Tap to unmute

What The F**k Happened To Unreal Engine?

Поділитися
Вставка
  • Опубліковано 10 лип 2025
  • Is Unreal Engine 5 ruining games? Why do UE5 games look the same? Why am I talking to myself?
    WTF Happened to Game Physics?: • What The F**k Happened...
    Wanna become a 3D/Game artist?? Join my membership for full courses on 3D VFX, characters, and environments: courses.stylize...
    Learn Ghibli-Style Environments in UE5: courses.styliz...
    Create your First Stylized 3D Character: courses.styliz...
    Shopping! Here's a big list of lots of cool stuff I've used at least once in the past.
    As an Amazon Associate, I earn from qualifying purchases.
    Display Tablets
    Wacom Cintiq: amzn.to/4eAyP8r
    Huion Kamvas: amzn.to/490Z1Yv
    XP-Pen Artist Pro Series: amzn.to/4eBOpR3
    Non-Display Tablets
    Wacom Intuos: amzn.to/3URIb8A
    Huion Inspiroy: amzn.to/3ALPesE
    XP-Pen Deco: amzn.to/3CxhVKx
    Portable
    iPad with Apple Pencil: amzn.to/4fPlZnH
    Apple Pencil: amzn.to/3CtDuLL
    Samsung Galaxy Tab with S Pen: amzn.to/4ewSC8z
    Microsoft Surface: amzn.to/4hPe8Z3
    Full-Size Keyboards
    Logitech MX Keys: amzn.to/48SW1gF
    Razer BlackWidow V4 Pro: amzn.to/3YV6HqN
    TKL Keyboards
    Corsair K70 RGB TKL amzn.to/3UULBre
    Keychron K2 amzn.to/4eyVSAp
    60% Keyboards
    Anne Pro 2 amzn.to/4hUNvSr
    Razer Huntsman Mini amzn.to/3ZaPTxh
    Ergonomic Keyboards:
    Microsoft Sculpt Ergonomic Keyboard amzn.to/4hKGvYx
    Logitech Ergo K860 amzn.to/3Oc9G9b
    Elgato Stream Deck amzn.to/4hU97OM
    Computer Hardware:
    RAM 16GB amzn.to/40RoLEx
    32GB amzn.to/3Oe85jk for 3D work
    Processor (CPU)
    Intel I5 amzn.to/3AzSlE9 or
    Ryzen 5 amzn.to/3UXvOrx for basic tasks.
    I7 amzn.to/3UTcADm or
    Ryzen 7 amzn.to/4fQQzx7 for smoother performance.
    Graphics Card (GPU): NVIDIA 3060 TI (I said this wrong in the video) amzn.to/3YVxUJA or better if you plan on doing 3D work.
    Storage: 512GB SSD amzn.to/3YSGBEP
    Desktops
    Affordable: HP Pavilion Gaming Desktop amzn.to/3UTdnV3
    Powerful: Corsair Vengeance i7400 amzn.to/3AGINHp
    Laptops
    Affordable: Acer Aspire 5 amzn.to/4i35fLI
    Powerful: MacBook Pro 14” amzn.to/48SkOS4
    Beginner Monitor Recommendations:
    Affordable Option: ASUS ProArt Display PA248QV amzn.to/3YUbfNN
    Step Up: BenQ PD2700Q amzn.to/48S9EwO
    Best for Professionals: Eizo ColorEdge CS2740 amzn.to/3YSH35Z
    Beginner External Drive Recommendations:
    Affordable Option: WD Elements Portable HDD amzn.to/3Zkzw1j
    Faster Option: Samsung T7 SSD amzn.to/3Z874iY
    High-End: amzn.to/4eEQfjX
    Accessories:
    Premium Chairs
    Herman Miller Aeron- amzn.to/3UUoWeL
    Secretlab Titan - amzn.to/48URnin
    Affordable Chairs:
    Ikea Markus - amzn.to/3YSpL8T
    Hbada Ergonomic Office Chair - amzn.to/3UU9S0y
    AboveTEK Premium Tablet Stand - amzn.to/3Oadqbp
    Paperlike Screen Protector (iPad) - amzn.to/3Z9GK7Z
    iCarez Anti-Glare Screen Protector - amzn.to/4hTdk5j
    Noise-Cancelling Headphones
    Bose QuietComfort 45 - amzn.to/3AxRW56
    Sony WH-1000XM5 - amzn.to/4fKO9Rj
    Anker Soundcore Space NC - amzn.to/48Q4TUp
    Desks:
    Static Desk (Affordable): IKEA LINNMON/ADILS amzn.to/3AXg4ho
    Standing Desk (Premium): Uplift V2 Standing Desk - amzn.to/3CzDLgn
    Standing Desk (Affordable): Flexispot EC1 amzn.to/3YRfUjM
    Affordable Desk Lamp: TaoTronics LED Desk Lamp (I found a cheaper version for the same quality) amzn.to/3UXCN3J
    Premium Desk Lamp: BenQ e-Reading LED Desk Lamp amzn.to/3UWPf3X
    Cable Ties: amzn.to/3O9TqWj
    Cable Organizer Box: amzn.to/3YKFOp6
    Cable Sleeves: amzn.to/4fSQ19V
    Wrist Support (Affordable): amzn.to/4fsT9tx
    Anti-Fatigue Mat (Affordable): amzn.to/48VX3bG

КОМЕНТАРІ •

  • @StylizedStation
    @StylizedStation  Місяць тому +89

    WTF Happened To Video Game Physics?: ua-cam.com/video/kCeX_LJ1DBE/v-deo.html

    • @kucklowmusic9184
      @kucklowmusic9184 Місяць тому +54

      WTF happened to you ? Crushing down criticism and outirght banning a channel from commenting ? I am so , so dissapointed

    • @Wonback
      @Wonback Місяць тому +28

      Cringe kid can't take criticism

    • @DrekenProductions
      @DrekenProductions Місяць тому

      @@kucklowmusic9184 he also banned me

    • @Blox117
      @Blox117 Місяць тому +9

      this channel is embarrassing. 500k subs yet a full day later and only 29k views

    • @AlexDiamantopulo
      @AlexDiamantopulo Місяць тому +15

      Why would you ban them from commenting? What's going on?

  • @andrew9th287
    @andrew9th287 Місяць тому +1021

    •Rocket league was made in UE3
    •Hi-fi Rush was made in UE4

    • @rspy24
      @rspy24 Місяць тому +200

      Yep. and Stellar Blade is UE4 (he show it as a example of a good UE5 game)

    • @TakahiroShinsaku
      @TakahiroShinsaku Місяць тому +81

      Tbh. at this point i am always happy seeing Dev´s still using UE4 instead of UE5, some Dev´s are also smart enough to see that UE5 would even be a downgrade for their Game as it is bloated with Features the dev´s do not need for their game. Maybe Bethesda should have used UE4 instead of 5? Alone its 125GB demand of SSD-Storage seem unoptimized like its 80GB too much for a Remaster of a approx 5GB Game?

    • @scififan2637
      @scififan2637 Місяць тому

      You're tangling with a very powerful dark organization. You should be careful what you say, because they will find you and destroy you. This is no joke. You don't know what dark forces you're tangling with.

    • @Navhkrin
      @Navhkrin Місяць тому +76

      @@TakahiroShinsaku If you don't understand how Unreal works, don't make arguments. Unreal has modular system where you can only use the parts you need and remove the parts you don't need through its modular system. Even if you want to use UE4 style rendering, UE5 is going to be faster than UE4. No one uses UE4 willingly. Only ones that use UE4 are the ones that started long ago and did not upgrade to UE5.

    • @hefoxed
      @hefoxed Місяць тому +14

      @@TakahiroShinsaku South of midnight used UA4 also, and it is SO beautiful and played really well for me on xbox series s

  • @mufelo
    @mufelo Місяць тому +1230

    It’s not the size, it’s how you use it.

  • @StefanLopuszanski
    @StefanLopuszanski Місяць тому +955

    The problem is the same thing that happened with Unity. They both focused on giant AAA studios focusing on high fidelity and super high quality things. Instead of creating good tools for the common game dev it was overly complicated and advanced that typically only the biggest companies needed.

    • @jeffmccloud905
      @jeffmccloud905 Місяць тому +17

      I think they've both focused on non game uses.

    • @StefanLopuszanski
      @StefanLopuszanski Місяць тому +16

      ​@@jeffmccloud905: That too. Lots of their pipelines are for VFX stuff that most game devs don't use. Really wish they would take more ideas and the needs from indie devs

    • @TorQueMoD
      @TorQueMoD Місяць тому +26

      This is patently false. UE5 is a fantastic engine with plenty of easy to use tools. Lumen and Nanite, and TSR aren't required; they're optional. UE5 is the same great engine as UE4 with more cool features on top.

    • @jeffmccloud905
      @jeffmccloud905 Місяць тому +11

      ​@@TorQueMoD shouldn't you be arguing with the maker of the video, who said it was a complete rewrite of the foundation and left veteran users confused? Instead, you've called it a "great video" twice

    • @TorQueMoD
      @TorQueMoD Місяць тому +10

      @@jeffmccloud905 I'm not arguing, I'm simply pointing out that what this person said is incorrect. UE5 has great tools and is not only targeting AAA studios. I also did counter some of the claims in the video, but if you want to try to spin a false narrative, be my guest.

  • @NikitaShokin2003
    @NikitaShokin2003 26 днів тому +31

    Just a joke from my work: When some feature in UE breaks, it's because Epic doen't need for Fortnite.
    Also the amounts of what the engine assumes for you. You have to do everything in "Unreal way" otherwise something breaks and you're too lucky if you can find any documentation about what's broken.
    After all that, source availability of the engine feels more like "Smart huh? Go fix it yourself"

  • @GuyPaddock
    @GuyPaddock Місяць тому +145

    "Games that played smooth, had no weird hitching, and no jank that pulled you out of the experience?"
    Clearly you and I played different versions of Mass Effect, my friend. I love the trilogy but it absolutely had all these issues.

    • @bdleo300
      @bdleo300 25 днів тому +11

      Clearly you and I played different versions of ME, I absolutely NOT had any of these issues.

    • @TS-je3cl
      @TS-je3cl 24 дні тому +9

      I was gonna comment the same, the amount of games in the early 2010s that were incredibly janky is unreal. no pun intended. so making this point to start the video off is not a good start...

    • @nbrown5907
      @nbrown5907 24 дні тому +1

      ME2 was janky, mouse was way too fast lol. But ME3 was smooth. ME1 was a nice intro but had jank.

    • @skupire6547
      @skupire6547 22 дні тому

      across 5 dif pcs, all my experiences with ME has been butter smooth, only thing i noticed was texture pop in which is a UE thing. Otherwise rock solid 60fps. first time i played the game was on a gtx 260 in like 2008 lol

    • @Varangian_af_Scaniae
      @Varangian_af_Scaniae 20 днів тому

      @@TS-je3cl Maybe they were janky because you had weak PCs. I had terrible experience of ME back in 2012, but not when I replayed it in 22-ish. I played the same version of the game.

  • @Velocifero
    @Velocifero Місяць тому +991

    A bunch of genius level programmers created a massive and complex toolset who then handed it to small studios with a programming department of two guys fresh out of school and one disillusioned 40 year old who "doesn't get paid enough for this shit".

    • @ugu8963
      @ugu8963 Місяць тому +83

      Yeah right, like Epic is not full of those jaded 40yos that live in your head... And like creating an engine this huge is a matter of genius and not investment, recruitment organisation and business vision.
      As a mid-40 game dev working on my shaders at 3AM, I wonder if your comment is informed in any way by anything but braindead clichés.

    • @PuppetMasterdaath144
      @PuppetMasterdaath144 Місяць тому +49

      @@ugu8963What does this have to do with the jaded 40-year-old?

    • @PuppetMasterdaath144
      @PuppetMasterdaath144 Місяць тому +4

      Our only comfort with the sheer, unstoppable amount of discoherence are bots

    • @ugu8963
      @ugu8963 Місяць тому +32

      ​@@PuppetMasterdaath144 Seemed easier to type than "disillusioned". Just counterring the vision presented by the inital commentator that
      1- epic is a bunch of young enthusiastic geniuses .... well no, that's an old company with old leads.
      2- This bunch of young enthusiastic geniuses are to be opposed to the old, washed out and jaded devs that use their engine. And being 40 is supposed to be the marker of that... Well, as 40+ dev with a lot of 40+ dev friends, who I don't see much because I spend so much time making games at home and loving it even more than in my 20s, I beg to disagree.
      3- Making an engine this huge would be a matter of genius.... Well no, that's a pretty naturel emanation of the system, the public research, the education and the investment. There's nothing groundbreaking with unreal being done. A lot of smart people are involved for sure, but this is where you expect smart to people to be, and this is what you expect them to do. There's no Albert Einstein revolutionizing science here. Everyone knowing the state of research in real time rendering at the time knew where Epic would take the engine next. No geniuses, just the natural, expected progression of technology plus a Fton of hard work.

    • @milleniumfalcon9677
      @milleniumfalcon9677 Місяць тому +3

      Especially that small studio that made Fortnite.

  • @PsychicAlchemy
    @PsychicAlchemy Місяць тому +659

    As an indie dev working on an old-school styled project, I can disable all the advanced rendering features and the engine works great for me. I'm very happy with my switch from Unity, even if I feel like I'm starting from scratch.
    I hope they don't end up neglecting traditional workflows.

    • @Nidy1135
      @Nidy1135 Місяць тому +7

      Hei, just wonder, what are the features you disabled? (Beside nantie or lumen)

    • @PsychicAlchemy
      @PsychicAlchemy Місяць тому +22

      @@Nidy1135 Those are the main ones, I can't remember the others. My roommate handled it since he's the visual guy.

    • @RusticRonnie
      @RusticRonnie Місяць тому +13

      just not using LODs fixes alot of its issues... well and motionblur

    • @diligencehumility6971
      @diligencehumility6971 Місяць тому +2

      What is the chance we have exact same picture

    • @GameBoyyearsago
      @GameBoyyearsago Місяць тому

      ​@@PsychicAlchemyIf You guys are programmers then you can try Cry Engine : )

  • @Rollthered
    @Rollthered Місяць тому +716

    This video is full of misinformation. And nobody is pointing out that Rocket League was not made in Ue4. It was made in Ue3...

    • @vlim5601
      @vlim5601 Місяць тому +28

      Could you elaborate? Wikipedia agrees re: Rocket League being UE3, but what else?

    • @Fokkusu
      @Fokkusu Місяць тому +116

      @@vlim5601 another example is when he mentions examples of well made unreal games like high five rush that where made in unreal and look and run well while being stylelized, well to get there you gotta fork your own version of unreal cuz default unreal does not run stylized graphics well as you have to force stylization through postprocessing as you dont have a direct rendering pathway for it, every well optimized unreal game for the most part uses custom versions and plugins and shit made for the projects specifically to help with the shortcomings of default unreal, and thats the quiet part said out loud...
      you cannot expect anyone but AAA studios to have the resources and knowhow to do this xD

    • @ДмитрийФролов-э3ю
      @ДмитрийФролов-э3ю Місяць тому +82

      ​@@Fokkusu Speaking of forks - the fact that Epic has it's own fork of it's own engine for Fortnite makes me feel uneasy

    • @Fokkusu
      @Fokkusu Місяць тому +45

      @@ДмитрийФролов-э3ю I develop games for the quest 2 and 3, I have to use a fork of the engine too xD just to have performance improvements for vulkan mobile rendering and extra features like color correction/grading with postprocess on mobile vulkan, I hate how people do constantly amazing upgrades to unreal but they never get merged back into the engine so you end up with a billion forks most of them private to solve all the same issues constantly, it is from exhausting to infuriating

    • @St4rdog
      @St4rdog Місяць тому +76

      He is re-writing history to suit his point, like most youtubers. Unreal Engine 3 was known for having the first ever texture pop-in. See any Mass Effect game. UE3 was known for the grey/brown game "UE look".

  • @dark1x
    @dark1x 25 днів тому +196

    The first 30 seconds of this video alone are full of misinformation - those games did NOT run well and technical issues got in the way all the time. UE3 on PC was full of stuttering issues while on consoles, 30 fps was barely achieved most of the time. You show Mass Effect 2 and Bioshock on PS3 - like, those two games specifically run at ~20 fps. They're awful. Heck, Bioshock isn't even UE3 - it's modified UE2. I couldn't make my way through the whole video just due to the massive amount of bad information. Jedi Survivor is also UE4, not UE5. It has a lot of issues for sure...but the console versions of Jedi actually run better than 90% of UE3 based console games.

    • @BrochachoTheBro
      @BrochachoTheBro 25 днів тому +16

      God I love all the stuff you do at Digital Foundry, especially when it comes to countering BS nostalgiarage bait such as this.

    • @Kearyosity
      @Kearyosity 23 дні тому +7

      Oh and let's not forget him saying that Fortnite was an indie dev project. IT WAS LITERALLY MADE BY THE STUDIO THAT MAKES UNREAL ENGINE.

    • @dan_loeb
      @dan_loeb 22 дні тому +4

      unreal engine 3 titles were also notorious for texture pop in/texture streaming issues on both consoles and pc at the time, still happens sometimes on ue4/5 but faster solid state storage has mitigated it somewhat.

    • @Esakosarara
      @Esakosarara 22 дні тому

      Listen: The PS3 was more powerful than the XBOX 360, but the hardware made it more difficult for developers to optimize performance. So (basically) they would usually develop the game using the XBOX as a "template" let's say, and then adjust it for PS3. That's why every single multi-platform from the PS3/360 era ran better on XBOX.
      That said: Games back in those days were smooth as silk, compared with today's standards.
      PS: Please, don't be disingenuous and mantion Fallout 3 or something like that. That's Bethesda being Bethesda.

    • @dark1x
      @dark1x 21 день тому +10

      @@Esakosarara i'm so curious what makes you say that because, factually speaking, games were, on average, much less smooth. The era of PlayStation 3 and Xbox 360 is filled with games barely hitting 30 fps. Screen tearing, ~20 fps games were very common and annoying. 60 fps was exceptionally rare and reserved for select few games. Performance was largely bad that generation - much worse than what came before on PS2, Xbox and GameCube where 60 fps was common.
      The PS5/Xbox Series generation, however, runs dramatically better with nearly every game released running at 60 frames per second. The number of games that run poorly on modern consoles is very limited. It's been the smoothest generation we've had in 20 years by far and the facts back that up.

  • @axa993
    @axa993 Місяць тому +102

    0:16 brother those games were stuttery unoptimized trash fires as well, I remember.

    • @affectedrl5327
      @affectedrl5327 Місяць тому +16

      even the footage he showed looked stuttery 😂

    • @VanillaSpooks
      @VanillaSpooks 28 днів тому

      Very true, they felt really good tho despite the lower fps

    • @mademedothis424
      @mademedothis424 25 днів тому +4

      @@VanillaSpooks Did they? Or were you younger and didn't notice? I remember the angry gamers complaining about how PS2 games used to be 60fps and that was never a thing anymore. Insomniac went public saying "60fps no longer makes sense" and they got dunked on for *weeks*. This whole thing is weak, revisionist ragebait.

    • @miguelchame02
      @miguelchame02 25 днів тому +6

      the amount of lies in the first 30 seconds is astounding. What level of gaslighting garbage is this lmao

    • @VanillaSpooks
      @VanillaSpooks 25 днів тому +1

      @@mademedothis424 It’s possible, I still play a lot of them (but now with better hardware so I cannot say)

  • @sinephase
    @sinephase Місяць тому +512

    Sorry but this retrospective is just off base.
    Before 2014, Unreal Engine (UE), particularly Unreal Engine 3, had a mixed reputation. While it was praised for its graphical capabilities and robust toolset, it wasn't universally seen as "optimized." Unity, on the other hand, gained popularity during this period, especially among indie developers, due to its ease of use, accessibility, and lighter performance footprint, which made it the go-to engine for many smaller projects.
    Batman: Arkham City (2011): While critically acclaimed, the PC version had performance issues, including frame rate drops and texture streaming problems, especially on lower-end systems.
    Borderlands (2009): The PC port was criticized for sluggish performance and texture pop-in, despite the game’s stylized visuals.
    Aliens: Colonial Marines (2013): A notorious example of a poorly optimized UE3 game, with buggy AI, texture issues, and inconsistent performance across platforms.
    Mass Effect (2007): The PC port had optimization issues, including long loading times and occasional stuttering, despite being a flagship UE3 title.

    • @slipoch6635
      @slipoch6635 Місяць тому +50

      "lighter performance footprint" - yeah sorry but unity was always poorer performance for the same assets and setup. I tested Unity numerous times, being a C# programmer these days and gave up on it due to it's terrible performance.
      The games you listed all (except maybe colonial marines but it was a shit game from the outset) had custom builds of the engine to optimise for consoles, they treated PC gaming as a secondary consideration similar to what GTA V did (which has horrible performance even on a 2070 and 3090 with 32gb ram), again these are PORTS, they made a game that ran on consoles, then put it onto pc, turned up the extra features and expected them to work often without removing the cosnole assumptions (I have seen code where they assumed the PC would have some of the same CPU optimisations that exist in a playstation CPU), batman arkham asylum had bad performance compared to where it should have sat even though it worked ok, this got progressively worse as they cut developers from the port process and in the main console builds for the sequels.
      UE is pretty well optimised from a code point of view, BUT you do have to do your own work as well. If you wish to use some more advanced features, you have to operate in a different way or forward plan things (full poly leaf-litter and grass for example if using nanite, PCO generation etc).

    • @BassbladeZero
      @BassbladeZero Місяць тому +7

      i remember UT3 and all future engine updates.. allg ames with ut had terrible performance.

    • @BassbladeZero
      @BassbladeZero Місяць тому +1

      lots of crashes too!

    • @sinephase
      @sinephase Місяць тому +16

      @@slipoch6635 Every AAA game studio customizes the engine for their purposes. I'm replying to the claim made in the video that optimization wasn't an issue on older UE which isn't the case

    • @alphabetus
      @alphabetus Місяць тому +19

      @@slipoch6635 I've used both engines professionally.
      Off the shelves, Unity does have lighter performance footprint, especially its rendering side due to less graphical processing bloat compared to UE. If I want to make a lightweight game that can run on old device Unity is my goto engine. However, UE wins in terms of being able to leverage all power available in a device though. Also being able to use C++ natively in UE is a plus, although you could also do that with Unity but its quite a hassle.

  • @Dexter01992
    @Dexter01992 Місяць тому +833

    I did a 3D course with UE5. Hearing the teacher talking about features was a bit funny, honestly.
    "Now we don't need to use Lods, we have nanite!"
    - can't be used here, or on this, or with this material, or in this case. Works bad in such situation, don't try to use it on this. Don't use it on that.
    "Lumen allows to not have to bake lighting!"
    - Doesn't work well in this, doesn't work well in that...
    You get it. With updates, some of those limitations are gone, but others are still very much there at apparently they're there to stay.
    Overall, I use them for quick renders to have immediately good looking results, but for properly made games you should optimize on your own. The problem is that so many devs just use these features as it is and not realize they're making performance worse that it would be without them. It feels like this tech was made to help making shovelware at this point, more than anything else.

    • @AntonSavoderov
      @AntonSavoderov Місяць тому +23

      lumen doesnt work correctly with new metahumans hair..... ahahahaaaaa/ ^))) nervous

    • @RYRY1002
      @RYRY1002 Місяць тому +49

      Nanite still doesn't work on meshes with transparent materials, Lumen still doesn't support decals, Motion Blur is still set to 30fps by default, and Lens Flares still look awful.

    • @junechevalier
      @junechevalier Місяць тому +6

      Haha I mean you don’t need LODs if you are making an animation in UE5

    • @LyubomirIko
      @LyubomirIko Місяць тому +30

      First thing I did when I installed 5.5 is to turn off globally Lumen and Nanite. The engine is not the problem, its the expectations, especially of small teams or solo devs. The complexity of building a game is too much alone, to resolve it visually and optimize it is equally hard. Just be realistic.

    • @xyzz8722
      @xyzz8722 Місяць тому +14

      I bet your teacher also said no need for programming. Use the nodes!

  • @perfectionbox
    @perfectionbox Місяць тому +145

    While working on Gears 5, the philosophy of the studio was that UE is merely a starting point, not the full solution. It's meant to be customized and optimized, and boy did they ever do that. They didn't take anything for granted. Epic gets you a foot in the door, but the rest is really up to the studio. I feel sad sometimes because when a game says "made with UE" it glosses over all the incredible clever hard work done by studios to get their game properly realized.

    • @Lubieerror
      @Lubieerror Місяць тому +20

      That's also what one Polish game developer complained about. If you want to be on the top and use UEs potential, you still need it to customize internally (the source code is available), but some studios really believed that UE will "handle everything" and haven't hired (enough/any) engine developers.

    • @LNTutorialsNL
      @LNTutorialsNL Місяць тому +7

      Building a great game requires engine changes, or you end up with a generic-feeling and -looking game

    • @bdleo300
      @bdleo300 25 днів тому +3

      @@LNTutorialsNL Once they made engines for games... now they make games for the engine....

  • @jamieshelley6079
    @jamieshelley6079 Місяць тому +26

    As a developer, I've noticed a terrible trend in the last five years: unreal 'cookie cutter' system is just an excuse to not optimise and blame the end user for not having a stupidly powerful machine.

    • @mehull.26
      @mehull.26 16 днів тому +1

      and much dumber are ppl following this trend. idk if they do not understand that being ahead of time is just being poor with current technology available. We are not gonna wait for a good hardware to come or spend tons of money on such to play a game. Sometimes, I feel monopoly of nvidia has some play behind it too.

    • @bradleyhiggs3824
      @bradleyhiggs3824 7 днів тому

      yeah I'm fucking loving it, watching all these dopes who simp for Unreal/Sweeny eating their fucking words as UE5 just shits itself all over everything. Shame about the games sucking though.

  • @Toasticuss
    @Toasticuss Місяць тому +62

    Jedi Survivor was made with UE4, you didn't do enough homework bud

    • @ThePerfectToasterSetting
      @ThePerfectToasterSetting Місяць тому +5

      fr all it would have taken is a quick google search

    • @Toasticuss
      @Toasticuss Місяць тому +20

      @@ThePerfectToasterSetting probably followed a chatgpt script lol

    • @TS-je3cl
      @TS-je3cl 24 дні тому +1

      @@Toasticuss feels like it

    • @Esakosarara
      @Esakosarara 21 день тому +1

      UE5 still runs like shit. So there.

    • @CrackedTubeGamer
      @CrackedTubeGamer 15 днів тому

      @@Esakosarara It really doesn't what determines a games performance is the project scope, team capability and skill level. UE5 is a AAA engine ready to be customized on engine level but marketed towards indies who can asset flip. That's the real issue.

  • @Kinos141
    @Kinos141 Місяць тому +129

    UE3 games looked the same too. This is nothing new. My wife, who doesn't play games like I do, could tell that a game was made in Unreal Engine 3 just by the look. It happens.

    • @batt3ryac1d
      @batt3ryac1d Місяць тому +18

      UE3 was the era of brown games 😅

    • @charmingpeasant9834
      @charmingpeasant9834 Місяць тому +4

      UE3 era games had way more varied art styles though, not the ugly hyper realism and Unreal market place asset flip feel that so many UE5 games do.

    • @todesziege
      @todesziege 29 днів тому +4

      Yeah, UE3 games definitely had a certain look and feel to them, but the engine wasn't _as_ dominant yet.
      I also guess more people are fed up with the sameness now, compared to peak AAA saturated 00's when you were in the minority if you _didn't_ think all games should be the same.

    • @earthbound9999
      @earthbound9999 28 днів тому +3

      Also the texture pop-in. That was another thing UE3 was known for.

    • @Crowbait
      @Crowbait 25 днів тому +1

      I get unreasonable joy from guessing Unreal games correctly. Happened recently when a friend was streaming the Oblivion remake and I went "wait a second, that does not look like the creation engine. Did Bethesda really ... jeez, wow". Unreal always had and still has a distinctive flavor to it, if the studios don't HEAVILY modify it.

  • @robertroder5601
    @robertroder5601 Місяць тому +51

    if people ask for magic they're going to be disappointed

    • @ugu8963
      @ugu8963 Місяць тому +2

      Well, we all need to believe. And in term of belief, Epic delivers.
      And then.... You know.... You hit a performance wall.

    • @freelancerthe2561
      @freelancerthe2561 Місяць тому

      that Bioware.....I mean Bethesda.....I mean Nintendo....I mean DICE.... I mean.... you know what I mean

  • @overdev1993
    @overdev1993 Місяць тому +156

    17:40 to be honest a lot of the Unreal Engine 3 games back then also looked the same, just the lighting and materials looked the same to me. for example Gears of War 3, Enslaved and Bulletstorm all looked very similar to me.

    • @AgentKain
      @AgentKain Місяць тому +14

      I'm glad someone said this, because even when you didn't know game design. You can tell it was unreal by the same muddy texture and lighting. The only game that did a good job was Lost Odyssey.

    • @wydua
      @wydua Місяць тому +4

      no way bulletstorm looked like gears 3. It had so much style, especially with trees

    • @arocomisgamusclademork1603
      @arocomisgamusclademork1603 Місяць тому

      Forget to say ray tracing or different method light source like fire, vfx or natural

    • @wydua
      @wydua Місяць тому +6

      ​@@AgentKainOn unreal 3 you had batman Arkham knight, mirror's edge, bulletstorm, dishonored. All of them looked vastly different

    • @ugu8963
      @ugu8963 Місяць тому +2

      Enslaved was named because the framerate was in chains.
      And Dishonored....

  • @Enigmo1
    @Enigmo1 Місяць тому +38

    5:45 "no real time global illumination"? bro why are you making this video if u don't have the first idea what you're talking about??? this isn't the first part u messed up on that i caught but 5 mins in i'm like jesus i gotta put a genuine dislike on this crap

  • @iLewcifeRi
    @iLewcifeRi Місяць тому +12

    I feel Epic should have made an import loader, setup and prep tutorial, or enhanced option to import UE4 assests and worlds into UE5. Teaching the ppl how to use your super powerful tools just sounds like a win for everyone

    • @ThanatosGMD
      @ThanatosGMD Місяць тому +1

      All you have to do is open the project in the new version. It just works

  • @brianh9358
    @brianh9358 Місяць тому +14

    I think Epic could do everyone a service by basing a development course on Fort Night since that is their test bed. It would be a large undertaking, but creating a developer's course that would get updated as they add features to the engine would be helpful. Then each time the engine gets updated they could create a "New Features" course module that would continue the tutorial process and show what needed to be changed in Fort Night to make the new features usable. Anyway, just my thought.

    • @slipoch6635
      @slipoch6635 Місяць тому

      +1 to this, a fantastic idea. I'm following a tutorial series atm to create a action sword game in c++ using UE (been ~20 years since I last touched c++) and it's good to see all the functions and macros the UE engine has, but I've been able (at about 30% of the way through this course) to develop my own additions to the game and how it works in the C++ code and have it compile down, interact with blueprints etc. And it has been eye-opening how many 'little' tools UE has that are not publicised much like behaviour trees etc. That are simply not included in other engines, expecting you to roll your own (TBH this is one area I will mod heavily)

  • @junechevalier
    @junechevalier Місяць тому +124

    Games looking samey is just poor art direction. I think UE5 doesn’t force you into one single art style 😂 although I’ve heard this narrative being pushed especially in the consumer space. In the 3D creative space I keep seeing talented people making unique art style with UE5. No problem.

    • @ugu8963
      @ugu8963 Місяць тому +12

      No engine forces anything. They have their own slope though. You'll drift that way everytime you lack a perfectly clear vision of what you want to make. And those moments arrive for sure. You can control it, but you can't avoid it, the tool shapes the result.

    • @junechevalier
      @junechevalier Місяць тому +6

      @@ugu8963 Not if you have a good art direction. Yes, I agree that a clear vision is necessary, but sometimes you need a sadist and a masochist to have a good execution lol The engine will always have an impact, but it depends on us whether we’ll have a unique artstyle or not. There are many examples of a unique style with UE5. So it is possible

    • @hanifarroisimukhlis5989
      @hanifarroisimukhlis5989 Місяць тому +4

      But it's limitations absolutely is railroading you for certain style. Nanite not compatible with transparency forces you to work around that. Lumen not working great with moving scene forces you to move camera slowly. Etc etc etc.

    • @ugu8963
      @ugu8963 Місяць тому +2

      @@junechevalier Having a good art direction is what I meant with clear vision.
      And "good" might be too unprecise. Good is what you hopefully get in the end. During production, you need a vision that's clear and "complete". Because until the game is made, art direction is just vision+communication with the team. It is a living thing, not a monolithic rule of law that teams abide to... And everytime your vision will be proven weak or incomplete, what will happen is what is a good result/work ratio in the engine. Plus an habit bonus. That's what I call the slope of the engine. Everytime you don't quite know where you're going, that's the direction you'll be taken to.

    • @junechevalier
      @junechevalier Місяць тому +2

      @@ugu8963Yeah, and that’s what I meant by execution. When you have a sadist art director and a masochist group of artists, that’s how you can get to your destination. I’m exaggerating ofc but that’s how I’ve felt in my experience. But it’s not just the execution. Innovation is what makes an art style unique. So when I said good art direction it doesn’t only mean something clear and a good execution. I also meant an innovation, because let’s be honest, the default UE5 style can also be a clear vision. Clear and generic.

  • @TJones4L
    @TJones4L Місяць тому +43

    Just a heads up for 2:43 Jedi Survivor is Unreal 4

    • @marioaudito
      @marioaudito Місяць тому +9

      And rocket league is initially an UE3 game.

    • @affectedrl5327
      @affectedrl5327 Місяць тому

      ​@@marioauditostill is

  • @EcstaticMustache
    @EcstaticMustache Годину тому

    The best and most simple explanation to understand the whole problem, and its details. Thanks for puting all it together!

  • @Soraphis91
    @Soraphis91 Місяць тому +5

    5:50 also lumen does not use physical based values for light intensity, like light baking methods do. So you either have have to hope your players have good enough hardware to handle lumen, or provide a baked version - which means having a different set of light values for different graphic settings.

  • @Tobi_A
    @Tobi_A Місяць тому +54

    Honestly the modern game industry feels really bad, If you wanna work in the game industry, wait until the time machine and go back to the 90's.

    • @Venom_Snek
      @Venom_Snek Місяць тому +20

      Or just become an indie dev, that's the only aspect of the modern games industry that is actually an improvement, it's never been easier to just decide to develop a game on your own.

    • @vast634
      @vast634 Місяць тому +5

      The expected quality bar is way higher now than it used to be in the 90s. That also goes for Indy games, unless they stick to really stylized graphics.

    • @RevelationOfSeas
      @RevelationOfSeas Місяць тому +1

      Lol? Clear as day you never worked in the game industry, who tf wants to go back to using broken programs to bake and HANDPAINT textures again?

    • @audellaroque4730
      @audellaroque4730 Місяць тому +2

      More like 2005-2015 lmao. The 90s was an awful time to be a game dev.

    • @dizzyndead
      @dizzyndead 18 днів тому

      the game industry was not good in the 90s either lol

  • @forasago
    @forasago Місяць тому +5

    Unreal Engine 3 had an extremely rocky launch. The standout problem was the texture loading lag where sometimes the higher res version of a texture would just NEVER load at all. Mass Effect was perhaps the most recognizable victim of this bug / weakness in the texture streaming. Texture streaming also caused the horrible performance of Arkham Knight (one of the last Unreal 3 games) so you can tell that the texture streaming system of UE3 was a sore spot that lasted its entire life cycle.
    UE3 was also massively downgraded compared to what they had shown in tech demos. In 2004 and 2005 they had several tech demos with impressive real-time shadows. Then actual UE3 games started coming out and none had those shadows. I'm not sure if those shadows were even released to developers at any point. So to sum it up, DOWNGRADE and LAUNCH FULL OF BUGS. Sound familiar? Epic didn't suddenly become sloppy in 2020.

  • @Kinos141
    @Kinos141 Місяць тому +9

    Finally, somebody talking about the lack of documentation.

    • @CarTastic-fv6eo
      @CarTastic-fv6eo Місяць тому +2

      True, its the major grip with the engine, working with unreal for a long time and sometimes you can hit a wall with no documentation to help.

  • @marcusp2885
    @marcusp2885 23 дні тому +1

    Excellent content my man love the video, I'd like to warn you though that the facecam and voiceover wer out of sync very slightly, which may havce been missed during editing. srsly tho the video is fantastic just a smaall heads up

  • @TheTrueMadTinkerer
    @TheTrueMadTinkerer Місяць тому +2

    A couple years ago during Early Access, the Satisfactory devs upgraded from UE4 to UE5. They did this because of the higher maximum object limit, which is important in a game about unlimited building and automation. After almost a year of fixing all the broken stuff, including completely redoing all the physics, they finally managed to complete the upgrade and get back to adding features. If they hadn't upgraded the engine, they probably could have shipped 1.0 two years earlier than they did. On the bright side: it really is pretty much unlimited building now.

  • @carlosmagnomacieira8210
    @carlosmagnomacieira8210 Місяць тому +155

    I will take you serious when you do not ban those replying to your arguments...

    • @pwndpp
      @pwndpp Місяць тому +48

      Unfortunately, a lot of youtubers like to surround themselves with yes-men. 🚩🚩

    • @KnHighmer_Dos
      @KnHighmer_Dos Місяць тому +22

      its youtube not him

    • @FelisImpurrator
      @FelisImpurrator Місяць тому +4

      Algorithm doesn't like your tone is the real reason.

    • @brianviktor8212
      @brianviktor8212 Місяць тому +1

      @@FelisImpurrator The level of censorship on UA-cam is extreme btw. Even mundane replies can be auto-deleted, and it's hard to predict why. Even a comment like this could be auto-deleted. Clearly it's aimed to censor ideological dissidence - and I mean a very wide range of all the things that are remotely controversial to radicals.

    • @brianviktor8212
      @brianviktor8212 Місяць тому +1

      The level of censorship on UA-cam is extreme btw. Even mundane replies can be auto-deleted, and it's hard to predict why. Even a comment like this could be auto-deleted. Clearly it's aimed to censor ideological dissidence - and I mean a very wide range of all the things that are remotely controversial. [I even had to edit this btw]

  • @butwhytho6522
    @butwhytho6522 Місяць тому +28

    UE 5.9.9.9.9 will nail it though

    • @Funk88Yt
      @Funk88Yt Місяць тому +1

      OR by then people will have figured what and how, dos and don'ts, whatnots
      Either way, future looks bright

    • @buggerlugz6753
      @buggerlugz6753 28 днів тому

      It won't unless proper skilled devs are hired instead of ticking boxes.

  • @Maj-Fox
    @Maj-Fox Місяць тому +4

    Well, you are forgetting that at UE 3 times it was the same story, every game on UE 3 looked similar.

  • @alexderegt3925
    @alexderegt3925 Місяць тому +1

    lol you lost me when you said "the day before yeah they all looked amazing" 🤣🤣🤣🤣🤣🤣🤣🤣🤣

  • @aMonkeyBoy_
    @aMonkeyBoy_ 27 днів тому +2

    It's like trying to use a grandmaster level chess opening that everyone uses without knowing what you're doing and not using the strategies the opening is made for.

  • @morglod
    @morglod Місяць тому +3

    9:00 you forgot to mention that classic pipeline with lods will have minimum x2 more performance that nanite

  • @ChristianHinko
    @ChristianHinko Місяць тому +10

    4:31 isn't true. Upgrading to UE5 does not require you to switch to the new workflows (lumen, nanite, world partition). You can keep those disabled.

  • @rockleesmile
    @rockleesmile Місяць тому +34

    16:16 "A lot of game developers are genuinely lazy, I don't think there's any denying that." Who is this channel for? Angry redditors who don't understand or care about game dev and want to find excuses to back up their anger? What on Earth would make you say something so unbelievably stupid?

    • @radiofloyd2359
      @radiofloyd2359 Місяць тому +10

      As an indie dev, I can guarantee to you that a lot of us will do only strictly what's necessary to get the game running fine on hardware comparable to ours. I don't wanna have to care about learning to optimize graphics, it's just not something that interests me. A lot of game devs are like me, companies tend to be less so.

    • @meki___6881
      @meki___6881 26 днів тому +1

      @@radiofloyd2359 and companies are "does it launch on the start of X-mas sale "

    • @radiofloyd2359
      @radiofloyd2359 26 днів тому

      ​@@meki___6881Yup. Which also makes for incomplete development, but they tend to run into different issues.

    • @Crowbait
      @Crowbait 25 днів тому

      @@radiofloyd2359 and that is NOT lazy. It's just different priorities. You want to make a game, so you do that. You don't want to learn the intricacies of how a raytracing-based renderer works, so you optimize what you can and leave it at that, because *you want to make a game*, not earn a computational science degree. "Lazy" means slacking off with a "meh, good enough" attitude and considering the gargantuan effort that goes into any game (I'll assume an actually interesting project, not some asset flip or "dodge obstacles" sidescroller), that is almost never the case.

    • @radiofloyd2359
      @radiofloyd2359 25 днів тому

      ​@@CrowbaitI'd say my attitude towards graphics is lazy. I've already decided I won't learn to program my own shaders or try to get a super deep understanding of performance o erhesd with different types of lighting.

  • @Alorand
    @Alorand 23 дні тому +2

    I wonder how many people here know who Threat Interactive is...
    Their whole UA-cam channel is a deep dive into what went wrong.

  • @iarde3422
    @iarde3422 Місяць тому +1

    In mid two thousands, if you were a game developer. An independent game developer, you did know what unreal engine was.

  • @AlphaGodDamn4
    @AlphaGodDamn4 Місяць тому +10

    @12:14 "But games aren't movies. They Move!"
    Wat?
    Lol.

    • @bdleo300
      @bdleo300 25 днів тому

      So you don't know what 'movies' mean?
      Lol.

  • @frostydei5012
    @frostydei5012 Місяць тому +7

    It almost seems like they strategically took out the indie competition by tricking them into believing a complex engine, with ultra specific parameters of capability, would be an intuitive and accessible upgrade.
    By the time developers realize the engine absolutely isn't built for open worlds and unrestricted traversal, it's too late. They have to ship a broken product and alienate their customers.
    A conspiracy theorist would absolutely say this was deliberate pruning of the competition.

    • @MartinDlabaja
      @MartinDlabaja Місяць тому +1

      noone is tricking anyone, no conspiracy here

    • @bdleo300
      @bdleo300 25 днів тому

      @@MartinDlabaja sure bot

    • @HuraRas
      @HuraRas 23 дні тому

      UE is made for open world and unrestricted traversal tho.It's just not good for strategy and tactical games.UE always been primarily a FPS engine same with Cryengine.

  • @cobalt-snake6125
    @cobalt-snake6125 Місяць тому +6

    One big problem is lack of variety in available game engines. The industry has a big problem when your only real options are Unreal Engine or Unity. There needs to be more good game engines, so that studios have more options when it comes to picking what engine to use. We also need to go back to when a lot of studios used to create their very own specialized in-house proprietary engines for their games. Far too many studios these days rely too much on not having to create your own engine any more. Sure, having a ready made engine available saves time and money, but it also stifles creativity in the industry, and as you say, it makes all games end up looking and feeling the same.

    • @jameshughes3014
      @jameshughes3014 Місяць тому +1

      I do agree, but I feel like there's not enough money in it anymore to go making your own engine. As AAA games have gotten bigger in scope, and less frequent in release, the economics just don't hold up. To make an engine today isn't as easy as it was in the 90s, it's expected to do and handle lots more, and the price of games hasn't risen with inflation. They are too expensive and also not expensive enough. I think indie games are the future, and there's no way an indie dev can both make an engine that properly supports multiple systems, and make a game.

    • @MartinDlabaja
      @MartinDlabaja Місяць тому +2

      money, developing your own engine is not something you can do in few months, if you were to develop a game and a custom engine, we are talking half a decade or more, good luck trying to fund that!

    • @InfernaltoastGamedev
      @InfernaltoastGamedev 14 днів тому

      Bevy engine is the shit. People say its too low level but imo its really not . Buckle up and rip it . Its soooo clean and powerful

  • @MikkoRantalainen
    @MikkoRantalainen 28 днів тому +2

    As a software developer (non-games), this sounds a lot like difference between a software library and a framework. When you use libraries (UE 4 or simpler), additional code can easily co-exist in the system. However, once you switch to a framework, *everything* must follow the framework logic. If you're doing something that directly matches the framework features, it's super nice. However, if you want to do something that the framework doesn't natively support, you will enter world of pain trying to workaround the framework all the time, or you fork the whole framework and start to extend the framework. If you choose the latter method, you can never ever easily upgrade to next version of the framework because you're now running fully custom in-house variant of the framework that was based on historical version of the official framework.
    If the official framework is published as Git repository and you're good with Git, it might be possible to rebase your whole work on top of the next release if you're super careful with the DAG during development. Your whole system must basically be a huge feature branch on top of the official framework and you'll be rebasing and re-solving the collisions whenever you want to switch to next release of the official framework. In case of Unreal this is at least possible because you get full source code. If you used some other game engine where you have to use vendor supplied binaries, you couldn't even consider this option.
    I think the best way forward would be for Epic to explain the workflow the engine expects. If you can follow that workflow to letter it will work fine for small teams, too. If you cannot follow the official Epic workflow for any reason, consider some other engine, including UE4.

    • @feitingschatten1
      @feitingschatten1 13 днів тому +1

      You're not wrong, but make the assumption that the "store" is the framework. They all buy the same asset. If you buy your assets.
      Random note, re-basing is the only possible way to lose history. The only "benefit" you get is disappearing logs.

    • @MikkoRantalainen
      @MikkoRantalainen 12 днів тому

      @@feitingschatten1 Rebasing loses history only if you don't have tags or other names for for the previous versions you want to keep around.
      The reason rebasing typically works better for complex branches is that you get to solve conflicts on level of single commits instead of trying to solve the conflict that results from the combination all the changes in both branches.
      In some cases you want to do rebase to solve conflicts easier but then want to make it look like merge. In that case you just take the resulting state as the final merge and save it as the merge instead of publishing the rebase itself.

    • @feitingschatten1
      @feitingschatten1 11 днів тому

      @@MikkoRantalainen didn't know that! thx

    • @feitingschatten1
      @feitingschatten1 11 днів тому

      @@MikkoRantalainen Wait... why would there be merge conflicts any different from last commit on your branch on merge vs. rebase... it's the same code

    • @MikkoRantalainen
      @MikkoRantalainen 11 днів тому

      @@feitingschatten1 Rebasing happens patch at a time so any conflicts happen in patch sized fragments. When you merge branches you're solving conflict for the whole merge on one go. With rebasing you solve conflict between the target branch and a one your patches at a time. (This is technically implemented same as checking out the target branch and then cherry-picking each patch from your old feature branch. As a result, solving conflict is no different from solving conflict on cherry-picked patches/commits.)

  • @kthxbye1132
    @kthxbye1132 2 дні тому

    the video totally resonates with me! Thank you. Subscribed.

  • @Byakko_Izanagi
    @Byakko_Izanagi Місяць тому +18

    Epic's support line is opening up btw.
    There's gonna be a section with their pro support and frequently covered stuff

    • @odcat614
      @odcat614 Місяць тому

      soon

    • @rocker10039
      @rocker10039 Місяць тому

      This would be a game changing thing tbh

  • @JRWall-hf9mq
    @JRWall-hf9mq 26 днів тому +9

    17 seconds in and two mistakes so far.
    1. Unreal Engine 3 games did not feel good and tended to have slow down and mediocre frame rates unless the games were made by Epic. Unfortunately, 80% of games from that era were seemingly made on that engine. The good thing about Unreal Engine 3 is that it was incredibly easy to develop for.
    2. Bioshock was made on a modified version of Unreal Engine 2.5, not 3. I'd argue that 2.5 was the better engine.

    • @bdleo300
      @bdleo300 25 днів тому +1

      80% of games from that era? No way.

    • @JRWall-hf9mq
      @JRWall-hf9mq 10 днів тому

      @@bdleo300 - Admittedly, the word "seemingly" is doing a lot of heavy lifting, but it was a hell of a lot. Supposedly, there were 280 were made on Unreal Engine 3 (far from 80% of the era). I'd like to find how many of the top selling, or most popular games from during the seventh generation (Nov, 2005 - Nov, 2012) were made on Unreal Engine 3 to better represent its domination but the internet is not providing.

  • @Gaia_Rei
    @Gaia_Rei Місяць тому +26

    I am tired of "cinematic" experiences in video games. I want gameplay.

    • @bdleo300
      @bdleo300 25 днів тому +2

      Well, once the made engines for games, not they make games for the engine....

  • @nickllodeon1
    @nickllodeon1 Місяць тому +2

    The only thing that's changed is that devs used to have basic programming skills and now they don't

  • @xenonpanther
    @xenonpanther Місяць тому +1

    It's a monstrously powerful toolbox, almost "heavy construction equipment" more than "hand tools" at this point. Developers who take on that kind of power and don't know how to trim it down end up making humongous, bloated games with insanely high requirements because the smallest unit of measurement in the engine is "something heavy enough to require a forklift to move it", in a metaphorical sense.
    Those that know how to optimize their work and understand the fundamentals of the engine can and will get great stuff out of it, but everyone else jumping on it for their little indie project is going to be shoveling out these 3-hour linear games that take up 100 GB of space and need a 4090 or higher to get 30 FPS.

  • @Krashulka
    @Krashulka Місяць тому +19

    The TAA looking like your screen is smothered in vaseline, is a perfect description of what 90 percent of UE5 games look like.
    Because a lot of developers are using the same assets, most of them feel like another version of the same game too.
    Good video, cheers.

  • @connorjade5460
    @connorjade5460 Місяць тому +15

    20:05 fortnite stutters a lot

    • @godkekliveshere431
      @godkekliveshere431 Місяць тому +1

      PROOF CAN YOU SHOW IT because i think its odd that people still played regardless of the " stutter "
      maybe the " stutter " is caused by steam launcher too

    • @connorjade5460
      @connorjade5460 Місяць тому

      ​@@godkekliveshere431Damn the fact that you say fortnite stutters because of steam tells you are an npc. Your stupidity is beyond recognition. Fortnite isn't even on steam.

    • @chaosmachines934
      @chaosmachines934 Місяць тому +2

      @@connorjade5460 and how can you claim it stutters if you dont even use the epic games launcher to play fortnite
      hm well that's the steam fanboys NPCs alweys making up stuff to sabotage competition.
      also the stutter only happens on all the UE games on steam lol

    • @VictorsVault
      @VictorsVault Місяць тому +2

      fortnite stutters for me and I have a 4070. also the first game almost never works for me. everyone drops in from the bus and I’m still in the loading screen. thats been happening on my first games of fortnite for years 🤷‍♂️

    • @chaosmachines934
      @chaosmachines934 Місяць тому

      @@VictorsVault hm...

  • @b01scout96
    @b01scout96 Місяць тому +19

    First 10 seconds and already incorrect. Bioshock (yes, 1 and 2) was on Unreal Engine 2.5, not 3. Check your facts!
    And Unreal Engine 3 did have jank: screen tearing, uneven frametimes, texture streaming, elevated system requirements and 62 FPS frame rate cap (just to name a few). It just seems that people forgot.
    And why is there b-roll of The Darkness II? It runs on the Evolution Engine by Digital Extremes.
    Back in the day you could spot UE3 games with their standard shader set etc just like UE4 and UE5 are today visually similar when using their standard shaders etc.

    • @TheFanboyHater
      @TheFanboyHater Місяць тому +2

      Bioshock Infinite was on Unreal 3, they had to switch to support larger open levels

    • @Panossa
      @Panossa Місяць тому

      Spotting an engine by a lens flare is a friend of mine's pasttime.

  • @trebet5196
    @trebet5196 16 днів тому

    I started learning Unreal for the first time a few months ago. I am a solo developer, mostly experimenting while I learn. After seeing this video, I think someone like me is in a good position to fully grasp the engine since I don't have any experience with the older versions, nothing to unlearn, or change, just got to learn everything from scratch. I don't think it's the engine's fault, but rather the developers who think they have a shortcut to AAA by using it but don't have the staff, time or experience needed for it to be a AAA game beyond still frame looks.

  • @sucellos8621
    @sucellos8621 Місяць тому +1

    What I'm getting from the description of the situation is that a lot of devs tried to upgrade to 5 mid project which is a fantastically bad idea (especially a major update).

  • @schaksi631
    @schaksi631 Місяць тому +3

    Wait the OG Ark is from 2015 ... ffs

  • @deepelements
    @deepelements Місяць тому +6

    Been using game engines for over 20 years now and Unreal is the best I've ever used. Nothing even comes close. If you are lazy Unreal is not for you. If you don't want to learn new things, Unreal is not for you, and finally if you have no motivation to learn how to figure things out on your own Unreal is not for you. Hope this helps. Most people complaining about unreal have no ideal what they are doing and no one wants to admit it.

    • @DimeDCSGO
      @DimeDCSGO Місяць тому

      I, and most other people agree the engine can be used properly, and produce amazing results. We are all just mad that just about every Unreal Engine AAA game runs like complete garbage with crazy stuttering and requires shimmery DLSS. Kingdom Come Deliverance II has better graphics than any Unreal Engine game I have seen, and it runs beautifully. Did you watch the whole video before commenting this?

  • @Ninvus2
    @Ninvus2 Місяць тому +3

    Jedi Survivor was Unreal Engine 4

  • @SuedePalm
    @SuedePalm 5 днів тому

    Reading the manual is like opening an busty tome in hope of finding answers, but you just have more questions

  • @Krarilotus
    @Krarilotus 28 днів тому

    i loved that zoom in on Gollum in the end where you referred to 'the rest of us' brilliant :D
    Thanks for the breakdown, this was definitely eye opening. And i really want to go and build myself some terraforming based RTS game, but i guess Unreal ain't it, too many obstacles to clear learning wise before even to begin with it, leave alone all the advanced systems i'd have but rather not need...

  • @HumanManufactured
    @HumanManufactured Місяць тому +18

    bro I don't know what your talking about, unreal 3 games on 7th gen consoles were almost always sluggish with poor frame rates and constant screen tearing. I don't know if you were there but shit was not sweet people sorta had the same attitude towards unreal then as they do now.

  • @slippingjimmys
    @slippingjimmys Місяць тому +5

    How is your audio this bad at such a high subscriber count? Turn the gain down and step back from the mic, Jesus.

  • @ChronicleGames1
    @ChronicleGames1 Місяць тому +22

    I'm an Ue5 developer, and its really not that hard to just make your games run well. these studios just aren't trying enough on optimization. And they fail to realize that gamers really don't care about photo realistic graphics.

    • @MarcusBuer
      @MarcusBuer Місяць тому +4

      The sad reality is that gamers don't care about optimization, otherwise they would stop buying games they know runs like shit, and this gives no incentive for companies to give any thought into optimization other than to pass console certification.
      If gamers started voting with their wallets the issue would be solved in less than a year.

    • @ChronicleGames1
      @ChronicleGames1 Місяць тому

      ​@MarcusBuer Yes, I agree 100%

    • @SinaelDOverom
      @SinaelDOverom Місяць тому

      @@MarcusBuer On big enough scale voting with your wallets stops working. "Too big to fail" is a thing for a reason.

  • @AliveDeejay
    @AliveDeejay 9 днів тому

    I recently found out about the game "Renegade X" (older, published) or rather "Firestorm" (newer, still wip). It's basically a free standalone passion project game by the community based on the old classic Command & Conquer Renegade with original IP assets (EA allows it to exist, but isn't endorsing it and doesn't allow it to be on Steam). My point being, they use UE3 ("UDK") and build such a huge foundation, literally over a decade, that they can't simply upgrade to UE4 or UE5. I find that very interesting. And honestly, i'm very impressed for what it is, the visuals don't look as shiny as in UE4 or UE5, but it definitely is satisfying to watch, if that makes sense. It looks coherent imo. I rarely get hyped these days, but Firestorm definitely got me hyped up. Oh and the dev team is Totem Arts.

  • @cole546
    @cole546 Місяць тому

    Great video with some awesome in depth looks, there does to be some confusion as you mention the engine isn't the issue then go on to talk about the issues with the engine. I think another important distinction would be that most devs aren't lazy, but a more fitting word would be pressured. You did touch on this as you mentioned that smaller studios don't have the resources to throw R&D at it Often with deadlines set and the way the engine is setup it will railroad you into convergent design, as there are a finite amount of ways to work with the engine. If you are too creative with game mechanics you are punished by working against the engine instead of with it, which makes you unable to take advantage of it's incredibly powerful systems, which then leads to the weight of game collapsing under it.

  • @buckymoto
    @buckymoto Місяць тому +4

    UE5 is unquestionably, the best engine for people to use if they're looking for the most powerful engine... but the same problem persists with UE that persists with every engine... too many people are biting off more than they can chew. Just cause you can use all of these super powerful features, doesn't mean you SHOULD use those features. Art direction and game direction is more important than ever, and it's a critical step during pre-production to ensure that the game you're attempting to make has a clear outline on what the development process should entail and what tools are needed/will be used. Too many devs (especially indie devs) are checking all kinds of boxes on the engine settings hoping to turn their indie-level skills to a Triple A output... that's the problem.

  • @WeskerUmbrella4
    @WeskerUmbrella4 Місяць тому +6

    You and the Threat Interactive guys are on the same page.
    TAA was a mistake and it's used as a crutch to "fix" other issues new UE introduces. Now we have AI frame generation added into the mix instead of developers actually learning how to optimize their games - they're being led by Epic off the cliff like little sheep they are. Essentially, Epic isn't making things easy, it's providing easy "solutions" that are more band aid fixes than anything. If you don't have a beast machine chugging coffee on the other end, chances are you're not playing anything "next gen".

  • @_starshade_
    @_starshade_ Місяць тому +4

    This is goofy.

  • @Kwazzaaap
    @Kwazzaaap Місяць тому

    The samey look of UE5 games is also that as as graphical fidelity increases it becomes that much harder to produce assets in the corresponding art style. Aesthetic consistency is really important, so you choose the most available art style and games end up looking similar.

  • @MadaoMaiet
    @MadaoMaiet 4 дні тому

    From what I have seen as a Player:
    - The Lightining looks nice only in Desert based scenes
    - Lightining in Any other zones looks like garbage from latest game releases if it isnt in desert(day+night)
    - It Feels like the Light is just some standard light you can get for free somewhere and apply it to the scene without any customization
    I understand as well that there are inexprienced devs and veteran devs. For me as a Player it feels like Experienced/older Devs are not getting hired anymore or the guy who "oversees" the game Development wants to save money. Its like the "Overseer" listens to greenhorns that say: "but we can do it that way, its efficient and easier", while the experienced devs wanted to do it the harder but visually attractive way.

  • @St4rdog
    @St4rdog Місяць тому +11

    This video is a grift. You are re-writing history to suit your point, like most youtubers. Unreal Engine 3 was known for having the first ever texture pop-in. See any Mass Effect game. UE3 was famous for the grey/brown game "UE look" for Xbox 360 games.

  • @ddankkerr
    @ddankkerr Місяць тому +5

    batman Arkham knight is made on unreal engine 3 and still looks better than alot of unreal engine 5 games why?

  • @_G_H_0_S_T
    @_G_H_0_S_T Місяць тому +12

    There is nothing keeping you from just using 4.27 tho...

    • @swolfington
      @swolfington Місяць тому +8

      there's also nothing keeping people from simply not using nanite or lumen or whatever in ue5 and essentially getting the ue4 experience.

    • @rofnay3260
      @rofnay3260 26 днів тому

      4.27 apparently has major compatibility issues as far as I've heard, and weirdly enough uses UE5's logo instead of UE4's lol

    • @soisas2811
      @soisas2811 18 днів тому

      @@swolfington that's no good. ue5 is a slower chunkier engine that has made a lot of tradeoffs to be the fancier engine, so when you turn off all the things that make ue5 ue5, then you end up with an engine that has none of the strengths of ue5, and also none of the strengths of ue4, and even ue3. so you will spend most of your time bypassing the ways things are done so you can do it the ue4 or ue3 ways, and with every update those things will get worse, you'll be fighting the engine essentially

    • @swolfington
      @swolfington 18 днів тому

      @@soisas2811 i have not seen that to be the case in my experience, and i have not seen any evidence that suggests that to be the case either. what things will i be spending time "bypassing"? not using nanite is as simple as doing things exactly the same as they were done in UE4, and while i'm not much of a lighting guy, not using lumen seems to be the same thing. while there are other changes to specific workflows there really isnt anything that takes longer to do in UE5 comparatively to 4. different maybe, but not any more complex.

  • @frederikzimmers
    @frederikzimmers 11 днів тому +2

    You know what? I'll create a full script for a UA-cam video with chatGPT, just read it out loud and spice it up with some game play videos. Yeah man that's an awesome idea!

  • @ayurome8683
    @ayurome8683 Місяць тому

    nice vid, careful with mid saturation on your mic. I'm hearing it with headphones and I had to put ur voice extremely low....maybe It's not equalization but, distance? Idk. Keep up the good work....

  • @jojoto147
    @jojoto147 25 днів тому +10

    0:08 Congrats on the fastest mistake in a video essay. BioShock is on UE2.5, bozo.

  • @Glowbox3D
    @Glowbox3D Місяць тому +27

    I hate this sentiment. Look at Marvel Rivals vs Hellblade. Look at Arc Raiders. So many examples. It’s the art direction not the engine.

    • @zafhalasdfn3324
      @zafhalasdfn3324 18 днів тому

      This is just a low effort chatGPT script. Seriously pathetic "content"

    • @soisas2811
      @soisas2811 18 днів тому

      ue5 is a mess. this is not the best video, but you have to agree that much. it is clunky and slow and most developers consider it a downgrade, especially when they have no choice but to turn off all the bells and whistles like lumen and nanite, etc. then its just a ue3 that doesn't even do ue3 stuff efficiently because its been "upgraded" for ue5 stuff. so most devs end up realizing they are in a lose lose situation

    • @zafhalasdfn3324
      @zafhalasdfn3324 18 днів тому

      @@soisas2811 But the egregious plagiarism of a chatbot should be enough to make people unsubscribe from this shit channel.

  • @Valioov
    @Valioov 28 днів тому +3

    At 1:13 you list Fortnite as an indie project which was made in UE4 and you imply that it was possible to create the project because UE4 was made free. This is funny because Unreal Engine as well as Fortnite are both Epic Games owned software and I think they would have been able to use their in-house engine for free anyway even if it was not made free for public.
    Also epic games at the time of publishing Fortnite (2017) had an estimated annual revenue of $100 million. Not really an indie company.
    I see there are some complaints on the comment section about misinformation. I saw couple on the comment section and watched the video until about 2 minutes and decided not to watch to the end.

  • @bdleo300
    @bdleo300 25 днів тому +1

    They made engines for games... now they make games for the engine....

  • @mrzoonix6368
    @mrzoonix6368 Місяць тому

    Unreal engine was always a very powerful tool many developers struggled to use. And when they finally could use it as it was made to be used, a new version breaks it all again. A few exceptions, like you said, Epic's own games, and studios working closely with them (like Rocksteady during Arkham Knight, that game was so beautiful when it released).

  • @vexital5666
    @vexital5666 Місяць тому +7

    You cant compare games that unreal 3 ran with no anti aliasing and no real time lighting to modern games that look better than some movies. Yes of course that is a lot harder to compute and if the devs cant optimize those things they are infact going to run bad. Also yes unreal 5 often gets used to simulate reality and yes reality always looks the same theres no wonder in that. No ones stopping anyone from building stylized games. We should really stop blaming an engine for all the bad in the gaming industry. There are many many other games that have those problems but with different engines. Its just that no one talks about them because they cant blame UE5. The engine brings the ability to create AAA looking games to every person out there for free. But you still have to be able to make them.

    • @TheMasterMind144
      @TheMasterMind144 Місяць тому +3

      We had AA in the past, and it used to actually make games look great and sharp and not like vaseline smeared messes, and we used to have global illumination solutions that didn't tank 90% of your performance and still looked photorealistic. I'd take sharp looking and well running games over UE5 running with AI crutches and TAA smear abuse any day of the week.

    • @vexital5666
      @vexital5666 Місяць тому +1

      @@TheMasterMind144 Actually i dont care what you would take because you clearly dont know what you are talking about. Just take a look at Satisfactory does that look smeared or perform bad. No it doesnt because these developers know what they are doing. As i said dont blame the engine, blame the devs. Its not magic it still has to be optimized

    • @TheMasterMind144
      @TheMasterMind144 Місяць тому +1

      ​@@vexital5666You can't "optimize" TAA to not look smeared, it's like that by design, and TAA is the default AA option in UE5 and turning it off breaks a lot of effects. People hate that AA method for a reason.

    • @vexital5666
      @vexital5666 Місяць тому +3

      @@TheMasterMind144 As i said Satisfactory and many other UE5 games look perfectlyy clear. So yes you can infact optimize it.

    • @PeasantSimulator
      @PeasantSimulator Місяць тому +1

      @@TheMasterMind144 It's literally not the default AA option in UE5. Source -Taking 5 minutes to do a cursory test and not believing literally every grift you read on the internet.

  • @tired-and-silly
    @tired-and-silly 26 днів тому +4

    ai script...

  • @KupaMan
    @KupaMan 26 днів тому +4

    This is an absurd video because anyone who was playing games when UE3 was still being used knows it was not perfect. Mass Effect, for example, was famously unstable.

    • @bdleo300
      @bdleo300 25 днів тому

      ME was famously unstable??? Not on PC.

    • @KupaMan
      @KupaMan 25 днів тому

      @@bdleo300 Mass Effect was ported to PC over a year later, and yes it still ran like piss.

  • @affegpus4195
    @affegpus4195 Місяць тому +1

    Once you have something that is so complex, you ain't getting the "you don't need a technical person for this" advantage anymore.
    And there is a massive lack of high skilled graphical programmers at the market at the momment

  • @RetrovexAmbient
    @RetrovexAmbient 27 днів тому

    12:42 bruh wheres that shot from??

  • @Nasrul260
    @Nasrul260 Місяць тому +7

    "The real question isn't _does unreal engine 5 work?_ It's _who can actually use it._ "
    *the people who made ARC Raiders run at 4k 60fps in UE5:*

  • @QwedHub
    @QwedHub Місяць тому +5

    Unreal Engine isn’t the problem - bad optimization is. The tool is powerful, free, and used by AAA studios. Blaming the engine is like blaming a pen for a bad book. Learn it, use it, and you’ll see how much potential it really has

    • @thetaxikab604
      @thetaxikab604 Місяць тому +2

      Unreal engine by design is poorly optimized. It's to push hardware excuseive software "solutions" (TAA, DLSS, FSR4 XeSS, etc...)

    • @nicechock
      @nicechock Місяць тому +2

      Does it look like they are learning 😂. Every month almost another trashpile is released

  • @Putper
    @Putper Місяць тому +21

    why does this channel remove comments providing critique with proper arguments?

    • @Dm3qXY
      @Dm3qXY Місяць тому

      where is this wave of naive people coming from.... ? YT deleting comments at "random" is not a new thing

  • @donmega5202
    @donmega5202 Місяць тому +1

    I'm a 2D (drawing, painting, texture work, etc.) and 3D artist who uses UE5 and it's one of the best tools I've ever laid my hands on. It just requires knowledge of how it functions, as well as utilizing post-process volumes to differentiate colors and lighting from the standard template. As well, tweaking your directional light if you're utilizing sunlit scenes to have a larger source soft angle which is important to show your normal maps and roughness values on objects appropriately. If you just use base settings then yes, every UE5 game will look the same. That's on a dev level, not an engine fault.
    There are just jaw-dropping ways you can utilize things like color correction volumes to shape entire scenes in unique and artistic ways. No other engine gives me this much control.
    edit: added a correction,

    • @arthurbulhak1266
      @arthurbulhak1266 25 днів тому +1

      I am not sure for how long you are using UE5, but if you want to improve your workflow even more and you are not afraid of coding a bit more complicated stuff, try Editor Utility Widgets. If you have not used them before, it would literally feel like building UE using UE. May help you to automate things a little.

  • @EmersonAlencarJunior
    @EmersonAlencarJunior Місяць тому +1

    The RPG Maker curse is creeping into Unreal Engine projects, and it’s a tale of unrealized potential that’s both fascinating and frustrating. RPG Maker, that beloved 2D JRPG engine from Enterbrain/Degica, is a powerhouse-complete, fun, and brimming with tools to craft expansive worlds. It’s so easy to whip up a working prototype that it’s practically a siren call for creators. But here’s the rub: too many devs fall into the trap of laziness. Some Steam projects are so bare-bones they barely warrant a glance, recycling default assets, tutorial sprites, and even the main character’s name. Yawn. The bold ones step it up, using custom artwork, JS plugins, or paid DLCs to craft unique gameplay. The true champs? They go all-in, creating original assets and OSTs, birthing indie masterpieces that linger in your memory.
    Now, Unreal Engine is catching the same disease. With tools like FAB, devs can churn out 3D scenarios at lightning speed using pre-made assets. Sounds great, right? Except it’s déjà vu city-games start feeling like carbon copies because everyone’s dipping into the same texture and object pool. It’s less noticeable in cartoonish games, where our brains forgive repetition, but Unreal’s hyper-realistic visuals make the copy-paste approach glaringly obvious. Compare No Man’s Sky, which thrives on its stylized variety, to Star Citizen, which chases photorealism to its limits. Guess which one feels fresher?
    Then there’s Unreal Engine 5’s shiny new toys-Nanite, Lumen, and the like. They’re jaw-dropping for tech demos but half-baked for production. They demand beastly rigs for marginal gains, like slightly better puddle reflections. RTX is cool under the hood, but for gamers, it’s just a pricier graphics card for minimal “ooh” factor. And don’t get me started on anti-aliasing or FPS boosters that blur visuals instead of sharpening them. AI-driven video cards might flip this script-have you seen those character enhancements? Mind-blowing. But that’s future talk.
    For now, the smart play is hybrid development. Use Nanite and Lumen sparingly, lean on custom assets, and focus on what makes your game stand out. Don’t let the curse of cookie-cutter assets turn your Unreal dream into a recycled snooze-fest.

  • @dingickso4098
    @dingickso4098 Місяць тому +4

    CryEngine has always run better than Unreal Engine since the day Far Cry 3 released. Back in the days of UE 2 to UE 3.5, it the games were very simple in both looks and systems compared to their competitors on other engines like Source and CryEngine. When UE4 finally came out after 10 years of development hell, it was a complete disaster. It not only looked terrible but no game on that engine ever ran well. Unreal Engine has pretty much always been a laughing stock and UE5 is continuing that trend.

    • @Crowbait
      @Crowbait 25 днів тому +2

      Far Cry wasn't Cry Engine since FC2 though. It's Dunia. And making CE actually performant is REALLY hard. And that's on top of how comparatively hard it is to work with CE anyway. THAT is the main selling point of UE, besides it being free to use - it's really easy to get started with it. Sure, it takes a lot of effort to get somewhere really decent, but reaching the point in development where that starts to matter is much harder with many of the alternatives to UE.

    • @andreyshvedchenko5463
      @andreyshvedchenko5463 24 дні тому

      @@Crowbait Dunia based on CryEngine, KCD2(CryEngine 5) have top tier performant, even poor optimized StarCitizen runs better(when servers no lags) then any "cinema like" UE5 games - it's just lolz.

  • @SirDragonClaw
    @SirDragonClaw Місяць тому +4

    The amount of misinformation in this video is insane.

    • @Nov-5062
      @Nov-5062 Місяць тому +3

      Yeah he called Fortnite an "indie project"...

    • @zafhalasdfn3324
      @zafhalasdfn3324 18 днів тому +1

      It's just some AI drivel. How does this guy have subscribers

  • @UAFNAHLVIUser-e6i5q
    @UAFNAHLVIUser-e6i5q Місяць тому

    Great video hope they get things under control

  • @kevwe23
    @kevwe23 Місяць тому

    This was very informative and helped my understanding of UE5. Thanks

  • @urazoktay7940
    @urazoktay7940 Місяць тому +14

    Unreal Engine 5 is killing diversity. I support in house, proprietary engines. Every Unreal Engine 5 game looks the same. So few Unreal Engine 5 games look authentic and original.

    • @KnowledgeForThought
      @KnowledgeForThought Місяць тому +4

      I agree to some degree, the main issue is that some people keep using the same assets. The originality isn’t there because people aren’t designing their own things anymore. At least that’s my opinion

    • @urazoktay7940
      @urazoktay7940 Місяць тому +2

      @@KnowledgeForThought You're right.

    • @cvbattum
      @cvbattum Місяць тому +1

      In-house engines are a terrible solution from an economic standpoint. They're superior in only one scenario: simulation games that don't need high fidelity graphics or every platform support. For the rest of the industry, unless you've already made your engine, it makes no sense to start working on implementing everything. Even worse, some of the tech in engines is entirely proprietary and illegal to implement without permission. You can't expect most teams to each re-implement lighting features again and again, it's simply a huge waste of time.
      The direction I hope the industry goes in, is modular open source engine technology. Kinda like unity is doing with its package manager but then open source and far more modular still. Basically you don't even need to enable the editor part and you can just code straight into the engine if you needed, but by loading libraries and packages you can enable everything on the go.

    • @urazoktay7940
      @urazoktay7940 Місяць тому +1

      @@cvbattum The more proprietary engines the better. I don't care about hardships of in house game engines etc. All i care about is diversity. Each game engine is an artist. Each game engine has it's unique look, feel. If every developer switches to Unreal Engine we will be playing games looking and feeling the same. Because developers using Unreal Engine 5 rarely trying to distinguish their games, they use the default assets Unreal Engine 5 brings. I don't care about the tech mumbo jumbo you talk about. In house engines are crucial. Anvil, RE Engine, Id Tech, Frostbite, Snowdrop, Source 2 and many many more. I can't imagine Unreal Engine 5 taking over the games being made in those engines. Think of game engines as painters, artists. The more game engine you have the more unique, authentic art, painting you have. If you want Unreal 5 to take over it just means there will be just a handful of painters. You can keep staring at the similar paintings, drawn by the same artist. I want diversity, variety. I want many many unique, authentic paintings to look at.
      And that means there needs to be way more in house engines. You can enjoy your same looking, same feeling Unreal Engine 5 games. I want diversity and i support diversity. Period.

    • @cvbattum
      @cvbattum Місяць тому +5

      ​@@urazoktay7940 lmao you have no idea what you're talking about. I am the person that makes the game engines, so if you take this argument seriously you better start caring about the technical mumbo jumbo. The more proprietary, the worse. Proprietary means it's way harder for studios to tinker with the engine and the rendering pipeline. Open source promotes modification and diversity. Engines aren't the artist (huh?), it's the technical artists and graphics programmers that are responsible for the look and feel of an engine. If an engine supported fully customizable rendering, and proprietary solutions don't, it's actively against their own (financial) interest, you'd get the diversity from any hobbyist being able to create easy to swap custom pipelines that excel at different shading techniques, without those hobbyists also needing to spend 5x the times to build the rest of the engine around it.

  • @WigneyR
    @WigneyR Місяць тому +4

    Hey buddy, be nice if you wouldn’t delete/ban comments from people 😂

    • @Dm3qXY
      @Dm3qXY Місяць тому

      YT disappearing comments is a known issue for a long time now.. at this point i think this is a bot army campaign to complain about it. as if not yet acknowledged

    • @WigneyR
      @WigneyR Місяць тому +1

      @@Dm3qXYno, you’re not caught up. This guy banned and deleted another UA-camr from commenting

    • @Dm3qXY
      @Dm3qXY Місяць тому

      @@WigneyR oh.. "another UA-camr", i see.. and how in the world would you know abou tit?
      not buying it bruh, to me it seems there's a bunch of alternate accounts pretending followers of an allegedly relevant account would moan about this, as if this is what dedicated fans would even notice.. and if people pretend / claim the right to relevance, considering how this space works, as per the will of YT, you're "a bit" delusional.

  • @AceLeach
    @AceLeach Місяць тому +4

    Would love for you to allow specialists like Threat Interactive to comment about specific technical details here. Unfortunately it appears you've banned him from commenting with other users comments being removed for re-sharing the information

    • @ThanatosGMD
      @ThanatosGMD Місяць тому +4

      It doesn’t matter how much of a specialist you are if all you do is insult and cry

    • @PeasantSimulator
      @PeasantSimulator Місяць тому +1

      I encourage you to take pause, and install unreal for yourself, learn some basics of the tools - and run the experiments that threat interactive claims to have ran. You will very quickly realize that you have been lied to, and hopefully not swindled of your hard earned money.

    • @ThanatosGMD
      @ThanatosGMD Місяць тому +2

      @@PeasantSimulator I've been an unreal developer for several years now. I've had just as many issues as I've had with other engines. imo, Unreal is the most powerful game engine out there right now, you just have to realize you cant lazily slap on stuff like nanite & lumen and complain when it doesnt run well. you have to work with those features and optimize them just as much as you would any other method. and this goes for every game engine, not just unreal.

    • @HuraRas
      @HuraRas 23 дні тому

      Threat Interactive isn't a specialist.He never made games before.And even Threat Interactive wants to make a fork of UE5 lol.Did you know that?They are making money for a fork of the Unreal Engine not a brand new engine.

  • @issacdhan
    @issacdhan Місяць тому

    I'm so glad that someone pointed out these things. At present UE is generating an army of game developers who have not polished their skills in technical level like old-timers. They just drag and drop assets without knowing the consequence. And if one don't understand how does a gameplay works under the hood, it is tough to correct them. Game engine which is good to produce good images but can't create great playable games ?
    People who want's to build their carrier with UE should understand that.
    Your word - Looking AAA is easy now, Playing AAA is a different thing.

  • @JonPL
    @JonPL Місяць тому +1

    > solid framerates
    > proceeds to present Spec Ops the Line gameplay at like 10 FPS