Every relevant game must use Unreal Engine 5. End of the story.

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hardwenzen

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#1  Edited By hardwenzen  Online
Member since 2005 • 38712 Posts

This is far superior to anything the gaming industry has to offer. Fortnite might be one of the most obnoxious titles ever created, but it allowed EPIC to have an infinite budget for their engine, and that's pretty cool.

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#2  Edited By madrocketeer
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Er, no.

Unreal is great, don't get me wrong. Having tinkered with the Unreal SDK back in the day, however, my impression was: "great workflow, solid all-round engine that's a jack of all trades - but master of none." This is why so many games use Unreal - and why there will always be a place for in-house engines.

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hardwenzen

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#3 hardwenzen  Online
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@madrocketeer said:

Er, no.

Unreal is great, don't get me wrong. Having tinkered with the Unreal SDK back in the day, however, my impression was: "great workflow, solid all-round engine that's a jack of all trades - but master of none." This is why so many games use Unreal - and why there will always be a place for in-house engines.

Have you seen the video? You can have an in house engine all you want, but it will look far inferior to what's in UE5.

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#4  Edited By madrocketeer
Member since 2005 • 10585 Posts
@hardwenzen said:

Have you seen the video? You can have an in house engine all you want, but it will look far inferior to what's in UE5.

Yes, UE5 games can look like that video - under ideal conditions. Problem is game development is never always ideal.

Capability is sometimes more important than looks. As I said, jack of all trades, master of none. Unreal is historically good at many things, but great at no particular thing.

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hardwenzen

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#5 hardwenzen  Online
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@madrocketeer said:
@hardwenzen said:

Have you seen the video? You can have an in house engine all you want, but it will look far inferior to what's in UE5.

Yes, UE5 games can look like that video - under ideal conditions. Problem is game development is never always ideal.

Capability is sometimes more important than looks. As I said, jack of all trades, master of none. Unreal is historically good for many things, but great at no particular thing.

That must be UE4 and all the ones that came prior to it. I have only heard how flexible and great UE5 is.

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madrocketeer

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#6 madrocketeer
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@hardwenzen said:

That must be UE4 and all the ones that came prior to it. I have only heard how flexible and great UE5 is.

Nope. Unreal Engine since 2 has always been designed for workflow and flexibility in mind. It's precisely why so many game devs love using them. But again, that flexibility comes at a cost of specialisation. There will always be in-house engines that will do some specific things better than Unreal.

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hardwenzen

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#7 hardwenzen  Online
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@madrocketeer said:
@hardwenzen said:

That must be UE4 and all the ones that came prior to it. I have only heard how flexible and great UE5 is.

Nope. Unreal Engine since 2 has always been designed for workflow and flexibility in mind. It's precisely why so many game devs love using them. But again, that flexibility comes at a cost of specialisation. There will always be in-house engines that will do some specific things better than Unreal.

Yes, i have heard this many times. But it has nothing to do with UE5. Like, what game wouldn't be ideal for the engine?

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madrocketeer

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#8 madrocketeer
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@hardwenzen said:

Yes, i have heard this many times. But it has nothing to do with UE5. Like, what game wouldn't be ideal for the engine?

If you just want one example, I'm playing one right now.

A typical Total War battle in Ultra unit size will have hundreds to thousands of models on screen at once, individually animated and differentiated. An engine specifically designed for that is required.

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#9 hardwenzen  Online
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@madrocketeer said:
@hardwenzen said:

Yes, i have heard this many times. But it has nothing to do with UE5. Like, what game wouldn't be ideal for the engine?

If you just want one example, I'm playing one right now.

A typical Total War battle in Ultra unit size will have hundreds to thousands of models on screen at once, individually animated and differentiated. An engine specifically designed for that is required.

I don't see why this couldn't be done in UE5 if the already outdated Matrix demo is anything to go by. And its not like a ton of units set to ultra runs well on an in house engines.

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Mesome713

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#10 Mesome713
Member since 2019 • 7196 Posts

This what Sony should have used instead of that GoW pS4 engine. That shat is so dated. Did you see GoW fan made UE5, looks 10 times better than anything Sony could ever do.

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hardwenzen

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#11 hardwenzen  Online
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@mesome713 said:

This what Sony should have used instead of that GoW pS4 engine. That shat is so dated. Did you see GoW fan made UE5, looks 10 times better than anything Sony could ever do.

You already know what gif i want to quote you with

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PC_Rocks

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#12 PC_Rocks
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@madrocketeer said:

Er, no.

Unreal is great, don't get me wrong. Having tinkered with the Unreal SDK back in the day, however, my impression was: "great workflow, solid all-round engine that's a jack of all trades - but master of none." This is why so many games use Unreal - and why there will always be a place for in-house engines.

Yup! It's good for it tries to do but it's not a silver bullet and has a lot of short comings.

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#13  Edited By madrocketeer
Member since 2005 • 10585 Posts
@hardwenzen said:

I don't see why this couldn't be done in UE5 if the already outdated Matrix demo is anything to go by. And its not like a ton of units set to ultra runs well on an in house engines.

That Matrix demo demonstrated the engine in its comfort zone; i.e. an open world action game, which is the most common type of game currently being made. There's a lot of streaming and scripting tricks that goes into making such games feel dense and alive without incurring too much performance penalty. I would know; since I also tinkered with BGS's Creation Kit and even made a few Skyrim mods for my personal use myself.

That goes out the window in a Total War game; each unit has to be individually pathed, rendered, animated and controllable, and hundreds to thousands of them have to be on screen at once. No amount of streaming and scripting trickery can bypass that. Unreal is designed to handle many things well, but it isn't designed to handle that specific thing.

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#14 PC_Rocks
Member since 2018 • 8469 Posts
@hardwenzen said:
@madrocketeer said:
@hardwenzen said:

Yes, i have heard this many times. But it has nothing to do with UE5. Like, what game wouldn't be ideal for the engine?

If you just want one example, I'm playing one right now.

A typical Total War battle in Ultra unit size will have hundreds to thousands of models on screen at once, individually animated and differentiated. An engine specifically designed for that is required.

I don't see why this couldn't be done in UE5 if the already outdated Matrix demo is anything to go by. And its not like a ton of units set to ultra runs well on an in house engines.

Matrix demo had only a couple of animated characters. The cars you see are nothing but static geometry running the same couple of animations.

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#15 hardwenzen  Online
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@madrocketeer said:
@hardwenzen said:

I don't see why this couldn't be done in UE5 if the already outdated Matrix demo is anything to go by. And its not like a ton of units set to ultra runs well on an in house engines.

That Matrix demo demonstrated the engine in its comfort zone; i.e. an open world action game, which is the most common type of game currently being made. There's a lot of streaming and scripting tricks that goes into making such games feel dense and alive without incurring too much performance penalty. I would know; since I also tinkered with BGS's Creation Kit and even made a few Skyrim mods for my personal use myself.

That goes out the window in a Total War game; each unit has to be individually pathed, animated and controllable, and hundreds to thousands of them have to on screen at once. No amount of streaming and scripting trickery can bypass that. Unreal is designed to handle many things well, but it isn't designed to handle that specific thing.

I pretty much don't believe what you're saying, and would want to see a dev stating that UE5.1 is bad for large scale total war like titles.

Loading Video...

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R4gn4r0k

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#16 R4gn4r0k  Online
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Yuck, I hate every single game out there using one and the same engine.

Also why does every game need to go for ultra realism? So we can get more boring movie games?

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hardwenzen

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#17 hardwenzen  Online
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@R4gn4r0k said:

Yuck, I hate every single game out there using one and the same engine.

Also why does every game need to go for ultra realism? So we can get more boring movie games?

Engine has nothing to do with the art style being used.

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#18 hardwenzen  Online
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@pc_rocks said:
@hardwenzen said:
@madrocketeer said:
@hardwenzen said:

Yes, i have heard this many times. But it has nothing to do with UE5. Like, what game wouldn't be ideal for the engine?

If you just want one example, I'm playing one right now.

A typical Total War battle in Ultra unit size will have hundreds to thousands of models on screen at once, individually animated and differentiated. An engine specifically designed for that is required.

I don't see why this couldn't be done in UE5 if the already outdated Matrix demo is anything to go by. And its not like a ton of units set to ultra runs well on an in house engines.

Matrix demo had only a couple of animated characters. The cars you see are nothing but static geometry running the same couple of animations.

Yes, and you know what else? It wasn't a video game.

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blaznwiipspman1

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#19 blaznwiipspman1
Member since 2007 • 16538 Posts

@madrocketeer said:

Er, no.

Unreal is great, don't get me wrong. Having tinkered with the Unreal SDK back in the day, however, my impression was: "great workflow, solid all-round engine that's a jack of all trades - but master of none." This is why so many games use Unreal - and why there will always be a place for in-house engines.

are you a game dev? If so, then you would know more than hardwenzen, whos been hyping UE5 for the past 2+ years non stop. Over rated UE5 lol.

Slipspace >>> UE5

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hardwenzen

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#20 hardwenzen  Online
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@blaznwiipspman1 said:
@madrocketeer said:

Er, no.

Unreal is great, don't get me wrong. Having tinkered with the Unreal SDK back in the day, however, my impression was: "great workflow, solid all-round engine that's a jack of all trades - but master of none." This is why so many games use Unreal - and why there will always be a place for in-house engines.

are you a game dev? If so, then you would know more than hardwenzen, whos been hyping UE5 for the past 2+ years non stop. Over rated UE5 lol.

Slipspace >>> UE5

Slipspace is so much better that MS wants to reboot a dead game known as Halo Infinite, and port it to UE5, an inferior engine.

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#21 blaznwiipspman1
Member since 2007 • 16538 Posts

@hardwenzen: theres no real proof of that, 343 never once came out and said so directly that they were switching. But its easy to BS when you make stuff up.

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#22 hardwenzen  Online
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@blaznwiipspman1 said:

@hardwenzen: theres no real proof of that, 343 never once came out and said so directly that they were switching. But its easy to BS when you make stuff up.

Every single negative rumor related to Infinite turned out to be true. So nice try, but at this point you should know better. The game is dead. Hit reg is pathetic. This engine of theirs is a dumpsterfire.

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madrocketeer

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#23  Edited By madrocketeer
Member since 2005 • 10585 Posts
@hardwenzen said:

I pretty much don't believe what you're saying, and would want to see a dev stating that UE5.1 is bad for large scale total war like titles.

Loading Video...

And I'll believe it when I see it in actual Total War-like game. Again, that video demonstrated an action game with a single controllable character, while the rest of the characters are AI controlled and pathed. There's even a section in that video that deals with the AI problem. More scripting trickery, in other worlds.

Let me put it this way; the problem is predictability. Computers love predictability, and action games are, broadly speaking, predictable. You have one or few characters that need player input, and they will go there, at this speed, there will be these characters there, and you will do this. You can stream and script your way around that.

RTSs are much less predictable, due to many more elements and characters being determined by player input. This is why pathfinding has long been a much discussed problem in RTSs for decades, and developers have come up with so many different solutions for it. Scripting trickery can't help with that.

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#24 blaznwiipspman1
Member since 2007 • 16538 Posts

@hardwenzen said:
@blaznwiipspman1 said:

@hardwenzen: theres no real proof of that, 343 never once came out and said so directly that they were switching. But its easy to BS when you make stuff up.

Every single negative rumor related to Infinite turned out to be true. So nice try, but at this point you should know better. The game is dead. Hit reg is pathetic. This engine of theirs is a dumpsterfire.

the devs seem to be happy with it and are pumping out a number of updates in record time, and even forge has been called one of the greatest player creation tools in a games history. Their engine is amazing, and now the team has good experience with it, theres going to be more stuff coming out even faster. Great news. UE5 has always been "coming", but never here.

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#25 hardwenzen  Online
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@blaznwiipspman1 said:
@hardwenzen said:
@blaznwiipspman1 said:

@hardwenzen: theres no real proof of that, 343 never once came out and said so directly that they were switching. But its easy to BS when you make stuff up.

Every single negative rumor related to Infinite turned out to be true. So nice try, but at this point you should know better. The game is dead. Hit reg is pathetic. This engine of theirs is a dumpsterfire.

the devs seem to be happy with it and are pumping out a number of updates in record time, and even forge has been called one of the greatest player creation tools in a games history. Their engine is amazing, and now the team has good experience with it, theres going to be more stuff coming out even faster. Great news. UE5 has always been "coming", but never here.

They are so happy with it that Bonnie The Milf got the boot.😁

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#26 Lavamelon
Member since 2016 • 849 Posts

Another advantage of UE5: Epic will offer discounts if you release UE5 games of Epic Games store, as in charging around 8% royalty fees instead of 12%. Much cheaper than Steam with their 30% cut.

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#27  Edited By madrocketeer
Member since 2005 • 10585 Posts
@blaznwiipspman1 said:

are you a game dev? If so, then you would know more than hardwenzen, whos been hyping UE5 for the past 2+ years non stop. Over rated UE5 lol.

Slipspace >>> UE5

Not really, more of a tinkerer and an ex-modder who likes to learn technical stuff.

Sadly, I haven't been able to have a look at the Slipspace SDK or mess around with it. I did hear 343 had a lot of issues with it, though.

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#28 dimebag667
Member since 2003 • 3045 Posts

I don't know dick about game engines, but I fear all games having the same "feel", if they all use the same engine. Could be an unfounded worry... that's fair. But my other concern is that every game made with UE5 is helping to give China more money. And how many times do we have to see this type of power consolidation before people realize it's always bad?

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#29 Zero_epyon
Member since 2004 • 20103 Posts

@hardwenzen:I was just watching this earlier. I didn't know nanite didn't work with foliage. This definitely changes things. Especially if performance is improved. I hate seeing great foliage up close only to see billboards out in the distance. It breaks the immersion.

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#30 R4gn4r0k  Online
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@hardwenzen said:
@R4gn4r0k said:

Yuck, I hate every single game out there using one and the same engine.

Also why does every game need to go for ultra realism? So we can get more boring movie games?

Engine has nothing to do with the art style being used.

Show me an Unreal Engine 5 game that isn't going for ultra realism in its graphics.

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#31 Sushiglutton
Member since 2009 • 9853 Posts

It's cool tech for sure. But R*, CDPR, Naughty Dog, Sony Santa Monica etc seem to manage ok on their own, no?

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#32 blaznwiipspman1
Member since 2007 • 16538 Posts

@hardwenzen said:
@blaznwiipspman1 said:
@hardwenzen said:
@blaznwiipspman1 said:

@hardwenzen: theres no real proof of that, 343 never once came out and said so directly that they were switching. But its easy to BS when you make stuff up.

Every single negative rumor related to Infinite turned out to be true. So nice try, but at this point you should know better. The game is dead. Hit reg is pathetic. This engine of theirs is a dumpsterfire.

the devs seem to be happy with it and are pumping out a number of updates in record time, and even forge has been called one of the greatest player creation tools in a games history. Their engine is amazing, and now the team has good experience with it, theres going to be more stuff coming out even faster. Great news. UE5 has always been "coming", but never here.

They are so happy with it that Bonnie The Milf got the boot.😁

Bonnie the milf had family medical issues. I hope everything is going well for her and her family.

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#33 hardwenzen  Online
Member since 2005 • 38712 Posts

@R4gn4r0k said:
@hardwenzen said:
@R4gn4r0k said:

Yuck, I hate every single game out there using one and the same engine.

Also why does every game need to go for ultra realism? So we can get more boring movie games?

Engine has nothing to do with the art style being used.

Show me an Unreal Engine 5 game that isn't going for ultra realism in its graphics.

lol okay. Fortnite. And no, its not running in UE4.

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#34 hardwenzen  Online
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@Sushiglutton said:

It's cool tech for sure. But R*, CDPR, Naughty Dog, Sony Santa Monica etc seem to manage ok on their own, no?

CDPR is using it for all their upcoming titles. R doesn't make video games anymore. GoW engine is very ps4'ish. They don't have anything that looks and feels next gen. Bluepoint has an impressive engine, but they're not making anything with it, so its a waste.

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#35 hardwenzen  Online
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@blaznwiipspman1 said:
@hardwenzen said:
@blaznwiipspman1 said:
@hardwenzen said:
@blaznwiipspman1 said:

@hardwenzen: theres no real proof of that, 343 never once came out and said so directly that they were switching. But its easy to BS when you make stuff up.

Every single negative rumor related to Infinite turned out to be true. So nice try, but at this point you should know better. The game is dead. Hit reg is pathetic. This engine of theirs is a dumpsterfire.

the devs seem to be happy with it and are pumping out a number of updates in record time, and even forge has been called one of the greatest player creation tools in a games history. Their engine is amazing, and now the team has good experience with it, theres going to be more stuff coming out even faster. Great news. UE5 has always been "coming", but never here.

They are so happy with it that Bonnie The Milf got the boot.😁

Bonnie the milf had family medical issues. I hope everything is going well for her and her family.

lol stop. She was fired what? The next 1-2 days after all the delays were announced and the mega shitstorm began? And its not like she was the only one. Plenty of important people "left" within the last year.

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#36 hardwenzen  Online
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@Zero_epyon said:

@hardwenzen:I was just watching this earlier. I didn't know nanite didn't work with foliage. This definitely changes things. Especially if performance is improved. I hate seeing great foliage up close only to see billboards out in the distance. It breaks the immersion.

Yea, makes such a sweet difference for open world titles. I really hope Stalker2 is as good as i am imagining it being.

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#37 sakaiXx
Member since 2013 • 15906 Posts

Come on Unity, do something.

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#38 DaVillain  Moderator
Member since 2014 • 56036 Posts

As long as UE5 proves to be useful to developers who will benefit it, I'm all cool with that. Also, Gears 6 will be going with UE5 so that's something to look forward how both MS & Coalition will fair with the engine.

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#39 AcidTango
Member since 2013 • 3217 Posts

The Unreal Engine 5 looks really nice in those videos. I kind of wish that id Software's engines can be used by other developers again. I miss the days when the id Tech engines was competing against the Unreal engines.

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#40 rmpumper
Member since 2016 • 2131 Posts

@lavamelon said:

Another advantage of UE5: Epic will offer discounts if you release UE5 games of Epic Games store, as in charging around 8% royalty fees instead of 12%. Much cheaper than Steam with their 30% cut.

The disadvantage being that no one will buy said EGS exclusive game, like countless examples already demonstrated.

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#41 Miquella
Member since 2022 • 728 Posts

Agree

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#42 Naylord
Member since 2006 • 1109 Posts

Completely disagree. There's something to be said on how different game engines out there can subtly impact gamefeel. I think it's great to have diversity and custom made engines for games. Granted, it is good that engines help reduce redundant work between projects and ship games faster but it's definitely not something all games have to do.

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#43 KathaarianCode
Member since 2022 • 3386 Posts

It isn't great seeing the industry tied to a single engine. But from the business side I see the advantages of developers already being familiar with an engine regardless of what project they're working.

As with anything I'm sure UE5 will have its limitations that could be better addressed by other solutions but more importantly, in the long run, if UE5 doesn't have any competition that will be pretty bad for anyone other than Epic.

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#44  Edited By PC_Rocks
Member since 2018 • 8469 Posts

@hardwenzen said:
@pc_rocks said:
@hardwenzen said:
@madrocketeer said:
@hardwenzen said:

Yes, i have heard this many times. But it has nothing to do with UE5. Like, what game wouldn't be ideal for the engine?

If you just want one example, I'm playing one right now.

A typical Total War battle in Ultra unit size will have hundreds to thousands of models on screen at once, individually animated and differentiated. An engine specifically designed for that is required.

I don't see why this couldn't be done in UE5 if the already outdated Matrix demo is anything to go by. And its not like a ton of units set to ultra runs well on an in house engines.

Matrix demo had only a couple of animated characters. The cars you see are nothing but static geometry running the same couple of animations.

Yes, and you know what else? It wasn't a video game.

Exactly. If it was it would be literal slide show even more than it was.

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#45  Edited By Maroxad
Member since 2007 • 23893 Posts

As someone who has worked on game engines before. My only answer to this is

**** no!

Unreal Engine is a good all around engine, which makes it great in a lot of situations. But everything in a video game depends on other components. Unreal Engine will work well for your typical AAA game. But if you want to create something more unique, it is very likely that Unreal Engine will not be adjusted to meet your needs, and you will need an engine specialized for your game.

Still a very good all around engine. But I would be surprised to see it run Total War.

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#46 hardwenzen  Online
Member since 2005 • 38712 Posts

@Maroxad said:

As someone who has worked on game engines before. My only answer to this is

**** no!

Unreal Engine is a good all around engine, which makes it great in a lot of situations. But for certain genres and games. Unreal Engine is a massive miss. The use of Unreal Engine is one of the many reasons NuXCOM ended up so mediocre.

New xcom wasn't made with UE5. Secondly, new xcom are great games, so i am not too sure what you're on about.

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#47 hardwenzen  Online
Member since 2005 • 38712 Posts
@pc_rocks said:
@hardwenzen said:
@pc_rocks said:
@hardwenzen said:
@madrocketeer said:

If you just want one example, I'm playing one right now.

A typical Total War battle in Ultra unit size will have hundreds to thousands of models on screen at once, individually animated and differentiated. An engine specifically designed for that is required.

I don't see why this couldn't be done in UE5 if the already outdated Matrix demo is anything to go by. And its not like a ton of units set to ultra runs well on an in house engines.

Matrix demo had only a couple of animated characters. The cars you see are nothing but static geometry running the same couple of animations.

Yes, and you know what else? It wasn't a video game.

Exactly. If it was it would be literal slide show even more than it was.

False information.

If this was a real game, it would've had years of optimization and it wouldn't have been made by 20 employees.

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#48  Edited By Maroxad
Member since 2007 • 23893 Posts
@hardwenzen said:
@Maroxad said:

As someone who has worked on game engines before. My only answer to this is

**** no!

Unreal Engine is a good all around engine, which makes it great in a lot of situations. But for certain genres and games. Unreal Engine is a massive miss. The use of Unreal Engine is one of the many reasons NuXCOM ended up so mediocre.

New xcom wasn't made with UE5. Secondly, new xcom are great games, so i am not too sure what you're on about.

The collision and LoS detection on NuXCOM was absolutely bonkers. The engine also had a LOT of fluidity problems. Awkward pauses all over the place too. Unreal Engine could not handle NuXCOM well.

For your run of the mill AAA game, UE5 works well. But there is no such thing as an engine that is the best at everything. And so many games will not work on it. Because these games need a specialized engine to work.

THere is a reason you don't see UE being used for games that render more chaotic and large scale games such as strategy and MMO.

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#49 hardwenzen  Online
Member since 2005 • 38712 Posts

@Maroxad said:
@hardwenzen said:
@Maroxad said:

As someone who has worked on game engines before. My only answer to this is

**** no!

Unreal Engine is a good all around engine, which makes it great in a lot of situations. But for certain genres and games. Unreal Engine is a massive miss. The use of Unreal Engine is one of the many reasons NuXCOM ended up so mediocre.

New xcom wasn't made with UE5. Secondly, new xcom are great games, so i am not too sure what you're on about.

The collision and LoS detection on NuXCOM was absolutely bonkers. The engine also had a LOT of fluidity problems. Awkward pauses all over the place too. Unreal Engine could not handle NuXCOM well.

For your run of the mill AAA game, UE5 works well. But there is no such thing as an engine that is the best at everything. And so many games will not work on it. Because these games need a specialized engine to work.

THere is a reason you don't see UE being used for games that render more chaotic and large scale games such as strategy and MMO.

And what makes you think that the pauses is engine related? That's just you assuming things.

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#50  Edited By Maroxad
Member since 2007 • 23893 Posts
@hardwenzen said:
@Maroxad said:
@hardwenzen said:
@Maroxad said:

As someone who has worked on game engines before. My only answer to this is

**** no!

Unreal Engine is a good all around engine, which makes it great in a lot of situations. But for certain genres and games. Unreal Engine is a massive miss. The use of Unreal Engine is one of the many reasons NuXCOM ended up so mediocre.

New xcom wasn't made with UE5. Secondly, new xcom are great games, so i am not too sure what you're on about.

The collision and LoS detection on NuXCOM was absolutely bonkers. The engine also had a LOT of fluidity problems. Awkward pauses all over the place too. Unreal Engine could not handle NuXCOM well.

For your run of the mill AAA game, UE5 works well. But there is no such thing as an engine that is the best at everything. And so many games will not work on it. Because these games need a specialized engine to work.

THere is a reason you don't see UE being used for games that render more chaotic and large scale games such as strategy and MMO.

And what makes you think that the pauses is engine related? That's just you assuming things.

I have worked with the Unreal Engine, While I didnt have those issues myself. I can base from my experience on developing within these engines. That the engine clearly does some things really badly.

An engine isnt just a bunch of individual parts. All parts work in conjunction with one another. An issue in say... skeletal stuff, can end up affecting things things all over the place. For instance. The engine is also designed to be flexible, but this flexibility comes at the expense of optimization. And when you want a game to be truly special for something, such as Total War's scale. UE simply wont cut. They will need an engine specialized for what TW is trying to achieve.