it's easier to find unreal engine devs than train new devs to understand an engine that is now a mess of spaghetti code made while crunching and possibly have no way to understand anymore since all the senior devs quitted or were fired for complaining.
Unreal engine has stutters.. Even on extremely high end systems - the stutters are just a part of the engine. I think it's "alarming" that more and more studios are just running with this engine, while no one is talking about this problem.
Standardize your work environment and you get standardized results. It is what you want on a factory floor not' in any creative venture. People are stupid.
That's actually a pretty fair analysis of why so many studios are switching game engines. It makes sense that so many studios would switch engines because the staff don't actually have the technical capabilities to make the games in their own in-house engines. What was seeing lately with Dragon's Age pretty much concludes the same thing that you've been mentioning here. The game did not do very well because of its weird agendas, there's a lot of things wrong with the game aside from its incredible visuals and it seems as though the visuals are really a result of Unreal Engine more so than it is the product of people's efforts.
UE5 is easy to use if you're going for the hyper realistic style and focuses mostly on shooting-based or cinematic-heavy games. It's very hard to customize it for other types of games, even harder than using your own custom engine. Often time you have to do a lot of workarounds which ended up becoming unoptimized.
It's not so much the game engine that will determine the quality of the game, but rather the design model a developer adopts. Unreal Engine is capable of rendering photo-realistic human characters with details so high you can see the pores on their skin. But if the design model calls for stylized characters who look like they groud their faces against concrete, it won't matter. Unreal Engine can render game environments in such high detail, you could put a screenshot next to an actual photograph and if you didn't know what to look for, you wouldn't be able to tell the difference. But if your environment art looks like you've endured an existential crisis while working with papier mache, it won't matter. Unreal engine is capable of rendering massive seamless worlds thanks to a fully supported 64-bit coordinate system, but if your design model calls for loading screens, it won't matter. And the engine, Unreal or anything else, certainly won't matter if the narrative behind the game is more about pushing agendas than it is about delivering a compelling player-experience. A digital turd is still going to be a digital turd, no matter which engine squeezes it out. So few eople want to wrap their heads around this.
It's not just about visual fidelity. Sometimes a game has specific unique mechanics that require something unique. This will just bottleneck the types of games we see
Most of the big companies that changed to Unreal are customizing it to their needs. While I agree with you in that exagerated wokeness in some studios won't bring anything good, I cannot agree in that it has something to do with changing to Unreal. I have a lot of friends in the industry who are working in engines (I did so for years) and they usually do not have a lot to do with the people in charge of developing games made with the engine. They are different groups. They just receive requirements for the game and ensure that the engine can deal with them. Most of the issues related with political agendas are in the departments in charge of developing games and not the engine. Changing to Unreal is a decision based on economics. Developing an engine is expensive and, as you said, you can find a lot of people in the industry that can use Unreal. How many people do know how to develop a game using Frostbyte or RE Engine? Studios are trying to save money and minimize risk.
UE may be "photorealistic" but it's janky af, but that's the price you pay (besides the license fee) for an overly abstracted "Swiss-Army knife" tool that provides similar experience on different platforms. And the fact that they are switching from in-house (specialized) engines to UE is very telling. Most likely they are lacking C & C++ programmers to implement their own or tune a 3rd party engine.
I think it's mainly that these very complex engines that audiences expect of modern AAA games are just so massive and take so much development and bug fixes on their own that it doesn't make any sense to do it in-house. Back in the day when engines were far simpler and less capable there were way more things to innovate on from the people developing the engine themselves. But now unreal is capable of everything, and no in-house engine could easily match its modern features because of how specialized and complex of a product it is. Now there are engines that do make the cut (such as divinity's engine) as well as a few competitors but for many general-purpose realtime high-fidelity games it does make sense to outsource.
_"I think it's mainly that these very complex engines that audiences expect of modern AAA games are just so massive and take so much development and bug fixes on their own that it doesn't make any sense to do it in-house"_ Yes. It takes a decade and around a 100 of professionals to do what Unreal and Unity did. In Unreal there's around 20 millions of lines of code. _"and no in-house engine could easily match its modern features because of how specialized and complex of a product it is"_ Unreal is not specialized. On the contrary, it advertises itself as a general-purpose 3D software: you can make normal 3D video games in it, but then you can make 3D scenes for rendering, VR scenes from the top of my head. Really, there should be a one big open-source game engine where everyone contributes and it can do anything: 2D and 3D games, modeling scenes, animations, rendering.
Does not get more woke than triple a studio game companies, just open any of they website program for hiring or promotion or scolarchip, you can no be white, straigh, or man.
Your delusion is showing. You live in such an echo chamber that you don't realize people play games for fun, not to be lectured by the most annoying, useless portion of the population about social justice trash. Go fuck yourself.
it's easier to find unreal engine devs than train new devs to understand an engine that is now a mess of spaghetti code made while crunching and possibly have no way to understand anymore since all the senior devs quitted or were fired for complaining.
it is true tho
Unreal engine has stutters.. Even on extremely high end systems - the stutters are just a part of the engine.
I think it's "alarming" that more and more studios are just running with this engine, while no one is talking about this problem.
well it's free sort of and alot of people now know the engine
You know, I never looked at it like that, but you might be on to something. If most people that knew the old engine leave, you will need a new engine.
so watch the witcher and halo games coming out , you might spot something
Standardize your work environment and you get standardized results. It is what you want on a factory floor not' in any creative venture. People are stupid.
That's actually a pretty fair analysis of why so many studios are switching game engines. It makes sense that so many studios would switch engines because the staff don't actually have the technical capabilities to make the games in their own in-house engines. What was seeing lately with Dragon's Age pretty much concludes the same thing that you've been mentioning here. The game did not do very well because of its weird agendas, there's a lot of things wrong with the game aside from its incredible visuals and it seems as though the visuals are really a result of Unreal Engine more so than it is the product of people's efforts.
i am sooo happy everyone is noticing it
It's good their switching to Unreal cause alot of other inhouse engines had many buggy flaws.
UE5 is easy to use if you're going for the hyper realistic style and focuses mostly on shooting-based or cinematic-heavy games. It's very hard to customize it for other types of games, even harder than using your own custom engine. Often time you have to do a lot of workarounds which ended up becoming unoptimized.
well, I don't blame them
they don't want to depend on a product to do business,
some game engines, like Unity, tried to heavily tax developers,
It's not so much the game engine that will determine the quality of the game, but rather the design model a developer adopts. Unreal Engine is capable of rendering photo-realistic human characters with details so high you can see the pores on their skin. But if the design model calls for stylized characters who look like they groud their faces against concrete, it won't matter. Unreal Engine can render game environments in such high detail, you could put a screenshot next to an actual photograph and if you didn't know what to look for, you wouldn't be able to tell the difference. But if your environment art looks like you've endured an existential crisis while working with papier mache, it won't matter. Unreal engine is capable of rendering massive seamless worlds thanks to a fully supported 64-bit coordinate system, but if your design model calls for loading screens, it won't matter. And the engine, Unreal or anything else, certainly won't matter if the narrative behind the game is more about pushing agendas than it is about delivering a compelling player-experience.
A digital turd is still going to be a digital turd, no matter which engine squeezes it out. So few eople want to wrap their heads around this.
hire unqalified people, get garbage product, obfuscate with 38423342432 genders.... nope.
It's not just about visual fidelity. Sometimes a game has specific unique mechanics that require something unique. This will just bottleneck the types of games we see
i agree no wonder there are alot of poorly made games even with ue5 has their marketing tool
is about control Unreal has the right to tell you how to make your game not use some words or ... is about control
I think UE is made for rendering and animation, not game friendly at all unless the game company optimizes it.
it could be true
Most of the big companies that changed to Unreal are customizing it to their needs. While I agree with you in that exagerated wokeness in some studios won't bring anything good, I cannot agree in that it has something to do with changing to Unreal. I have a lot of friends in the industry who are working in engines (I did so for years) and they usually do not have a lot to do with the people in charge of developing games made with the engine. They are different groups. They just receive requirements for the game and ensure that the engine can deal with them. Most of the issues related with political agendas are in the departments in charge of developing games and not the engine. Changing to Unreal is a decision based on economics. Developing an engine is expensive and, as you said, you can find a lot of people in the industry that can use Unreal. How many people do know how to develop a game using Frostbyte or RE Engine? Studios are trying to save money and minimize risk.
i can understand that tho, but it's part
UE may be "photorealistic" but it's janky af, but that's the price you pay (besides the license fee) for an overly abstracted "Swiss-Army knife" tool that provides similar experience on different platforms. And the fact that they are switching from in-house (specialized) engines to UE is very telling. Most likely they are lacking C & C++ programmers to implement their own or tune a 3rd party engine.
valid
How is UE janky?
The thing is this that it exposes how much these companies are over inflating their prices, a free engine yet they say gaming cost more hah😂
i know right , it is exposing them
@amswil3232 the scam inflation prices are killing the industry man
I think it's mainly that these very complex engines that audiences expect of modern AAA games are just so massive and take so much development and bug fixes on their own that it doesn't make any sense to do it in-house. Back in the day when engines were far simpler and less capable there were way more things to innovate on from the people developing the engine themselves. But now unreal is capable of everything, and no in-house engine could easily match its modern features because of how specialized and complex of a product it is.
Now there are engines that do make the cut (such as divinity's engine) as well as a few competitors but for many general-purpose realtime high-fidelity games it does make sense to outsource.
_"I think it's mainly that these very complex engines that audiences expect of modern AAA games are just so massive and take so much development and bug fixes on their own that it doesn't make any sense to do it in-house"_
Yes. It takes a decade and around a 100 of professionals to do what Unreal and Unity did. In Unreal there's around 20 millions of lines of code.
_"and no in-house engine could easily match its modern features because of how specialized and complex of a product it is"_
Unreal is not specialized. On the contrary, it advertises itself as a general-purpose 3D software: you can make normal 3D video games in it, but then you can make 3D scenes for rendering, VR scenes from the top of my head.
Really, there should be a one big open-source game engine where everyone contributes and it can do anything: 2D and 3D games, modeling scenes, animations, rendering.
@@KulaGGin if everyone is contributing to something then it might as well be collectively owned and under capitalism that’s frowned upon.
@@Iandar1 Yep. Well, Godot is open source and anyone can contribute.
great point but some of the engines have been in development for some time with a lot of money invested in it
wow that is very detailed
No wonder upcoming movies are boring and almost similar
they tont make games anymore these days. they make gaymes instead
aaahhhh gaaaaayyyymmmeeessss is next level
😂😂😂😂😂😂😂😂😂
the more woke the studio is, the more likely they will use UE5 :)
that is some next level observation
@@amswil3232 after alan wake 2 pc version epic-store-exclusive release ;)
?? how did you manage to make this about wokeness....no wonder ur not going to get subs
He's not wrong lol just very blunt.
Does not get more woke than triple a studio game companies, just open any of they website program for hiring or promotion or scolarchip, you can no be white, straigh, or man.
Get bent pal. Everyone is sick of woke
Your delusion is showing. You live in such an echo chamber that you don't realize people play games for fun, not to be lectured by the most annoying, useless portion of the population about social justice trash. Go fuck yourself.
i am sorry if that hurts your feelings but wokeness is part of the problem