"Unreal Engine is Killing Games" - Vex

What do you mean ? the tech demo was blurry to me, not sure what upscaling, I think it was using FSR
You thinking that CDPR is going to do a great optimised experience? All they're games were buggy messes on launch and long after

Witcher 1 -> Bioware's Aurora Engine --> Broken and barely functional at launch and long after (Enhanced Edition fixed most but not all issues)
Witcher 2 -> redEngine --> Very broken and buggy at launch and long after (Enhanced Edition fixed some issues)
Witcher 3 -> redEngine --> Very very very very buggy on release and long after. (Took them a long time to get it running decent)
Cyberpunk -> redEngine --> No need to explain

They've made buggy unoptimised messes with 2 engines. What makes you think UE5 is going to be better. In fact, knowing CDPR, it could be even worse. Developers don't learn their lesson. Warhorse decided to take their time and optimise for a long time to get KCD 2(CryEngine) running as well as it is, that's why it took so long to actually come out. CDPR won't and using UE5 it will give them even less incentive to optimise, because they know gamers will buy any shit they make

Edit: spelling mistake
 
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but wondered what after all the hassle of upgrading Red Engine to produce Cyberpunk (and look amazing) they'd jump to UE5, cost is clearly the obvious answer but I thought I'd asl.
Any expertise to share?
So this practically in-house vs. third party engine. Both options have advantages and disadvantages. Advantage for in-house engines: highly customisable for your specific needs. Fast support because your in-house engine guys work directly on your floor.
Disadvantages: it requires more budget (time, money, personnel); you have to do the documentation on your own, which can be disaster if your engine guys leave. Also, if something doesn't work, you have to figure it out by yourself. It takes longer to get new personnel on board because they won't have any prior experience working with your engine.

Third party engine advantages: well documented with lots of resources. On-boarding of new personnel is way easier because the engine is widely available and they most probably have experience with it. And you don't have to develop this damn thing from scratch.
Disadvantages: might not be tailored precisely to your needs and need customising which then requires additional Q&A. May come with quirks inherent to the engine you might not be able to solve and have to work around (e.g. while in-house Frostbite engine had a map size limit not suitable for ME Andromeda; didn't support a RPG-style inventory or party system which needed to be implemented and adjusted for Inquisition and Andromeda; animation rigging was not suitable for third person RPGs. These kind of limitations or quirks may lead you to build an engine just for your specific needs).

With many things it comes down to what do you want, hence what do you need. A flat head isn't a bad tool, but is difficult to work with if you need a phillips. Of course you can still try to use a flat head but it's gonna much easier with the proper tools.

In regards to UE5, it comes with a lot of tools out of the box, is based on an engine used for roughly two decades, is being worked on without you spending any resources (when you don't need to convert to major releases), know-how is easy to acquire, whether with documentation, third party support from Epic, or personnel experienced with the engine.

When time and budget constraints are a concern, which always is but even more so when you don't work independently, you might take the disadvantages of UE5 when the most extreme alternative would be: investors say no and you won't release anything.
 
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This engine is so fucking bad it's ridiculous. And the problem is that I can clearly see that by the time the next generation of consoles rolls out, we'll be on UE6 and this whole cycle will repeat again.
This generation should have stuck with UE4, but asking for that, or for the next generation to focus on strengthening UE5, is impossible because everyone is retarded.
 
Unreal Engine and its consequences have been a disaster for gaming
Now do a search on this and other forums where devs roam too and see the cries from users like "Why do devs waste money building their own engines? Just switch to Unreal Engine! Just switch it, it looks sooo gooood! Such a waste to own your own tech!".

Bean counters agreed, young devs agreed too, and now there are very few studios that stubbornly buck the trend. Let's at least support those where possible.
 
This engine is so fucking bad it's ridiculous. And the problem is that I can clearly see that by the time the next generation of consoles rolls out, we'll be on UE6 and this whole cycle will repeat again.
This generation should have stuck with UE4, but asking for that, or for the next generation to focus on strengthening UE5, is impossible because everyone is retarded.
People criticised bullshots and bullshit well staged videos and Epic delivered an engine that makes for awesome screenshots and well staged videos… people buy these games and then bitch and moan… but they still buy them…
 
You thinking that CDPR is going to do a great optimised experience? All they're games were buggy messes on launch and long after

Witcher 1 -> Bioware's Aurora Engine --> Broken and barely functional at launch and long after (Enhanced Edition fixed most but not all issues)
Witcher 2 -> redEngine --> Very broken and buggy at launch and long after (Enhanced Edition fixed some issues)
Witcher 3 -> redEngine --> Very very very very buggy on release and long after. (Took them a long time to get it running decent)
Cyberpunk -> redEngine --> No need to explain

They've made buggy unoptimised messes with 2 engines. What makes you think UE5 is going to be better. In fact, knowing CDPR, it could be even worse. Developers don't learn their lesson. Warhorse decided to take their time and optimise for a long time to get KCD 2(CryEngine) running as well as it is, that's why it took so long to actually come out. CDPR won't and using UE5 it will give them even less incentive to optimise, because they know gamers will buy any shit they make

Edit: spelling mistake
Cyberpunk was unoptimised for last gen consoles, but ran ok on PCs and current gen consoles. The system requirements were higher than for other titles, but the game also provided a meaningful visual upgrade. I don't think the consensus is that it was "too demanding" for the visuals it delivered.
 
You thinking that CDPR is going to do a great optimised experience? All they're games were buggy messes on launch and long after

Witcher 1 -> Bioware's Aurora Engine --> Broken and barely functional at launch and long after (Enhanced Edition fixed most but not all issues)
Witcher 2 -> redEngine --> Very broken and buggy at launch and long after (Enhanced Edition fixed some issues)
Witcher 3 -> redEngine --> Very very very very buggy on release and long after. (Took them a long time to get it running decent)
Cyberpunk -> redEngine --> No need to explain

They've made buggy unoptimised messes with 2 engines. What makes you think UE5 is going to be better. In fact, knowing CDPR, it could be even worse. Developers don't learn their lesson. Warhorse decided to take their time and optimise for a long time to get KCD 2(CryEngine) running as well as it is, that's why it took so long to actually come out. CDPR won't and using UE5 it will give them even less incentive to optimise, because they know gamers will buy any shit they make

Edit: spelling mistake
Buggy? yes, no doubt.

Cyberpunk runs 100fps on a potato if you disable rt. One of the best optimized games ever and while W3 was demanding, for the visuals it produced at the time it was pretty good too.
 
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Don't blame UE. Blame publishers who can't be bothered to invest in in-house engines and training. UE5 is merely a response to market trends. More and more devs are using it because maintaining custom engines is too costly and it takes too much time to get contractors and new employees up to speed with them. Everyone knows UE, so that saves a lot of time and money on training.
Cause you can't force p into doing what other industries not doing. Genuine leaders never shift the blame ever.
 
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