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Graphical Fidelity I Expect This Gen

SlimySnake

Flashless at the Golden Globes
If you're talking about the SciFi RPG made on UE5 for Sony that was leaked in 2023, it's not People Can Fly who are making it and i don't think they are working with Sony on anything.

Right now they are helping on the next Gears and working on a game for Square Enix.
I see. Well, i hope we see something like that from Sony. i am tired of seeing all these third party GaaS games sony invested in so it was good to read a rumor that they also invested in a single player game from a known studio thats not a moneyhat.
 
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The hate for ue5 on gaf is never gonna be not funny



tears.gif
What is the best open world or semi-open world game released on UE5? I can't even think of any AAA games coming out this year that are utilizing UE5. Why is that?There are real questions about UE5 engine processing populated big game worlds. Sure, it is a beautiful engine, but I am somewhat expecting unoptmised games with baron worlds
 
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SlimySnake

Flashless at the Golden Globes
I have the machine for it so why should i say bad things about the engine? Because people with inferior hardwares can't run the engine as good as me? Sorry, i'm not THAT empathic :lollipop_grinning_sweat:
UE5 can run just fine on consoles. I did a compilation of pixel counts and 99% of the games were 1440p 30 fps reconstructed to 4k using TSR just like Epic claimed when they released that first PS5 UE5 demo.

it's the 60 fps modes that have issues, and they are not the only ones. Massive's snowdrop is another great next gen engine and they are also dropping to 720p in the 60 fps mode. RE Engine was exposed last year when they finally released a title that wasnt build on last gen hardware. FF7's performance mode looks like actual garbage so simply going back to UE4 isnt the answer either. Bethesda's engine was notoriously CPU bound and shipped at 30 fps on consoles. 1440p 30 fps internal resolution as well. Final Fantasy 16 also dropped to 720p in all of its combat scenes while struggling to maintain 50 fps during exploration. Frostbite isnt that much better either. Dead Space was a fucking disaster at launch and still has the worst stuttering of any game ive played on PC.

I think it's fair to say that aside from a few exceptions, and cross gen games built on last gen specs, 60 fps modes on consoles are problematic. But UE5 is an easy target because A LOT of games ship on it. I think Demon Souls, Ratchet, Spiderman 2, and Indiana Jones are the only games with decent image quality and stable 60 fps modes. Thats it 4 games in 4 years. And Spiderman 2 looks cross gen, while Indy looks like a PS3 game at times. Thanks but no thanks.

They should've simply focused on shipping stable 30 fps modes like Ninja Theory did with hellblade 2. Console gamers never cared about 60 fps despite a cross gen period last gen that lasted almost 2 years. they wouldve been ok with 30 fps and appreciated what UE5 has been bringing to the table. I cant imagine what it must be like to play these games at lower resolutions. Actually i can, i switched to 60 fps when i recently went back to FF7 solely to enjoy the combat, and i cannot stress just how ugly it looks in that mode. 30 fps mode actually looks rather pleasant. last gen, but decent. Performance mode is utter garbage and its a shame that 75% of console gamers have played UE5 games in that awful mode.
 

GymWolf

Member
What is the best open world or semi-open world game released on UE5? I can't even think of any AAA games coming out this year that are utilizing UE5. Why is that?There are real questions about UE5 engine processing populated big game worlds. Sure, it is a beautiful engine, but I am somewhat expecting unoptmised games with barren worlds
Yeah super gigantic open worlds like witcher 4 are an incognita, but we already have decently sizez open worlds, Stalker 2 is open world and most important, some areas of wukong are extremely big with the last area beinst straight up open world size and you use a fast traversal method to explore it, and wukong straight up look better than almost everything.

But yeah these 2 are pretty barren, i give you that, i think stalker is improving with patches tho.

But w4 is being made with the last version of ue5 so i expect huge improvements if what slimy says is true.

And don't forget that the open world with arguably the most shit on screen from last gen was days gone and its huge hordes, and days gone was a ue4 game, so open worlds with a lot of life are not completely off the table.

What open world have you seen in id engine of doom\indy? and yet gaf suck that engine's balls like they were lime skittles...
 
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SlimySnake

Flashless at the Golden Globes
What is the best open world or semi-open world game released on UE5?
Stalker is open world.
Black Myth is semi-open world.
I can't even think of any AAA games coming out this year that are utilizing UE5. Why is that?
Mafia is coming out this year and it should be open world. Though maybe not on a scale of say GTA or Horizon.

Avowed has open world areas to explore and its coming out this friday.

Expedition 33 is coming out in April and it is also wide linear like Black Myth.

The Outer Worlds 2 is also coming out this year and should be open world like the first game, but it looks like shit in comparison to the other games. not sure if the B or C team at obsidian cranked this out while the rest of the studio were working on Avowed.

There are real questions about UE5 engine processing populated big game worlds. Sure, it is a beautiful engine, but I am somewhat expecting unoptmised games with baron worlds
Yes, the original UE5.1 build was extremely single threaded which is why Matrix ran like shit when you started driving really fast. it struggled to stream in the world. That was fixed in UE5.4 but we havent seen many games on that build. Avowed is 5.3 so it might also be CPU bottlenecked but they had several improvements to Lumen GPU performance and support for nanite foliage added in that version.
 
Yes, the original UE5.1 build was extremely single threaded which is why Matrix ran like shit when you started driving really fast. it struggled to stream in the world. That was fixed in UE5.4 but we havent seen many games on that build. Avowed is 5.3 so it might also be CPU bottlenecked but they had several improvements to Lumen GPU performance and support for nanite foliage added in that version
Yeah, the engine will surely continue to get better with updates, but it makes reports of CDPR struggling using UE5 still very concerning. I'm all for great graphics, but I would much rather have game worlds that are lived in and populated
 
Yeah, the engine will surely continue to get better with updates, but it makes reports of CDPR struggling using UE5 still very concerning. I'm all for great graphics, but I would much rather have game worlds that are lived in and populated
This seems to be a developer issue if I had to say, devs in Unreal are choosing not to have lively worlds for reasons.
 

dgrdsv

Member
I´m a software architect and project manager who regularly does business projects with the likes of big car manufacturers etc.
I´d kill for some insight here. I simply don`t get where all the manhours go and I´m dying of professional curiosity.
What happened in the last years that made development time and budgets explode like this? I always thought it was just more and more complex asset creation and scope, but with recent releases that conviction is seriously flattening as I don`t see that reflected in the end products.
screaming tell me GIF
It's a mix of more expensive art production (which you spread over time unless you want to up the team size) and general project mismanagement.
The latter leads to lots of reboots and remakes which remain invisible to the public.
 

Lethal01

Member
The hate for ue5 on gaf is never gonna be not funny



tears.gif

I loved UE5 since its first announcement, its got it's big issues though especially with open worlds much like UE4 did.
And people seem to not want to acknowledge these faults until 3 years pass and epic announces a beta build that work to fix it.

The tons of, "Oh my god these idiot dev should just switch to UE5 that will fix everything for they're specific game, just look at "X game thats good, ignore all the one that came out bad, those one are just made by idiot devs."
 

SlimySnake

Flashless at the Golden Globes
This seems to be a developer issue if I had to say, devs in Unreal are choosing not to have lively worlds for reasons.
the CPU bottleneck in the early days of UE5 could be a reason why. It was very single threaded.

Though i dont see the reason to shoe-horn NPCs in games like Silent Hill 2, hellblade 2, black myth and Lords of the Fallen. Robocop and immortals have several hub worlds that have NPCs and the upcoming Kingsmaker game has literally thousands of NPCs on screen at once so i dont know if UE5 is still a big CPU hog.

It's a mix of more expensive art production (which you spread over time unless you want to up the team size) and general project mismanagement.
The latter leads to lots of reboots and remakes which remain invisible to the public.
CD project also wasted 3 out of those 4 years on fixing Cyberpunk. They said they spent $120 million just fixing it and making the Phantom Liberty DLC. Thats all on project management who didnt scope out the original project and then spent the next 3 years fixing it.

ND wasted 2 years on a remake that they HAD to take over because they kept meddling with the remake which was being helmed by another studio forcing that studio's main people to quit in protest. They also had a lot of people working on Factions for 5 years before it was quit. Yes, it was MP but im sure a lot of game designers, artists and engineers worked on that game.

Bluepoint and bend just wasted 4 years on a GaaS game that was cancelled. So yes, mismanagement is everywhere. And its plaguing even the best studios like cd project and Naughty dog.
 
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