• bread@feddit.nl
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      1 day ago

      I’m not blaming UE5, but I’m capable of pattern recognition. There’s a pattern of developers not fixing UE5 issues and releasing games with them still present. The fault lies with both game developers and UE developers.

      • BlameTheAntifa@lemmy.world
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        1 day ago

        You just touched on the problem, which is a confluence of Base Rate Neglect and Availability Bias.

        UE is the most popular gaming engine, so it’s used on the most projects and has a high amount of visibility. No matter which engine you build a game with, there are many factors to keep in mind for performance, compatibility, and stability. The engine doesn’t do that for you.

        One problem is that big studios build games for consoles first, since it’s easiest to build for predictable systems. PC then gets ignored, is minimally tested, and patched up after the fact. Another is “Crysis syndrome”, where developers push for the best graphics they can manage and performance, compatibility, and stability be damned - if it certifies for the target consoles, that is all that matters. There is also the factor of people being unreasonable about their hardwares capabilities, expecting that everything should always be able to run maxxed out forever… and developers providing options that push the cutting edge of modern (or worse, hypothetical future) hardware compounds the problem. But none of these things have anything to do with the engine, but what developers themselves make on top of the engine.

        A lot of the responses to me so far have been “that’s stupid because” and then everything after “because” is related to individual game development, NOT the engine. There is nothing wrong with UE, but there are lots of things wrong with game/software development in general that really should be addressed.

      • BlameTheAntifa@lemmy.world
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        2 days ago

        Fortnite, Wukong, Tekken 8, Layers of Fear, Firmament, Everspace 2, Dark and Darker, Abiotic Factor, STALKER 2, Jusant, Frostpunk 2, Satisfactory, Expedition 33, Inzoi, Immortals of Aveum, Starship Troopers: Extermination, Ninja Gaiden 2 Black, Lords of the Fallen, Robocop, Myst (UE5 remake), Riven (UE5 remake), Palworld, Remanant 2, Hellblade 2, Subnautica 2… and the list keeps growing.

        When a big studio skips QA and releases a broken game, it’s not the engine’s fault, it’s the studios fault. As long as consumers tolerate broken games that can maybe be fixed later (if we’re lucky) then companies will keep releasing broken, unfinished, unpolished, untested games. Blaming UE5 is like blaming an author’s word processor for a poorly written novel.

        • GoodEye8@lemm.ee
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          2 days ago

          Well that’s a pretty shit list. You have there games that aren’t using UE5 (Layers of Fear 2), that are known to have poor performance (STALKER 2), that just released into early access (Inzoi) and that haven’t even released into early access (Subnautica 2).

          I’d throw half the list out the window, actually probably more because the other half of the list are mostly games I don’t know enough to evaluate their performance.

            • GoodEye8@lemm.ee
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              1 day ago

              I didn’t know the original game was remade. I assumed you meant layers of fear 2 because the original layers of fear wasn’t even on Unreal Engine and Layers of fear 2 is on UE4. Nothing I said was explicitly wrong. It was wrong in the context only because you weren’t precise with what you’re saying.

              And how nice of you to pick out the one thing I was wrong on while completely ignoring all the other examples. For instance how the fuck can you put Subnautica 2 on that list when it’s not even in early access?

        • Nalivai@lemmy.world
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          2 days ago

          Satisfactory alone would be enough, the game runs so smoothly for the amount of shit going on there, it’s amazing.

        • Chronographs@lemmy.zip
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          2 days ago

          Idk I think the only one of those on that list that I’ve played that ran well enough that I’d consider it ok was tekken and I’m assuming that’s more because it’s a fighting game.

          • BlameTheAntifa@lemmy.world
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            2 days ago

            So what you’re saying is that Tekken being a fighting game just magically made a “bad engine” run well?

            • Chronographs@lemmy.zip
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              2 days ago

              No I’m saying that it being a fighting game meant that it’s much easier to optimize because you have such a fixed camera angle and few characters on screen.

              • BlameTheAntifa@lemmy.world
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                2 days ago

                So it’s because the developers paid attention to optimization and polish to ensure the game ran well on the largest number of devices.

                My point exactly. It’s not the engine, it’s what you do with it and how you do it.

                • Chronographs@lemmy.zip
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                  2 days ago

                  It’s because there’s a lot more optimization you can do on a fighting game vs a big open world, it just doesn’t have to render that much comparatively.

            • XM34@feddit.org
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              1 day ago

              Fighting games would run well on a fucking smart fridge. They’re by far the least performance hungry game genre. There is no live loading of assets, the Background scenery is 100% static and there are usually just two characters on the screen on any given moment. It would take actual effort to fuck up the performance of something so simple