Unreal Engine is slowly causing the decay of the industry, what can be done?

Not even the engine, every game looks exactly the same that uses Unreal Engine. All the 2.5d fighting games look the same. All the 3rd person over the shoulder games are identical. All the first person shooters...
Can't believe we're still doing this. But no. They do not. And the engine does not dictate what a game looks like.
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And these are all from the same UE5 game
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Feels like a very dramatic statement to me.

Install game, let nvidia app determine settings, play…. Has worked for me fine across a few UE5 games and I'm just trying n a gaming laptop. Games look great and play great.

Feel like people always try to push max settings when sometimes they are just kind of shit implementations.
 
One could also say that several hits from modern inexperienced devs such as Wukong or Wuchang or Wu-something else would not have been possible without UE5. In the end, Unreal giveth and Unreal taketh away. While I agree UE5 is an problem (though things are steadily improving with each version) the issues lie much deeper as we often see games with different engines even from large teams having similar issues.
 
I have no problem with the visual style of UE5 as it's quite flexible, we have some vastly different looking games with that engine.
But Epic needs to prioritize performance as they update the engine, cause that's the main culprit as to why people dislike it so much.
 
I like what the engine is doing and don't miss the plastic older engine days but something has to be done optimization wise where we're having games come out 2-3 years ago perform the same as now. We should be iterating and refining more than this. That being said, if it wasn't for the privilege of having a high end PC, I would certainly be bickering but I had to pay for that privilege.

We are at a good point of visuals versus performance to where we just need to accelerate the right processes so we don't have the start performance on 2000USD hardware being able to bare run a game natively at 4k60. That is the current barometer. Get to a good 4k60 with minor dips within the VRR window.
 
Gaming visuals are now very technically complex, you can't expect devs to make their own 3D engines from scratch like they did in the past.

Anyone remember all the ugly Renderware PS2 games?
Many of us are tired of these excessive graphical features that cause shitty performance. It's time to fully put the focus into optimization.

There are multiple other engines that run better than Unreal. I am not letting devs off the hook for using that POS of an engine.

Decima, Id tech, Crytek to name a few. I get that those aren't really being licensed out.
 
I do appreciate the democratization of game development with Unreal Engine and Unity being as pervasive as they are. They are the reason indie games have been able to take off the way they have. Games like Expedition 33 and Hollow Knight Silksong are only possible because of Unreal and Unity.

But I think these engines are doing more harm ton the industry than not at this point, especially Unreal Engine. Unreal Engine is a massive, bloated piece of tech requiring an insane amount of overhead, especially if the games are utilizing some of its more sophisticated features, which makes games run horribly – not just on low end hardware with few spare resources such as the OG Switch or mobiles, but also, increasingly, on higher end hardware. Games are stuttery messes even on PS5 Pro or high end PCs, and shit like stutter and traversal stutter is a never ending nightmare at this point.

It's getting worse – the technical standard of games has gotten horrible, but more importantly, we are now reaching a point where an entire generation of developers in the industry only have the skill set to work with Unreal and Unity, and no skill set to work with proprietary tech stacks at all. This makes the problem self perpetuating, and it means unoptimized games that barely utilize the hardware they are running on are becoming more and more common as time goes on.

Is there no fix to the problem? I can't believe I am saying this, but I really wish publishers and developers would start using their own internal tech stacks and engines for development again.
Truly I can't handle those ..... theards every week
 
People's blame UE5 for for everything while developer's themselves have main responsibility for detaching their own engines and use UE5 to achieve their goals on easy ways, lol even many big studios (ex cdpr, crystal dynamicss, square enix and many others) are doing this,,(don't blame UE5 for the for developers laziness)
 
The problem goes beyond the gaming industry, we are seeing a crisis within software engineering as a whole. I wouldn't say the problem are those engines themselves, but the fact they became too standard, and often get used as crutches.
This and it also leads to centralization of tech industries. By standardizing UE we've basically handed the majority of the gaming industry over to Epic.
 
Look I'm not a UE5 fan. Usually when it's revealed that a game will use UE5 my interest in it instantly diminishes because there's a high chance the performance mode will suck (at least on Ps5). I'll probably skip many UE5 games this gen and I'll just play them on Ps6/PC in the future when they can be played at more than 720p and 45-60fps.

But lets not be hyperbolic either. The "standard" isn't dropping, last gen the norm on consoles was games running at around 900p-1080p and 30fps, and it wasn't rare to see games dropping frames even below that. If you stick with the standard of last gen UE5 isn't too bad, games in their graphics mode tend to run at basically locked 30fps and resolutions above 1080p even on the base Ps5/SX.

The standard also wasn't that small no name devs working with a AA budget could deliver games that look like this:
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It's only once you combine UE5 with the increased expectations of 60fps that it really struggles (at least on consoles).
Personally these days I'll always prefer a game focusing on delivering 60fps with good IQ instead of graphics. But I still think that expecting UE5 to offer a generational leap in visuals, more accessibility to smaller devs AND also doubling the framerate compared to last gen while keeping high resolutions is pretty unfair.
 
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Hell ID tech looked pretty good for Indiana Jones and Doom. But they don't want to open it up for use outside of their company.
 
Kingdom Come Deliverance 2 uses Crytek. Game looks and runs wonderfully.
So far also the only game that uses the PS5 Pro as it's supposed to be used. No graphics mode toggle, 60+ FPS at quality mode(better graphics even than quality mode). Spent 150 hours on KCD2 on my PS5 Pro and it ran like a fucking dream
 
What about using others engine?
Crazy, I know.
As a dev you can only choose between Unity, Unreal and Cryengine.
All the other ones are internal engines that cannot be licenced by external developers.
So what are all those other engines you are talking about?
 
I swear these threads will keep popping up well into next gen. It's a tool, and it's being continuously improved as we speak. I do hope UE6 isn't coming out anytime soon, in the other hand.
 
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Invest in better hardware for one. I recommend at least an RTX 5070 16GB or possibly even a 24GB VRAM card for next-gen. Secondly, don't expect 60fps for every game. Some games just aren't built around that target.

There are some issues that need to be sorted on Epic and Microsoft's end (shaders!) but overall the engine's ease of use has allowed for some incredible games to exist that couldn't have otherwise.

You can have a 5090 and your going to have issue with Borderlands 4 running well natively. Its clearly a problem with the engine/developers using it. It's too widespread with UE5 games not to suggest otherwise at this point.

Also your "recommended card" doesn't exist. :messenger_tears_of_joy:

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The whole UE5 integration into every AAA game is just corpos trying to cheap up costs. These engines (like Unity) are great for small studios or middle size ones that wants to archive some high grade of fidelity without having to spent 1 years of resources in getting a good looking (and hopefully working) engine.

Epic, Unity and other can try to make a "one of everything" engine but that unrealistic, open world games benefits for different ways manage they workload than arena shooter, for example. Then there is also the side effect that, now that everything uses UE5, now everything will render similarly, in contrast to older games were each game had a "vibe" or "look" different, now everything will, at best, just a branch of how UE5 renders stuff.
 
,,(don't blame UE5 for the for developers laziness)
I was wondering when someone would use the "devs are lazy" argument. I'm sure it has nothing to do with budget, scope, pressure from management, publishers, complexity of games in general now, people's expectations, etc….

All has to do with laziness I guess. They just want to sit around and watch Netflix at the office all day.
 
The solution is to license whatever the Japanese studios build, because my God - they are like 1000x better in terms of smooth performance. Just a different breed over there.

Though I guess I can't explain wtf happened with Monster Hunter Wilds.
 
Abiotic factor, which is a good game, looks like half life and runs like shit on my 3060 - I heavily attribute this to the game using unreal.

The only viable solution we have now is to go back in time and stop both unreal 2 and fortnite from existing.
 
Necessity is the mother of invention. If devs don't have to optimize their game so it runs smoothly they will not. If they don't have to optimize image quality so it doesn't look blurry and smeary with artifacts everywhere they will not.
 
Remember the start of this gen and the insane shilling of this engine after that supposed PS5 demo? Good times...
 
Well, the solution would be a engine rivaling with it. In another words, a more direct competition. The problem is...its rival in the past was id tech and, well, things changed after id tech 3.
 
Gamers are really out here pretending that they didn't spend the last 5 years yelling at devs to abandon their own engines because of tech debt and to switch to Unreal
 
I've said this in other gaming threads. This is a compound issue.

You can teach people how to use a game engine and its tools, but that doesn't mean they inherently know how to design and be technical. So a lot of the issues with Unreal Engine may reside in how a lot of studios are designing their games within UE and not building the right subsystems to make them efficient.

Secondly, rather than getting good, a lot of developers are relying on AI with technologies such as DLSS and FSR to inject frames and utilize resolution scaling to accommodate their brute force methods and lack of technical knowledge. Which is ironic because they are fearful and also are very much losing their jobs to AI while also relying on it on a day to day basis.

UE and Unity are very much a sandbox but not the whole story. Developers can build subsystems within the main engine to make it their own.

I wish more developers simply made their own engines.
 
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Completely disagree, because the position asserts that these game engines will just keep retaining these issues.

Epic doesn't make money from people just using the engine and releasing bad selling product, since they only take a percentage cut when a certain revenue threshold is hit. They have every incentive to improve the engine so games sell more copies, and then they start making money off them. The last few version updates are starting to address these issues, and the CD Projekt Red collaboration will likely yield improvements to rendering dense open-worlds. Some of these problems are also likely documentation issues for proper practices to be widely known.

Even if the engine were somehow not to improve, the more games that flounder with bad performance, the more hardware improvements are stagnating...it will force a corrective change at some point for devs to lower their graphical ambition to retain performance. Proprietary engines like REEngine from Capcom also exhibit similar issues, so some of this is just core tech industry trends.
 
We have more and better looking games especially on the indie side than we've ever had because of UE4/5. To say its causing the decay of the industry is nonsense. Despite its issues its given developers more power and flexibility than they would have had with most other engines (including its main competitor Unity which is nowhere near as capable).
 
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You don't have to be a Tech Leader, Architect, Expert Developer with 10 years of experience or whatever to have an opinion about Unreal Engine 5. Because as a player, and a consumer, you buy products that use this engine. And you can perfectly see the patterns.
If you feel that games using this engine don't perform at the level you expect, the simplest thing to do is to not buy said games.
All you can do is to not by UE5 games. Doubtly it will stop devs from usings it.
And you have to understand behind the scene workings to properly judge things. Like as it was already explained about RT and baked lightning - RT is practically unavoidable in the future for game using dynamics environment (day/night circle, weather, dynamics lights etc) as baking cost baloon too fast in this scenario. And as market likes dynamics environment, it feel more immersive, some performance hits will be inevitable.

Exactly. The consumer is always right and as a consumer, if I see most UE5 games performing like shit then I'll just stop buying the games made with it.
Sorry, but no. Laymans have no say in technical or science stuff.
Some trully believe in aliens and flat earth - doesn't make it true. Same for technical stuff if you don't know how it work or implications regarding it, you have no say about it.
 
All Ubisoft enginges runs great imo. Snowdrop, Anvil etc.

Pretty much all in-house engines run great in the end. Be it EA's Frostbite, CDPR's REDengine, Guerilla's Decima engine, 4A engine, id tech, Forza tech, etc.

When a studio has or had the access to an in-house engine and they switch to UE5, it means they are chasing cheap labour countries to work on the project. It's the most known engine out there. UE5 is an ecosystem much more than an engine. They sell the idea you don't need the nerds inside the studio to take care and control what goes in for the performance and anyone can help you code the game even cheap labour countries because there's so much documentation, forums and youtube videos for help, get rid of all those senior devs you had, especially the inhouse engine nerds which are super expensive and make a nice cost saving!

That's how it works.
 
One that specifically comes to mind I would like to see used more is the Glacier engine from IOI.
Highly CPU limited, bad RT implementation, has quite a last gen look overall with low geo complexity and apparent LODs.
I do wonder sometime if people hating on UE5 have actually played games made on other engines as much as they suggest.
The problem with UE5 isn't in the engine, it's in the approach of the developers to the engine where studios simply don't invest enough in their own programming thinking that the engine will "automagically" handle everything they'll through on it.
 
EPIC and Nvidia must be in cahoots. While they make engine easier for developers it allows them to cut corners making for an inefficient result compared to not utilizing tools provided by Unreal Engine, take even more months to understand and possibly have slightly better end result.

Developers win. Production time is less. People can be hired/fired at will. And Nvidia can jack up the prices more to compensate for less efficient engine.
There is nothing a Pot user can do if the only Potter in town decides to use clay instead of ceramics.
 
The damage is done and there's no easy fix unfortunately. You can't expect even bigger studios to create their own engines, best we can hope for is that they'll stick with their existing ones instead of abandoning them and switching to UE (like CDPR).

Epic needs to be pressured to make big changes either to UE5 or (more likely) UE6 with optimization as one of the main priorities, not even more demanding tech.
 
While there might be legitimate issues with the engine such as an inability to handle open worlds particularly well. That seems to be across the board. I think developers are to a degree not really thinking what actually makes sense for their game. Does Borderlands 4 need nanite when it has simple geometry or lumen when lighting is son exaggerated. Probably not. Could probably have achieved it on Unreal 4.
 
Customers have to answer with their wallets if devs either are not capable anymore, which I doubt, or are not given the required time to optimise it, which is probably always the case and imho more likely. With sales moving more and more towards digital, delays will be less and less with consequences beyond some impatient players that rather betatest a mediocre game than wait for the polished good game.
 
An engine is more than a run-time executable, its a whole toolchain with editors and importers/exporters that link with standard tools and data-formats.

Its not like a pair of socks you can just take on or off! Its essentially the whole dev pipeline.
 
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