Borderlands 4’s launch has delivered the series’ trademark mayhem and a spike in player numbers — but the conversation this week has been dominated less by loot and boss fights than by stuttering frame rates, crashes on PC, and a CEO publicly telling frustrated players to “code your own engine.” Gearbox CEO Randy Pitchford’s blunt replies on X (formerly Twitter) have turned what might have been a routine optimization debate into a PR story that threatens to overshadow the game’s design wins. The technical problems are real for many users; the way Gearbox’s leadership is responding to those users matters just as much as the patches that will be rolled out to fix them.
At the same time, Gearbox published relatively modern PC system requirements and made vendor upscalers and frame-generation tech available at launch — things like DLSS 4 / multi-frame generation sit at the center of the studio’s mitigation plan for players with limited GPU headroom. Those published specs and tuning suggestions are explicit and part of Gearbox’s effort to set expectations for a game built on Unreal Engine 5.
Gearbox’s support pages and third‑party guides published at launch emphasize these hard limits:
Two important points about those messages:
Borderlands 4 ships with modern vendor technologies to help players trade native resolution for framerate without a hardware upgrade:
Tone matters. Publicly telling customers to “code your own engine” may score a momentary defensive point, but it will not help retain players who feel dismissed. Constructive communication — clear timelines, visible fixes, and honest acknowledgements of where work remains — will do far more to protect Borderlands 4’s community and long-term revenue than pugnacious social posts. (windowscentral.com)
The path out is well‑trodden: ship meaningful patches, partner with hardware vendors, publish clear performance guidance, and temper public rhetoric. If Gearbox executes that plan and pairs it with a calmer, more solutions‑oriented public voice, Borderlands 4 can recover the narrative and deliver the long-term experience players expected at launch. If it does not, the title risks being remembered as a technically troubled but otherwise clever entry in the series — a product that could have been a clearer win with better launch‑period stewardship.
Source: Windows Central Borderlands 4 CEO: "Code your own engine and show us how it's done please" — as performance woes hit the game's Steam review score.
Background / Overview
Borderlands 4 launched across PC and consoles with high player concurrency and strong early sales, but mixed player sentiment on Steam and a flood of performance complaints immediately followed. Early Steam review scores and community threads flagged crashes, unstable framerates even on recent hardware, and a console build that shipped without a generous FOV option many players expect. Major outlets covering the launch called out both the technical issues and Pitchford’s combative social-media posture. (windowscentral.com)At the same time, Gearbox published relatively modern PC system requirements and made vendor upscalers and frame-generation tech available at launch — things like DLSS 4 / multi-frame generation sit at the center of the studio’s mitigation plan for players with limited GPU headroom. Those published specs and tuning suggestions are explicit and part of Gearbox’s effort to set expectations for a game built on Unreal Engine 5.
What players are actually seeing: the performance picture
PC players reported a range of issues across hardware tiers: hard crashes, hitching and stutter during heavy scenes, unexpected drops from 60fps targets even on high-end GPUs, and peculiar interactions between graphics features (volumetric fog, heavy particle loads) and frame pacing. Independent technical outlets ran benchmarks that confirmed the game can be CPU- and streaming-bound in certain scenarios. Post-launch day-one patches reduced some crash rates, but stutters and inconsistent framerate behavior persisted in many setups. (tomshardware.com)Gearbox’s support pages and third‑party guides published at launch emphasize these hard limits:
- An 8-core CPU minimum (with 16–32 GB RAM expectations).
- A 100 GB SSD install requirement to avoid streaming hitching.
- VRAM thresholds (8 GB minimum; 12+ GB recommended for higher-res textures).
- Support for vendor upscaling (DLSS 4, FSR, XeSS) plus frame generation as practical levers for performance tuning.
Randy Pitchford’s response on X: what was said, and why it matters
Pitchford has been unusually vocal in the launch window. In a series of posts he urged users to balance expectations, try the recommended settings, and consider user-side toggles (e.g., running at 1440p rather than 4K, disabling volumetric fog). More provocatively, he responded to an angry user with a version of “code your own engine and show us how it’s done,” and — as reported widely by outlets — claimed that only a vanishingly small percentage of users were reporting legitimate performance issues. (windowscentral.com)Two important points about those messages:
- They contain practical advice (resolution targets, toggling demanding features) that can help many users get better frame rates quickly. Pitchford published explicit tuning recommendations intended to raise baseline performance for midrange hardware. (gamesradar.com)
- They also include combative language and an apparent dismissal of user reports that has political and marketing consequences. Publicly telling customers to “code your own engine” shifts the narrative from “we’ll fix this” to “you’re asking for the impossible,” and that risks alienating the core community.
The technical context: Unreal Engine 5, upscalers, and why optimization is harder now
Unreal Engine 5 enables denser visuals and seamless worlds through features such as Nanite and Lumen, but those same systems can concentrate load on CPU threads and memory subsystems if they aren’t carefully tuned. Epic’s CEO Tim Sweeney has publicly argued that many UE5 performance problems are the result of development practices — namely, building for high‑end hardware first and postponing broad optimization until late in the pipeline. That observation is relevant here: if studios do not bake optimization strategies into the development roadmap early, launch-time framerate and streaming problems become an expected outcome. (pcgamer.com)Borderlands 4 ships with modern vendor technologies to help players trade native resolution for framerate without a hardware upgrade:
- DLSS 4 / multi-frame generation (NVIDIA) for resolution reconstruction and motion smoothing.
- AMD’s FSR and Intel’s XeSS as cross‑vendor upscalers.
- Optional frame generation features that add perceived smoothness at the cost of some latency or artifact risk.
Console side: FOV, cross-play, and perceived fairness
Console players raised two loud complaints immediately: the absence of a Field of View (FOV) slider on PS5/Xbox builds, and the lack of a motion‑blur toggle. The PC build includes those options; consoles do not, at least at launch. Pitchford’s public comments suggested a concern about “fairness” when adding an FOV slider on consoles — a line that puzzled many because the PC version supports FOV changes while the game also supports cross‑play, which blurs any platform-based fairness argument. The messaging here matters: when designers or execs cite nebulous fairness concerns rather than technical or UX constraints, players often assume the real reason is either rushed release timing or a lack of prioritization for console parity. (gamesradar.com)How the industry learned the lesson before: Starfield and post‑launch frame modes
Large AAA launches have shown that post‑launch updates can change public perception. Bethesda’s Starfield added a 60 fps display option for Xbox Series X after launch, delivered via a gameplay/visuals tradeoff between “Visuals” and “Performance” modes. That update improved perceptions of the console port and reduced pressure on in‑game settings design by giving players explicit choices. The point is clear: technical fixes and UX options shipped after launch can materially change a game’s reception and player satisfaction. Borderlands 4 may be on a similar path, if Gearbox prioritizes a measured patch cadence and clear communication. (theverge.com)Reaction and risk analysis: PR, community trust, and retention
There are three tangible risks facing Gearbox right now:- Community trust erosion. Dismissing or mocking user concerns (even if unintentionally) reduces goodwill and gives vocal critics a unified message to rally around. That hurts long‑term retention more than any temporary sales spike. The cost of alienating the core community is repeat business and word‑of‑mouth. (windowscentral.com)
- Visibility of technical issues. Steam and social platforms amplify worst‑case experiences more than success stories. Even if only a minority of users encounter severe problems, those voices will shape the narrative unless the developer responds constructively and visibly. (pcgamer.com)
- Optimization timeline vs. monetization. If the studio’s roadmap prioritizes new content and DLC over critical platform fixes, the player base may fragment and look elsewhere. Conversely, a clear optimization roadmap can restore confidence and stabilize long-term engagement.
- The game itself is broadly well‑reviewed by outlets that saw pre‑release builds — many discussions praise the design, gunplay, and world. That design quality gives Gearbox a real asset to protect while they fix the technical layers. (gamesradar.com)
- The presence of modern upscaling/framegen options gives immediate levers to improve playability for many players without hardware changes. Publishable, clear presets and vendor driver guidance can materially reduce complaints.
Concrete technical steps Gearbox should take (and how to communicate them)
Players want two things: a fix and clear status updates. The fix is technical; the status updates are PR. Combine both and you win back trust.- Prioritized bug list and schedule — publish a short, public roadmap for the next four weeks that lists high‑impact items (crash classes, major stutter scenarios, FOV toggle on consoles) and ETA windows for hotfixes and larger patches.
- Regular, transparent patch notes — highlight what’s been fixed, what remains known, and what tradeoffs were made (e.g., frame pacing vs. image fidelity tradeoffs).
- Partner with vendors — coordinate with NVIDIA, AMD, and Intel for hotfix drivers and per‑GPU guidance. Historically, vendor driver updates in the launch window have moved the needle on perceived performance far more than immediate hardware changes.
- Publish performance presets per GPU/CPU class — release community‑friendly presets (“Low‑latency 60,” “Balanced 1440p,” “Max Fidelity 4K”) and confirm what each preset targets in terms of resolution and frame pacing.
- Reassess console options with a pragmatic mindset — an FOV slider on console is unlikely to be a fairness catastrophe; ship it as part of a performance/UX update with sensible caps (and explain any competitive considerations if applicable). (windowscentral.com)
- Roll out a hotfix that addresses the top 3 crash signatures and an immediate memory-leak mitigation.
- Publish an official performance tuning guide for all platforms with recommended presets and step‑by‑step settings.
- Ship a second patch that targets large stutter/hitch scenarios and expands menu options (FOV toggle on consoles).
- Continue QA + driver partnership, then deliver larger optimization patch (4–6 weeks post‑launch) for substantive framerate improvements.
What PC players should do right now (practical tuning)
- Confirm you meet the minimum 8‑core CPU baseline and install the game on an NVMe SSD to reduce streaming hitching.
- Start with a target of 1440p + quality upscaler (DLSS/FSR/XeSS) rather than forcing 4K on older cards.
- Disable or reduce volumetric fog and hardware ray‑traced lighting if those options are present; both can carry a disproportionate cost in heavy scenes.
- Keep GPU drivers current; vendors often issue hotfixes timed to major AAA launches.
Editorial assessment: what Gearbox must learn from this
Borderlands 4 is a high‑ambition title built atop complex modern rendering systems. Launch-time instability in that environment is unsurprising; how a studio responds is not. The technical path forward is straightforward: prioritize hard fixes, partner with vendors, and iterate quickly. The non-technical path — the one that repairs trust — is the harder part: it requires restraint from leadership on social platforms, empathy for frustrated players, and visible evidence that listening has led to action.Tone matters. Publicly telling customers to “code your own engine” may score a momentary defensive point, but it will not help retain players who feel dismissed. Constructive communication — clear timelines, visible fixes, and honest acknowledgements of where work remains — will do far more to protect Borderlands 4’s community and long-term revenue than pugnacious social posts. (windowscentral.com)
Conclusion
Borderlands 4’s launch demonstrates the modern paradox of AAA game releases: incredible creative scope and technical ambition meet a fragmented hardware base and a fast-moving news cycle. The game itself earned praise for design and player engagement, but performance problems and public-facing executive responses have made this a test of Gearbox’s post‑launch discipline as much as of its engineers’ optimization skills.The path out is well‑trodden: ship meaningful patches, partner with hardware vendors, publish clear performance guidance, and temper public rhetoric. If Gearbox executes that plan and pairs it with a calmer, more solutions‑oriented public voice, Borderlands 4 can recover the narrative and deliver the long-term experience players expected at launch. If it does not, the title risks being remembered as a technically troubled but otherwise clever entry in the series — a product that could have been a clearer win with better launch‑period stewardship.
Source: Windows Central Borderlands 4 CEO: "Code your own engine and show us how it's done please" — as performance woes hit the game's Steam review score.