these frame-time spikes. You can drop textures to low and set the game to 1080p, which reduces the spikes to a small blip on the frame-time graph, but obviously this comes with a large impact on visual fidelity. Even with the VRAM meter in the graphical menu, a casual user with an 8GB GPU would most likely would have no idea where these hitches are coming from – and the situation ought to be improved, especially given how the vast majority of GPUs in the Steam Hardware Survey have 8GB of VRAM or less.

This level of hitching is unfortunately going to be the baseline experience for a lot of customers, so users need to either be equipped with better information in the settings menu to avoid bad performance or the game should be better profiled on mainstream hardware to avoid these issues altogether and ensure the game is the focus, not its performance.

To sum up then, Hellblade 2 is a great PC release that does a lot well, including its user experience and graphical options menu, but it also comes with some unexpected restrictions and performance concerns that disproportionately affect users of mainstream graphics hardware. Good and bad, other UE5 developers can learn a lot from this game on PC.