red engine orrrrrr ue5 for cyberpunk 2??

choo choo choo

  • red engine

    Votes: 39 53.4%
  • ue5

    Votes: 34 46.6%

  • Total voters
    73
They can disagree but it is an objective fact that it is lower fidelity in all aspects. You would even be better off running it on a Steam Deck.

i saids pick up and play

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It's not...like...it matters...besides this might be the first game made in UE5 by a massive studio, so we'll see how it ends up with Witcher 4.
 
Asmogold reacting to Threat Interactive talking about Unreal Engine 5?


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What a hellish combination.
I dont even need to watch the whole video.....i already watched the Threat Interactive video so no.
Where is that uber effecient branch of Unreal Engine Threat Interactive......where!!!!!!!
Shut the fuck up till you got receipts.

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^Note the link to their custom branch of Unreal lead to Epics official "public" branch of Unreal.....I guess he never thought people would actually check.



If the devs of RedEngine decided to move to Unreal Engine, who are we to tell them No RedEngine is actually better?
They moved for a reason, we have less insight than them.......as I trust CDPR im going to trust their judgement for moving to Unreal Engine with Extensions over them sticking with RedEngine.......easy vote.
 
It is fantastic in my opinion so long as the effort is put in not to use the generic broad stroke solutions.
That's kinda the point though - every major revision, UE was marketed as a shortcut to results, and it just wasn't the case if you wanted them to be good.

Unreal Engine 3 would need ungodly amounts of loading to even use the high fidelity assets and the world would need to be condensed into areas.
Sure - but in fairness at the time that was how most games were made, UE or not. Open world games of the era also looked substantially lower fidelity than level/region based stuff - it wasn't until PS4 gen that things mostly evened out in that regard.
But the higher end features of UE3 were mostly unusable on contemporary hw - even their showcase titles would cut that stuff down to almost nothing.

Unreal Engine 4 would be able to do it with less options for post processing and more cut backs to fidelity needed to run well on lesser hardware.
On console it was the '30fps + I/O stutter' tech stack. Getting it to higher fps required cutbacks that made it look worse than direct competitors (often substantially so - PSVR demonstrates that in spades where Unity games consistently look & run better), let alone anything more bespoke (eg. compare any UE shooter to any Frostbite shooter of the era).

The only ones having a panic attacks are those that bought a top of the line $2000+ GPU and are having conniptions about not being able to set everything to Ultra.
But it's not about the high end GPUs - UE5 on console brought us back to SD gaming (except with really bad temporal-stability), with rare exceptions. Sure - it's not the 'only' example of it, but I find some of the UE4 releases this gen - just plain better than all but 1 or two UE5 releases to date.
 
Cyberpunk is one of my all-time favorites and having its own engine that is perfectly tuned for it is one of the reasons. So I'm not too happy that they ditched it for the sequel, even though I think UE5 can also produce awesomeness.
 
If they could add something like nanite to RED Engine, then yeah, why not, cause that is Cyberpunk's biggest weakness (the pop in).
 
Of course it's going to be UE, they've already invested all this effort to work with Epic making improvements in the areas that have been terrible for the engine (multi-core CPU support, shader compilation, lumen limitations, world streaming, etc.) for a while now.

Clearly continuing to improve Red Engine was becoming untenable, and at the very least I'm glad they're going to make Unreal at worst less shit. Multi-core CPU utilization and the issues around traversal/compilation stutters are the big problems that if solved will make Unreal releases fine again.
 
I thought I remembered someone from CDPR commenting that CP2 would remain on RED, while W4 switched over to UE5. Baseless speculation was that it was too difficult for CDPR to maintain one engine capable of doing both games justice. That might have changed since, however.
 
Did you watch the latest tech demo. I think it speaks for itself the fact it's delivering 60fps on consoles is ur answer. I'm for different engines but for me they are only a select few capable going forward, ue5/6, decima, battlefield engine think it's frostbite and the snowdrop engine. Of course others are capable but I'd say these are big hitters. Look what the partnership between epic n CDPR has achieved 60fps large open worlds on consoles fantastic move stick with red consoles users be getting 30fps and the fact it looks so good even though it's low pixel count doesn't matter always about the final image presented on screen. They didn't abandon red for no reason to pay a royalty to epic.
 
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lol at that Threat Interactive video. After showing Witcher 4 running at 60 fps on the base PS5 looking like this, i think the guy should resign.


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You still believe the promises of 60 fps from a demo and they'll keep it for final game?

i feel bad for you bill hader GIF by Team Coco


After the whole gen of UE5 blue balling everyone from their early demos on PS5 to almost end of gen never delivering, I can't believe someone like you even believes this shit
 
You still believe the promises of 60 fps from a demo and they'll keep it for final game?

i feel bad for you bill hader GIF by Team Coco


After the whole gen of UE5 blue balling everyone from their early demos on PS5 to almost end of gen never delivering, I can't believe someone like you even believes this shit
They have delivered as far as I am concerned. Hellblade 2, Wukong, SH2 are absolutely stunning uses of both nanite and lumen.

I also dont understand why 60 fps is so hard to believe. Every single UE5 game has run at 60 fps on the ps5. every single one. the only difference here is that they are using hardware lumen instead of software, but they have literally released UE5.6 and you can see how much they've improved it right now if you download some demos made to run on UE5.6.

i could understand UE5 hate 2 years ago, but last year changed that.
 
Have to wait and see Witcher 4 before I can come to a conclusion of that. Especially to see if they do significant work to the engine. Most games on it so far don't seem to be worth the performance hit or blurry visuals in performance modes on consoles. Not to mention a lack of HDR in many of them.
 
Ue5 has its issues but so do all engines. What makes it so appealing over other custom engines and the toolsets and how well documented they are. Any company can hire contractors from a large pool of devs with ue experience and get them working on meaningful stuff much much faster than what it would take to train them first on their own custom engine.
It allows for much faster poc cycles and scales really well during different phases of development.
Ue5 problems results in complaints from forum nerds and YouTube performance analysts.
Other studios custom engine problems results in studios shutting down.
 
What I really hate about UE5 is how CPU dependent it is. Having an AMD chip for a high end PC is mandatory now.
Yea UE6 is all about fixing the CPU multithreading issues but I don't want to hype myself up, it will certainly be better but idk that it won't have traversal stutters and shader comp stutters and not single threaded limited. Let's pray sweeny is cooking right now and whatever he shits out in 2028 will fix every single one of these.
 
Did you watch the latest tech demo. I think it speaks for itself the fact it's delivering 60fps on consoles is ur answer. I'm for different engines but for me they are only a select few capable going forward, ue5/6, decima, battlefield engine think it's frostbite and the snowdrop engine. Of course others are capable but I'd say these are big hitters. Look what the partnership between epic n CDPR has achieved 60fps large open worlds on consoles fantastic move stick with red consoles users be getting 30fps and the fact it looks so good even though it's low pixel count doesn't matter always about the final image presented on screen. They didn't abandon red for no reason to pay a royalty to epic.
CDPR is not simply licensing the UE, they are in a close partnership with Epic. CDPR has dedicated technical support from Epic and can just request features to be added to their branch of the engine. A lot of people don't realize how much of a game changer for a game developer that can be.
Also, I wouldn't be surprised if Epic either waived the royalty fees or provided a deep discount as part of the partnership.
 
looking at that tech demo of witcher 5 with UE5.6 i would say they should stick to it
it looks and runs miles better than anything red engine could hope for
 
RED Engine is dead and done.

And while I love visuals in CP2077, it causes some major problems with basic things like asset streaming. It's even less usable for big open-worlds than you think, I've modded W3 and CP2077 out of pure hobby and some chokepoints in RED Engine are comical and took years to solve (more like to cheat the engine).

People usually shit on lazy UE5 implementations, while games like Stellar Blade show how a good use of engine could be beneficial.
 
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Red Engine all the way.

Not sure why they went with UE5. Must've some reasons.

Still much more preferable than a general purpose engine.
Based on what I read they decided to move to Unreal because of very pragmatic reasons. As great as it is, Red Engine being a proprietary tech was leading to some bottleneck issues which were growing with each project they developed. Things like where teams had to wait until certain features be implemented first by programmers so they could do their part, engine limitations required constantly adapting it project per project basis as each game required different features which previous iterations didn't had, etc. Having proprietary engine also means each new hire needs to learn this engine from scratch. So I assume this switch solves some of this bottleneck as engine has tools ready for their needs, they don't need to bother with licensing some stuff as it's already included within Unreal and with it being an industry general engine new hires already know how to work by using these tools so training is probably much faster than it was. Not to mention it allows them to handle multiple projects at the same time as engine already supports features they have in mind for them
 
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