How Modern Game Engines Degraded — And Who’s to Blame?

LordOfChaos

Member


Unreal Engine 5 has been around for many years. A lot of projects have been made on it, but developers still can't master it.Even five years after the release of this engine, we still get unoptimized games that don't work well even on top-of-the-line PCs.Have developers really not learned how to create games on Unreal Engine after all these years? Or is this a problem with all modern engines and technologies? And most importantly, why were developers able to do 15 years ago what modern developers are unable to do?
 
Have engines declined or have we reached the point of diminishing returns where we need massive amounts of extra power for the sake of increasingly smaller upgrades?
 
The problem is not modern game engines, it is one modern game engine, that being UE5. It's a piece of shit. Companies that use their own custom technology put out games that look better and run better without the technical issues. They may not have the same checklist of features but who cares if it comes at such a cost.
 
The problem is not modern game engines, it is one modern game engine, that being UE5. It's a piece of shit. Companies that use their own custom technology put out games that look better and run better without the technical issues. They may not have the same checklist of features but who cares if it comes at such a cost.
There also games which are nearly flawless with UE5....its possible!
 
Watched this a while ago, It's good.

Main problem with U5 is that how production is set up, devs are bound to do a terrible job with it most of the time. Producers like how it saves money and cuts time to produce early results but it's a very generalist toolset that it's used too broadly among devs teams. If you add time constraints ang the general complexity of game development It's very hard to get really good result with it performance wise unless the scope is reduced or there is a team dedicated to keeping everything in line in regards to how it's used and optimizing in a general sense during the bulk of development until the project is feature complete and then optimize further until gold.

There's also the issue of many people being to use it but very few people knowing it deeply. There's a good base of knowledge that can transfer from UE4, good progammers but then you let tons of people start implementing on their own because "blueprints are so easy" and "it fits our agile workflow better" and such and you end up with a ton of work that's already in there but will take a ton of time to optimize and properly set up. But that's the thing you have the least of, time. So finally the game ends up shipping like that the only hope is being able to sort something out in a future update.
 
While I was playing Keeper recently I realized that many games seem to use the same enemy effect of a moving blobby mass.
Keeper, The Gunk, Control, Returnal and many others.
A generic special effect, a cheap option for many developers who don't want to bother making an actual animated character model.
 
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