Is Unreal Engine 5 truly dogshit, or just used improperly?

Is Unreal Engine 5 truly dogshit?

  • Yes

    Votes: 45 44.6%
  • No

    Votes: 56 55.4%

  • Total voters
    101
It's a powerful engine that can truly impress on the graphical side, however only a few developers (so far) can properly optimize it with proper performance. I think the latter is the main issue and the former the big benefit.
So far I know it's supposed to be an easy engine to understand and work with, but quite hard to master. Not many devs take/have the time to master it because targets, too many people and huge budgets that don't allow for innovation from which they might learn more.

But hey, this is all gossip from me based on the things I read and watch.
 
Yes and no

UE5's biggest features (nanite and lumen) were meant to kill two time wasters for developers (multiple LOD models and baked lighting)

The problem is current hardware (consoles and affordable PC) aren't powerful enough to run the latter (or any other ray tracing solution) properly at 60fps.
Nanite is great, but lumen is just low quality, talking about (forced) HW lumen here btw, SW lumen doesnt even deserve to be talked about or exist.

Even affordable GPUs can run good quality RT, just look at games that make their own RT solutions like Metro Exodus enhanced or Control. Lumen is extremely heavy for the mediocre (if i am being generous) results that it produces and when devs try to optimize it, it results in Expedition 33 situations where it causes visual issues. I love ue5, but fuck lumen.
 
Last edited:
but lumen is just low quality, talking about (forced) HW lumen here btw, SW lumen doesnt even deserve to be talked about or exist.

Even affordable GPUs can run good quality RT, just look at games that make their own RT solutions like Metro Exodus enhanced or Control. Lumen is extremely heavy for the mediocre (if i am being generous) results that it produces.
Not in 5.6. Runs significantly better now.
 
Ue5 games look all the same:


STALKER-2-Heart-of-Chernobyl.jpg

maxresdefault.jpg

707d5114bda5654ce6e2e7e2fd4965b81681203010.png

maxresdefault.jpg

Immortals-of-Aveum-environments-screenshots-3.jpg

Senua-s-Saga-Hellblade-2-21-05-2024-10-35-22.png

ss_04df82d0cb959077d26d9c22dbebfc3ceff040e7.jpg

ss_dd1c861c9f45a8ec6dfe715644f9a85390ed6a09.jpg

ill_6_a2e9372c-7f9e-461d-8eb1-90368008e996.jpg

VB3DiB0nU7JlfowQ.png

1393269.jpg


Like holy shit you people are funny.

Oh wow, photorealistic, real materials like rocks and trees look similar because real life rocks and trees look similar and ue5 has the highest fidelity out of all engines, hot water level of discovery over here...
 
Last edited:
What gaming companies failed to realize is that there is no escaping the technical debt. Engine don't solve problems, they add tools. You need to hire people that know what the type of game you want demands and and make sure they stay in the company for as long as that game needs to be supported.

That what Kojima did. It's not his engine that is amazing, bit the people he put to work with him.
 
Not in 5.6. Runs significantly better now.
Yes, there were a lot of efficiency improvements since 5.2 which is great, but the main issue with lumen remains, its low quality returns relative to how much performance it eats up even now and the quality ceiling is low.

Great for shortening development time and making it easier, no doubt, but consumers should only care about results, wish more devs gave us the option to use full RT as an alternative at least.
 
I think you are misunderstanding what nanite is and what they are comparing.

nanite isn't. "small ground is really detailed", it's about it's dynamic ability to change and scale meshes depending on distance to retain it's quality.

so a prop from 1m away can still maintain it's "quality" 100m , 200m away etc.

i don't know why people think small ground textures equals nanite.
It also help with unlimited triangles\polygons or some shit, and that is how you improve geometry on something so though to render like ground or rocks, the whole ue mountain demo was all about lumen and nanite and was all about the microdetails of those rocks, both up close and while traveling fast.

Straight up from the epic site about nanite:



  • Multiple orders of magnitude increase in geometry complexity, higher triangle and objects counts than has been possible before in real-time

that is not about just lod from a distance, that is literally a different bullet point:

  • Loss of quality is rare or non-existent, especially with LOD transitions
 
Last edited:
It's only used because of development time shortening, not because it's exceptional & fancy.
It just allows devs & studios to lower cost because lumen.
In-house engines are USUALLY better but they cost fucktons of money.
 
Last edited:
It also help with unlimited triangles\polygons or some shit, and that is how you improve geometry on something so though to render like ground or rocks, the whole ue mountain demo was all about lumen and nanite and was all about the microdetails of those rocks, both up close and while traveling fast.

Straight up from the epic site about nanite:



  • Multiple orders of magnitude increase in geometry complexity, higher triangle and objects counts than has been possible before in real-time

that is not about just lod from a distance, that is literally a different bullet point:

  • Loss of quality is rare or non-existent, especially with LOD transitions
exactly, so moaning that Death Stranding 2 doesn't have high quality pebbles on the floor would be fundamentally misunderstanding the tech and what it's used for.

It's just complaining that the team didn't put time into making a bunch of useless pebbles.
 
exactly, so moaning that Death Stranding 2 doesn't have high quality pebbles on the floor would be fundamentally misunderstanding the tech and what it's used for.

It's just complaining that the team didn't put time into making a bunch of useless pebbles.
This might sound crazy.. but perhaps it's because decima can't handle the insane amount of triangles that ue5 is capable.
 
exactly, so moaning that Death Stranding 2 doesn't have high quality pebbles on the floor would be fundamentally misunderstanding the tech and what it's used for.

It's just complaining that the team didn't put time into making a bunch of useless pebbles.
We are underwhelmed because decima doesn't have a similar solution.

And fucking please about moaning, when you get to this level of graphic, every microdetails is usefull to sell the photorealism and what separe incredible graphic from just good/great graphic especially in a game where the ground and location is like a second protagonist since battling against the location is kinda the point of the game when you deliver stuff, if there is one game that should have pristine ground\location detail is death stranding, a game where you have a fucking terrain scanner and wondering outdoors locations is 90% of the gameplay loop.


And it's not just pebbles on the ground, the rocks look terrible aswell compared to the best ue5 games and in this game you are surrounded by rock formatikns for most of the time.


Just say that you don't care in a topic about graphic and move on but don't tell other people what tech is useful or not when you try to do photorealistic graphic.
 
Last edited:
Actually it's a magnificent engine. It seems like the devs didn't get the hang of it yet for whatever reason.

I'm not too informed about it yet because I didn't bother reading. UE5 suffers from mad stuttering and could be because the devs aren't able to optimise their games on it well enough for now
 
UE5 is an excellent engine that is largely hampered by the unwillingness (or inability) of GPU manufacturers to provide significant uplifts to their buying customers.

Any engine that delivers this good a baseline of visuals at this low cost to devs needs to be applauded.
 
Considering that there are great looking games with amazing physics and effects using U5, the only dogshit thing here is devs who don't use it properly. Till when this narrative is gonna be pushed.

Also, quite funny that the "they look all the same" crowd doesnt count cell shade games or stylized graphics like Infinity Nikki's to prove a point that is esentially wrong.
 
This might sound crazy.. but perhaps it's because decima can't handle the insane amount of triangles that ue5 is capable.
Yeah, technical constraints inform creative decisions. No idea about what Decima does or doesn't do to be clear but from relatively low rez ground textures in those screenshots it seems it uses quite traditional methods like distance based ground tesselation at most.

Problem with people here is they construct an alternate version of reality because they have no clue what they are talking about at all (to some degree that applies to everyone) but it becomes egregious when held with absolute self-confidence while being absolutely ignorant.
Opinions here vary mostly along a 2D axis when the reality of the situation is 3D and even opinions that get close to it are just 2D projections and miss most of the substance. Not a huge problem in itself, it's a hobbyist consumer forum on a super complex topic from a professional standpoint, but it does get annoying at times.
One of the things my old lead told me that sticked with me the most is about 'knowing when to hold opinions weakly'.
 
All I know is that all the games I've been impressed with from a visuals versus performance standpoint (Doom D:A, Death Stranding 2, AC: Shadows, Forza Horizon 5, etc), none have been on UE5.

Conversely, few if any of the UE5 games have impressed me using the same metrics. Maybe that's just coincidence, but I suspect not.
 
Last edited:
I feel kinda bad for Unreal devs at Epic, they try their best to make their engine as accessible as possible and make all these toolsets that are clearly designed to encourage good dev practices and yet people still find ways to misuse them.
 
Last edited:
This might sound crazy.. but perhaps it's because decima can't handle the insane amount of triangles that ue5 is capable.
And you know this because?

look i get it, grrr death stranding isn't the best looking game grrr.

But it's illogical to make such an assumption. Nanite isn't "look how many pebbles we have", and to reduce it to that is minimalizing the point of the technology.

again it feels like people have a strong misunderstanding about what nanite actually is.

looking at ground textures and assuming that Decima can't handle it or only Nanite can do such a thing is wildly speculative with no basis.
 
Last edited:
We are underwhelmed because decima doesn't have a similar solution.

And fucking please about moaning, when you get to this level of graphic, every microdetails is usefull to sell the photorealism and what separe incredible graphic from just good/great graphic especially in a game where the ground and location is like a second protagonist since battling against the location is kinda the point of the game when you deliver stuff, if there is one game that should have pristine ground\location detail is death stranding, a game where you have a fucking terrain scanner and wondering outdoors locations is 90% of the gameplay loop.


And it's not just pebbles on the ground, the rocks look terrible aswell compared to the best ue5 games and in this game you are surrounded by rock formatikns for most of the time.


Just say that you don't care in a topic about graphic and move on but don't tell other people what tech is useful or not when you try to do photorealistic graphic.
Honeslty it just looks like nitpicking some pebbles on a ground in one game vs another.

this is no smarter than the "you can bash watermelons in cod but not halo" or whatever that whole debate was about.

I mean this really reads more like you just don't like death stranding than anything else, which is fine.

But like lets not go overboard.
 
Last edited:
No, the way games are made today is the major cause of unoptimized crap being put out in the AAA big budget market. It's all about third parties and consultants milking time. no one is trying make things smaller and more optimized. they are trying make code bigger and as complex as possible to get paid more and lock in projects. Corperates do not know the difference they just know that spouting consultant names and work force size can bring in investors.
 
Last edited:
It's still fairly new and constantly being bug fixed, added to, tuned……. Wait til you see what Gears E day on a 4090 or 5 series card looks like (or even my ps5 pro 😂)
 
As someone who mostly plays on console I dislike it not because I think the engine itself is bad but because current consoles just don't have the hardware to run it properly so you already know the game will either run like shit or have terrible IQ (or both).

Hopefully by next gen we can get UE5 games actually running decently on console and mid to low end PC's...and hopefully devs don't just migrate to some new UE6..
 
Top Bottom