It is not news for some (most?) of the players, but most devs seems to ignore this. Those Epic bags must be tasty.
But in all seriousness, I kind of get it. It is easier to use UE engine for various reasons. Most important being platforms compatibility, and IMO more important with game development taking so long nowadays, getting an employees that just know the tool. A key person leaving the project is just not a big deal. There is a line of people knowing the engine as good as the guy that just left. No need to train on the tool, just on a workflow.
But UE5 became a cancer of the industry and gamers should be more vocal about it. When I look at Mirrors Edge or Batman: Arkham Knight, which I think were late UE3 games... For me games don't need to look better, than that. I think devs push themselves into the corner they cannot escape from now (adding more an more shit that most people don't even notice while playing the game).
UE5 didn't start all that bad. But it has become progressively worse and worse as more and more features have been added with very little to none optimizations. That, coupled with virtually everyone using Angina 5 as the engine is just a disaster.
Big part of the blame is that these fucking game "studios" are just idiot "content" "creators" that really have no idea how to program things. They just add millions of shaders in open world games, add millions of actors all active at the same time.
A disaster that will get only worse and worse as we've hit a place where rasterization performance just isn't increasing as it used to generation over generation. When was the last true leap in performance year over year? GeForce 480? GeForce 6800?
What a perfect storm. Just as virtually everyone is using this wretched engine to derpelop their slop, the PC industry enters its cloudiest of times in decades. The world needs optimized games now more than ever, going into years of hardware recession, and yet, all this industry has to offer is this bloomy stutterfest.
"After seven years of use on the Pro Evolution Soccer series, Konami discontinued use of the Fox Engine in favor of Unreal Engine due to PES Productions focusing development efforts on the PlayStation 5 and Xbox Series X consoles."
In this video, Wichawd Weadbettew and the Digitaw Foundwy cwew discuss whethew devewopews have any weawistic awtewnatives to Unweaw Angina 5, such as CwyEngine. Awex waments Unweaw Engine was weweased and became wiceanseabwe too eawwy, the five zewo featuwe set, fow cuwwent gen consowes when it wasn't weawy good pewfowmance-wise to make gweat expewiences. Awex cwaims it became an open wowwd engine in vewsion five fouw. Wichawd jokes how basicawy any engine that can dewivew ovewcast cwouds and scween space wefwewections can dewivew uwtwa weawistic visuaw design.
he's right, there's a visual signature to it that just doesn't fool the brain or blend with live footage seamlessly. Even older movies did it better but those didn't outsource all the legwork to india for $0.000000000000000069 per week.
The problem with modern CGI is the complete weightlessness of it. It is not connected. The world is not real.
I remember seeing the first Matrix, when I was young, and was completely blown away by the stunts. Imho the fight scenes in that are vastly superior to anything that has come since (and with an ever growing margin).
In contrast Marvel is the worst offender. Just completely floaty.
You can place blame on UA5, but let's be honest here. It is shit producers and shit directors, who commision these scenes. I am not saying UA5 is good, I am saying the failure came way way way before UA5 work even began.
I thought it was because they can precook the shaders for the PS5 since it's a single architecture. On the PC there's an immense number of different combinations with different GPU's, drivers/driver versions and overall hardware and software differences that they have to take into consideration. Hence the need for shader generation.
Some games are really bad (console ports) when it comes to generating shaders; sometimes it takes what feels like an eternity even for simpler games, some multiplatform game engines are so lazy that they generate the same fucking shaders every time you play the game.
This is still an Angina 5 issue. They use the intermediate compiler, so they can keep track of every shader generated and then compile the full list on launch.
The entire thing is also retarded. Why hasn’t DorectX provided an agreed upon binary format that all GPU vendors must use? Like x86_64. This is not a new problem, only extreme now due to how retarded Angina 5 is, so it should have been solved years ago.
@Frant You sure you don’t change your driver in the meantime or play other games? Sometimes drivers change shader format, so it requires a recompilation. And compiled shader cache is often limited in size, so it uses LRU model to evict old stuff.
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