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@ashh84962 ай бұрын
I don't understand why CDPR doesn't license out the red engine. It would fix the teaching issue and pay for its own upkeep.
@meganoobbg33872 ай бұрын
Because the OG devs who made it, left after Blood and wine in 2016, and made their own studio Rebel Wolves.
@sacwingedbatsatadbitsad43462 ай бұрын
because it's a shit engine, most likely. Think horses, not zebras. If making a usable, extensible engine with modern bells and whistles was easy, unity and unreal would have way more legitimate competition and godot wouldn't permanently struggle for third place feature-wise
@pegcity4eva2 ай бұрын
Because it was a patch work of a gazillion fixes specific to CP. It was a miracle they actually fixed it.
@Billy-bc8pk2 ай бұрын
@@sacwingedbatsatadbitsad4346 No it's not. It's the only engine capable of running path tracing in real time at 60fps, something that Unreal Engine 5 won't hope to do anytime soon in any real-world examples.
@BlueBeam102 ай бұрын
I don't by into their bold statement that their engine is better than unreal. I think it's probably one of their tech guys who was trying to explain to exec that their engine is better for what they do, and the exec ran with it like our shit is better overall :)). In reality if their engine was better, they would pivot immediately into releasing it rather than making a game like cyberpunk with it.
@Buttersaucee32 ай бұрын
We’re seeing a hideous trend where these game developers and companies are using UE5 as a bandaid fix for issues that a new engine can’t fix. UE5 isn’t going to fix poor writing, art direction, narrative, gameplay, etc. and companies leap onto the UE5 fix when gamers are mad at their games thinking that showing their IP’s within a UE5 benchmark test is somehow going to fix deep seeded internal issues that have nothing to do with the engine. The only thing this mass migration to UE5 is going to do is continue to homogenize the games and companies within the industry making them even more bland and unappealing, thus making it easier for larger companies like Microsoft to buy the studios up and shut them down.
@TehAntares2 ай бұрын
Right now, I get tired of seeing the gradual noise transparency effect, which is signature of the UE. But seriously, what I've heard, Unreal makes stylization remarkably difficult (albeit still possible, of course). Especially new developers are much likely to take the path of least effort and leave stuff at default settings, leading to indie games looking samey like they were made in Roblox using the basic internal stock models. Later in time, if indie devs start to migrate to other engines, Unreal will end up as solely AAA game engine with only large studios' eployees being knowledgeable enough to use it in production.
@vosdraug46282 ай бұрын
UE Dev here - the issues you mention mainly stems from developers unfamiliar with the engine, or devs taking shortcuts. This means they use generic functionality instead of optimized tools, that requires engineers to tweak. Also, the engine's source code is open to anyone. You don't need Epic to fix bugs, anyone can do modifications.
@AdvancedScummer2 ай бұрын
This could be knowledge they had prior to them going Open Source(Partially) - in UE4 and UE3 dayts, they were completely closed source.
@wrongthinker8432 ай бұрын
Optimized tools? Like not using UE5? Why bother fixing UE5 code? You have to both know how to make it work from scratch and which parts need fixing. That's just plainly more work, especially since the engine has extreme feature bloat by trying to be an all-in-1 toolkit. Sounds like you're as much of a "dev" as all the whiners on twitter are "artists".
@crackny4n2 ай бұрын
@@AdvancedScummerReally? I for some reason remember UE4 having it's source code available.
@fikrirahmatnurhidayat49882 ай бұрын
What about stuttering in Fornite?
@AdvancedScummer2 ай бұрын
@@crackny4n Well technically it was "Source Available" But it definitely wasnt open source by any means.
@infeliximpius2 ай бұрын
Why every game today is blurry and ugly? Im just playing old games today
@geminijinxies7258Ай бұрын
I agree. Very few modern games look crisp and attractive compared to back in the days when a game at 1080p often looked clean and razor sharp. Basically everything that has to do with image quality has fallen off a cliff.
@davidvela2346Ай бұрын
Modern games all look the same with washed out colors, blurry and plain.
@geminijinxies7258Ай бұрын
@@davidvela2346 Yes! Yes!! How can the developers even be happy when their games end up looking like that?!
@sventomasekАй бұрын
What I don't understand is why UE games don't include SMAA in their games, since the engine already has it built in. A lot of these games look way worse without anti aliasing, but so far whenever I turned on SMAA using reshade it looked way better than blurry TAA.
@robertagren9360Ай бұрын
SMAA usually has no advantage against FXAA
@bannedmann44692 ай бұрын
It never looks as good as when Epic themselves use it. This is a huge mistake for Halo, and will enable them to chew through even more temp workers.
@trignite2 ай бұрын
You realize what that means.. right? It means that developers are using it wrong, cutting corners or not bothering to optimise enough. That doesn't mean there's an underlying issue with the engine.
@LedoCool12 ай бұрын
@@trignite it means only the engine authors can use an engine properly. Which in turn means you have to write your own engine.
@jakedizzleАй бұрын
@@trigniteit’s an engine problem. Even Fortnite has stutter issues.
@sachakАй бұрын
I use unreal engine on a daily basis for work, and for personal use I use it to make little cinematics etc and the amount of issues I run into with no solutions in sight is just on another level, the engine is completly broken. The problem with Unreal engine is that it lures you in with it's beauty and ease of use. But once you get into the nitty gritty stuff, you butt your head against walls non stop, you actually spend more time troubleshooting than getting any work done! It's extremely painful. BUT With regards to all these new games coming out and having stutter issues etc, I am going to say that Unreal engine is only partly to blame here. Game studios are getting lazy, Nanite and the promise of being able to use high poly geometry with nanite is what is causing all these issues! Artists are no longer spending time crafting models with optimized geometry and well designed LOD's, instesd they are just throwing in high polygon models and expecting nanite to just perform miracles! The problem is, a gazillion 10 billion polygon models being scattered across a landscape still need to take up video memory and what happens with video memory starts to run out??? The game uses ram or swap file hard drive space and when that exchange happens you experience stutter! I recently started playing Gears of war 5 which came out in 2019, I ran that game on my 1080ti and then later my 3090 and it ran as smooth as butter, I am now playing it on my laptop and it runs so well, that game looks absolutely incredible and not for it's time....No...it looks incredible now! It actually looks better than probably 98% of any of the new games that have recently been released that all run like crap because they all made in unreal engine 5! The artists are lazy and want to push out games as fast as possible to make a quick buck! Gears of war 5 took a hell of a long time to come out and those models look incredible the lighting is incredible and guess what...no nanite....No lumen none of that crap! Good old model optimization, alot of baked lighting mixed with dynamic lighting etc. The way games should be made! it was made with Unreal engine 4 as far as I remember and that had no lumen or nanite, so artists had to optimize the crap out of the game. The better the tech and the more the engine is able to do like unreal engine 5, The lazier the artists and dev's get and the less performant the game is. It's actually a complete nightmare to create baked lighting in unreal engine 5, infact if you choose certain options when you start a new level in unreal, baked lighting is taken away as an option completely, they are forcing us to use lumen. I love this stuff for making cinematics, but till this stuff is all PROPERLY game ready, it should be used strictly for cinematics, cause it quite simply runs like crap unless you have a 4090 type gpu. The other problem is just like you stated in the video, Unreal is currently a monopoly so they don't give two sh#ts about the comunity, that's why you can search forum after forum and months and years can go buy and a massive bug will persist and just never get fixed!
@Damian-cilr215 күн бұрын
Couldn't have said it better myself UE5 is NOT the problem,it is only a small part of the problem of "modern games",another part of it would be crazy amounts of crunch
@kaloqndanadzhiev90836 күн бұрын
I am left speechless when comparing Battlefield 5 on Frostbite engine with any unreal engine 5 game from 2024
@rowerowynomada21583 күн бұрын
wukong looks bad?
@FFTVYoutube2 ай бұрын
Most people learn from other people that also don't really know what there doing. 99% of tutorials for unreal will tell you to cast to any blueprint at all that you need info from. That alone is a massive performance hit. Not to mention the amount of things people run on ticks. Most people have no idea that spawning something then destroying it does not completely remove it. Thus, things build up very quickly. Literally even a bullet in a fps game. If you just spawn a bullet then do delete it or do nothing to it, it will still add to the objects in the world and just stack up until your on 10 fps
@LOL1423derp922 ай бұрын
if you spawn and delete it will be marked for garbage collection
@zakaria200622 ай бұрын
Many they don’t understand c++ OOP , i was running in same dalima of youtube tutorials many they dont know WTH casting mean , but c++ very powerfull in unreal engine. For example loops and math and interfaces i always in c++
@YeOldeMachina2 ай бұрын
Both RED and Decima look better to my eye than UE5. Also, a ton of UE5 games look so similar. It has a look to it. I can't put my finger on what it is, but i can see it.
@QimchiyАй бұрын
I think it's the game demo feel. These are some examples from what I remember stood out from each engine. The Frostbite engine is known to look dirty. Look at Battlefield series and NFS Rivals. They have the gritty high contrast look across games with some exaggerated lighting. Decima engine tends to have softened muted lighting. Even in the skin is smoothened. Snowdrop engine tends to be very good at detail dense worlds but sudden particle effects tend to look generic. Really good atmosphere and makes you feel small. The FarCry game engine always has that strong ambient occlusion that old BF3 BF4 games had. Unreal Engine 5 looks like a game demo. Its too clean. Even when you try to have a bodycam style game it looks clean and softened and the bloom, motion blur and metal surfaces are easily recognizable as "Unreal" since atleast UE3.
@thedingleberrybush6076Ай бұрын
UE3 also had a homogenized look to it. Heavy uses of bloom, stocky character builds, same looking assets and texture mapping etc. Some UE games look totally different but most devs are going to opt to take shortcuts to keep costs down. It’s just the nature of the beast.
@derekgrubbs4754Ай бұрын
Imagine if you gave all home builders the exact same set of materials and tools to build houses, you would end up with a ton of similar looking houses. (which is a real phenomenon) There may be some custom aspects to some of the houses, but they would be similar in more ways than they are different. The devs who use UE5 will all use similar techniques, and be working with the same tools and tech. So every UE5 game will be using the same lighting solutions, the same upscaling solutions, the same set of material properties, etc etc. Similar to how all 3D printed things look 3D printed or how all oil paintings look like oil paintings. If you use the same tools, assets, and processes to make your graphics across multiple games, then all of those games will have a certain consistency to their graphics even if the games take place in wildly different settings.
@frederick1858212 күн бұрын
Character models on UE5 look slow and heavy
@daftcruz2 ай бұрын
Good to see more people waking up to the truth. All of UE5 games I played had performance, bad image quality and weird visuals overall. Meanwhile games like Horizon Forbidden West or Death Stranding runs great on different hardwares while still managing to look awesome.
@sebastianreyesfernandez107720 күн бұрын
the way death stranding runs on a fucking iphone/ipad is just súper impressive
@ThreatInteractive2 ай бұрын
Yes it's a monopoly, and so many people refuse to accept this and waste thousands of dev hours and funding on Godot or Unity modifications instead of investing in a 3rd party fork of UE that fills the gap of what's missing in the UE dev space(fast optimization workflows). 5:12 --This is not theoretical, we already proved it's NOT effortless and we have more proof on the way that destroys the "fixed cost of nanite" lies going around the dev space. 7:27 --The take here is a little too simplified. The game is mostly static, there is no reason to have a dynamic GI solution. And while we don't advocate for lightmaps, we need systems that are precompute/stream local lighting information and allow moderate dynamic interaction which UE doesn't really provide. Something like a DDGI+Distance Field Indirect Shadow method would be better. Lumen reflections where not the problem in SH2R and anyone who watches the analysis on it we did will know that. 6:11 --More like UE designs these demanding features to only work properly when combined. And again, reflections are not really that much of a problem. That example you used for instance is mostly traced from screenspace (that's been done since at least 8th gen consoles) and then fallback on HW accelerated reflections. Sad to see you not mention that half the pipeline in UE5 requires Temporal smear from algo's like DLSS or TAA but I guess that's something only we cover. UE5 does not help developers or gamers, they only help the highest level of employers. Many gamers and developers are sick of these issues but like you and I are saying: It's already a monopoly. So instead, lets try fixing the problem that's been here all along(UE via fork, plugins, usf/source patches etc).
@major_trenton2 ай бұрын
Thank you for commenting! Unfortunately I am not a developer so a lot of this video was based on research, so I am sorry for using more simple examples or missing topics like Temporal smear. Regardless comments like this are very helpful for me and others to better understand certain aspects of UE5 and appreciate you typing all this info out.
@ThreatInteractive2 ай бұрын
@@major_trenton You're all good, just wanted to clear some things so the wrong things aren't blamed but don't worry about missing these topics since we are pretty much the only people that cover this. But I'm glad to see other youtuber's define this as a monopoly!
@ThreatInteractive2 ай бұрын
@@poleve5409 Research the NvRTX branch(a UE fork, you access it just like UE source code). We intend copy the management of that project.
@florida_sucks2 ай бұрын
forget forks, there a variety of great game engines out there for whatever specific kind of game you wanna make
@ThreatInteractive2 ай бұрын
@@florida_sucks I suggest caching up with our views. We are very specific about using UE5 and will not be supporting ANY other engines. Too many resources have been wasted on such unrealistic goals.
@Native_Creation2 ай бұрын
As others stated, these issues aren't specific to the engine, but it's a) indie or AAA devs not allocating resources towards optimization of the game, b) they're not familiar with all the different ways to optimize the engine (a need to upskill) and c) the engine versions themselves have been rapidly evolving, so we're not seeing all the latest features and built-in optimizations in a lot of these new releases. Those wont be coming around till the next couple of game release waves. A lot of the problems mentioned also apply to other game engines out there, and the issue with proprietary engines are limited documentation, knowledge, and in the case of EA's Frostbite engine, these engines are typically not built for certain game genres, so they have to take years completely retooling them. I don't see the performance hits being much different than a lot of AAA games out there.
@Billy-bc8pk2 ай бұрын
That is all a problem, though. Most AAA games run poorly and look bad; that is not an excuse to accept more poor running and badly optimised games. Also, the threading issues have been present since UE3, though, it's kind of a given since it's a general purpose engine. The problem is that no studio is going to take years refactoring an engine they don't own, to optimise it for a game that may or may not sell well. So they will never allocate resources to optimising or refactoring Epic's engine; and Epic is not going to refactor their own engine for someone else's game. So it's a catch 22 with no resolution. We are basically stuck with the current cycle of poorly optimised games on two year dev cycles that play horribly on top-end hardware.
@Native_Creation2 ай бұрын
@@Billy-bc8pk Other AAA studios don't have much of an excuse, but Epic is constantly improving and optimizing the engine. UE already supports multithreading to an extent, the threading issue is also improved in the latest versions and there are ways to mitigate it. The problem is that there are a million ways to do different things, for different game types. They actually do work with other major studios (including CDPR now), and those lessons in return are added back into the engine. Open world for instance is an area they're focusing more on. It's all a case by case scenario. The biggest case study they have is Fortnite. Are there FPS performance issues there? It's fricken running on mobile. Again, studios need to actually apply the lessons that UE puts out in its documentation, Unreal talks, and forums.
@HappyChap82 ай бұрын
They are specific to the engine. It's trash that still does a terrible job of using multiple CPU cores in the pipeline. Nanite and lumen are also terrible. Unreal is for lazy devs who have no idea how to read/write code.
@azaelsergal2 ай бұрын
There's a lot of wrong in this. I'm a UE dev with a game released with all of Unreal's features, so here is my view on the subject: Primarily, the engine is not the issue, aside from stuttering (which is slowly getting fixed probably thanks to the help of CDPR) the issue comes from the developers misinterpreting Epic's statements on their technologies. The most recent GDC and Unreal Fest talks clarify a lot better what the technologies are, how to use them properly and what are the limits. AAA games today are released half-baked and poorly optimized leading to bad promo for Unreal Engine while other lesser known studios are releasing much better games with the same engine. So the problem is not the tool but the user. Stuttering issues are real but can be mostly avoided by implementing some sort of shader pre-compilation on game launch, this doesn't avoid everything but it helps. Using demanding features such as Nanite and Lumen is a developer choice, and there are no other techniques that cost less for "Performance Mode" as it would basically be reworking the entire game for just a "Performance Mode", these modes don't promise 60fps, just "performance". For example using Lumen, you can't use anything but Lumen since you'd need to relight your entire game for it to not look horrible when turning it off. Nanite has a base cost and in my experience doesn't cost a lot more when using a lot of Nanite asset, it is simply a better LOD solution in my opinion and I use it heavily, including the Experimental Nanite Tesselation in a packaged project. For the upcoming Mega-Lights, initial testing helps getting a lot more performance out of lights, which are a huge bottleneck in my project and probably many other projects, the feature also fits in perfectly with all of the engine's features including Nanite and Nanite Tesselation with no additional cost. For the monopoly concern, there are other engines competing, but they don't have the same promotional power that Epic has, there's obviously Unity with Unity 6 and soon 7 that will probably be better than the previous Unity versions and might just reach a level closer to UE and there are a lot of games especially indie ones made in Unity. There's also the Flax Engine that is improving over time, Godot for simpler games, and probably others that I don't know. Even if Epic had a full monopoly, they would probably still develop the engine, because I feel like Epic is more passionate about their product than some other engines, which is a great thing and is very promising for the future. To conclude, yes, Unreal Engine is all about promises, promises that they actually hold, they continuously improve, fix and add new features to the engine which makes it better every year, and I'm sure they'll figure out the rest of the issues in due time, but for now AAA studios have to stop being lazy and actually make good games with the engine instead of producing bad cash grab after bad cash grab
@GameBoyyearsagoАй бұрын
I dont unreal to take monopoly, i want other engines to compete, mostly still learning Unity, but also learning Cry Engines when i have free times, still waiting for Crysis 4 and Cry Engine 6 : )
@dwdwdwdwdwdwdwdwdwdwdwdwdwdw11 күн бұрын
@@GameBoyyearsagoCryengine? Isn’t it dead for 2 years now?
@GameBoyyearsago3 күн бұрын
@@dwdwdwdwdwdwdwdwdwdwdwdwdwdw well they are working for crysis and cry engine 6 so i dont think they are all dead : )
@dwdwdwdwdwdwdwdwdwdwdwdwdwdw3 күн бұрын
@@GameBoyyearsago 😁
@kubabooba54814 күн бұрын
I kind of wondered if all these development teams are adopting UE5, that the engine will improve over time because developers will modify the engine like with UE4. However, you mentioned that the industry adopted solution for solving performance issues is lowering the internal resolution, and upscaling the image - that's troubling. But I thought, if all these developers are using the same engine, come across similar issues that a team would come up with tools, or something to solve these issues and UE5 would become a better engine.
@binuxuser2 ай бұрын
I'm very interested in the way graphical fidelity seems to have hit a point of diminishing returns while performance and optimization continues to get worse. The overhead on modern engines just doesn't make sense to me. Time was you could do driver-level supersampling to get 4x as much resolution and still hit the 60FPS mark, and meanwhile games today need to upscale to run halfway decent. Yeah, raw graphics look better compared to games 5 or 10 years ago, but how much better really? I'd rather have something like Skyrim running at native resolution (or higher) without terrible TAA that makes everything a blurry, ghosting mess. These days if a modern game even deigns to include MSAA it will tank the performance significantly, because the headroom is so small to begin with.
@TheHanutaXD2 ай бұрын
Game devs back in the days had to come up with tricks to fake fidelity. Now we are at a point where finding tricks takes to long and the old tricks get pushed beyond their boundries. I am also really missing the effort old games put into gameplay details. Just watched a comparison between dead rising and it remake. For some reason the original looks better and has more gimmicks. The new Doom games where amazing with the new gore effects. Not the first to do it but they did a great job. New dead island is also AMAZING in terms of just killing zombies. We need more games that focus on fun and details and less on ultra realistic graphics
@DAG_42Ай бұрын
I think much of it is engines are making dev easier and cheaper. It's mainly benefits for the corporations that are pumping out games. No need to spend time optimizing code or assets anymore.
@eldaniels673025 күн бұрын
Say what? Arkham knight looks a thousand percent better than star wars outlaws, and it came out in 2015
@grayrayne57452 ай бұрын
These other studios need to release their engines as open source.
@Vartazian360Ай бұрын
If UE5 was actually a good engine, ie produced consistent and stable framerates without stutters, then I would be all for it. But it DOESNT. And Epic refuses to fix their garbage, but yet keeps adding all these amazing features. UE5 is a cancer to the gaming industry because it produces poor performing games.
@Billy-bc8pk2 ай бұрын
Thank you for this video. It's good to see more people waking up to these issues. The stuttering is caused by a lack of optimisation for multithreaded processes. Assigning cycles to processes on sub-threads could alleviate this problem, but the main issue is that with a general purpose engine, Epic can't know WHERE to assign parallel processes since everyone's game is going to be different and require different computational modals. In order to properly resolve this it requires a complete backend refactor of how the multithreaded processes are subdivded via their task priorities. There is no easy way around this, though; most of the logic and upfront computational thoroughput is handled on the main thread, and so there is constant stop-and-go stutter due processing issues. Attempting to resolve this could end up being years worth of refactoring. And it could end up having knock-on effects on other recently implemented systems, such as the new mega-lights, as well as existing systems such as Nanite and Lumen. And rewriting all of those could have serious impacts on in-development projects relying on Epic to provide support for their UE5 projects. This puts Epic in a very precarious position: do you rewrite the backend multithreaded handlers to improve thread performance and hopefully reduce micro-stuttering, causing potential problems with existing plugins/systems that may also require refactors? Or do you keep pumping out new features and let the studios handle the refactors on their own dime/time? In the interim, Epic doesn't lose much because everyone is switching over to using the UE5 since most top companies are losing their engineering talent who maintained their proprietary engines. Don't be surprised if the Battlefield after the next one also switches to UE5, since many of EA's Frostbite engineers left to form and join Embark Studios. In the long run, this could end up being severely damaging, as people will soon recognise that UE5 games have serious performance ceiling issues, and may not be worth it, resulting in people becoming less enthused to play games running on UE5. That could hurt Epic big time, as people may end up associating the engine with the negative stigma that games release in poor functioning states with frame stutter and playability issues, which may have severe long-term effects on sales.
@cHaMp6302 ай бұрын
Too bad they all kind of just look the same. Fancy looking asset flips.
@capoeragames2081Ай бұрын
The answer is simple, faster development time and more people working on them, it sucks that the only engine that's "accessible" to every tier of developper is one that has broken features meaning to overwrite good old techniques from lighting to shadows, reflections, lods and so on, they want to rely less and less on the manual labour of tweaking each individual visual system on the development process, the problem is, automated solutions are just that, automated, they will always have problems and most often won't look exactly how you want, you'll still have to tweak something here and there, Indiana Jones just showcases a future where all games depend on RTX to even run, so they can cut a lot of GPUs to not optimize for them and to of course, rely on the automated solutions like Nanite, Lumen and whatever comes next, games are blurry and broken and there's no fixing it, at least not without the old methods, remember Arkham Knight and how photorealistic that game looked? yeah, was in Unreal Engine 3, albeit a custom version of it, but that game alone and NFS 2015 had the most atmospheric nights i've ever seen in a game, all that through clever development techniques and creativity, no ray tracing, no upscallers and definitelly no frame generators to get you above the 60 fps (in monster hunter wild's case, to barely hit the 60's lol), you can easily run Frosbite games and they always look stunning, say what you will about Veilguard, but that game looks gorgeous, doesn't stutter and it's so easy to run given you've the requirements, a lot of UE5 games run like crap and there's no PC in the world that can get away from stutters and bad optimization in general, i guess what i'm trying to say is, i wish games went back to the 8th gen mid 2013/2018, if we're talking about examples, we've had Battlefield 1, Shadow of Mordor, Rise Son of Rome, Forza Motorsport 7, Resident Evil 2 Remake, Mortal Kombat X, The Witcher 3, Kingdom Come Deliverance, Metal Gear V, Just Cause, Max Payne and the list goes on, all of these run amazingly and look much better than a lot of current gen tittles, it just doesn't make any sense, i'm playing Suicide Squad and the lighting in that game is terrible, simply bland, you can only go so far with reshades and compared to Arkham Knight, that game and Gotham Knights simply suck visualy speaking, i refused to accept that we have much more computing power nowadays and games are looking and performing worse, all in favour of automated techniques, if you plan on playing each triple A out there, well, get ready for upgrading your gpu to the highest tier, things are about to get much worse.
@marcusclark1339Ай бұрын
ironically goes to layoffs too, they shoot their studios in the foot, fire all the ppl that knew the engine then can't use it anymore and use cheap labor for contractors for unreal since they all use it or Unity as early indie/small devs, there's no understanding of unreal just basic use and no one with the experience to innovate and build on it cause they don't stick around long enough for that
@viciousvndtaАй бұрын
9:24 "Nanite is supposed to actually be quicker at rendering and not use as much computational power" - see, this is exactly why you are wrong with some of your statements and clearly prove that you have absolutely no clue of what you are talking about. 1. Nanite is not quicker at rendering compared to its alternative, LODs, it is almost always slower which does make a lot of sense. Just thinking about this for a second can give you the obvious answer. LODs are pre-computed while Nanite does it on the fly. Now, tell me what would take up more computational power? Loading a mesh's LOD? Computing a mesh's LOD many times a minute when needed? 2. Nanite is not supposed to be faster at rendering compared to standard LODs. It is supposed to handle larger details than LODs. Why? Well, the "issue" with LODs is that they take up a lot of space, gigabytes because the higher the poly count goes the more LODs you will have (usually). This results in having a mesh 20 times with fewer polys than the original mesh but still more than quadrupling its original size in bytes. And all that just for optimization. 3. Nanite can take away the time you are spending to make LODs (usually made by artists by hand to prevent pop-in effects). It is some kind of auto LOD but at runtime. This saves not only space on your HDD/SSD but also time for artists. Now, compared to having no LODs it is faster, but since LODs are pre-computed they obviously will always be faster. But that is not the point, and the hit in performance will erase with better hardware, which is guaranteed. To summarize we can say that Nanite saves time for 3D artists cause they do not have to manually adjust each LOD for every single mesh; Nanite can save disc space and download space (but probably won't because people will start to use even more high poly mesh for even more details); Nanites performance issues are very likely to vanish with better hardware and future adjustments/optimizations by Epic. But still it will be slower compared to LODs. Back in the days computing textures at runtime was considered a "performance issue". There was a tech demo from some german guys - sadly I forgot its name but once found I'll link it - who made a "game" with procedural textures being computed at runtime all fitting on a floppy disc taking up almost no disc space. This could be considered virtual textures. Computing these textures was slow AF and far from playable. And yet we have such a technology today and many games utilize it since hardware can handle it nowadays. Nanite is virtual texturing for 3D meshes instead of 2D images. It will take some time for hardware to catchup, but it will happen. I see some parallels here. Idk, I have no more words left. This is just clickbait in my eyes. I admit, the engine is not perfect. I still prefer UE4 over UE5. But still, this video is just clickbait and the author has no clue about the things he is talking about.
@krissythecatboi28 күн бұрын
Unironically, the likes of Unity, O3DE, Stride and even Godot would be viable for *plenty* of games out there as well, with a competent enough team. They could even get Unreal Engine 5 to perform well if they wanted to and let the players turn down the graphics as far as they want (e.g. disable Lumen and Nanite in the options menu). But none of that is happening, because it would take more work with a noticeable effect on the "low" graphics settings (bad for marketing), it's easier to just give upscaled slop to people and instead expect them to upgrade their hardware just to play a game at 1080p 60 FPS with no upscaling.
@SofloXR2 ай бұрын
Every engine is just a tool with it's own pros and cons. You choose an engine to save the time building one yourself. I have faced issues with optimization with UE, but I don't think it's the engine's fault. There's no real monopoly on the market, IMO. However, unreal could improve on it's learning material so that devs understand how to optimize their games more. At the end of the day, if you rely 100% on visual scripting, you're going to run into issues later on.
@SnakeEngine2 ай бұрын
The main stutter issues people seem to complain about is shader-compilation and traversal stutter. But visual scripting could be in the mix, warping the impression for the worse, who knows.
@SofloXR2 ай бұрын
@@SnakeEngine I'm relatively new to game development, but I know from the web dev world, visual page builders just came with so much optimization issues that needed external 3rd party tools to clean up. Game engines have so many more factors that come into play, I think it's just a matter of developing an optimized workflow.
@WbfuhnАй бұрын
The only upside to these games getting made in UE5 is people being able to port these games to the engine and making fixes or add mods. I will point out. Satisfactory is a game made and released in UE5. During development it was made in UE4 until the release of 5. It does have stuttering at a distance, but up close by a certain distance it runs smoothly. Part of the reason being it tries to keep visuals up at a distance at the cost of framerate. Coffee Stain Studios managed to have their game not stutter.
@yudhaxn1195Ай бұрын
all this problems starts from. "lets cut the cost and make more profit as many as possible"
@apfelschorle19882 ай бұрын
UE5 is better for movies and commerical rendering than it is for game development. It might be the worst thing that happened to gaming since loot boxes.
@Zweite932 ай бұрын
Yep, 90% of UE5 games I've seen are a stuttering mess with blurry graphics. I really hope this trend dies quickly.
@infeliximpius2 ай бұрын
@@Zweite93Finally met people that have this same feeling
@Native_Creation2 ай бұрын
It is specifically built for game development, but it's up to the game devs, not Epic, to release an optimized game
@Billy-bc8pk2 ай бұрын
@@Native_Creation No it is built for general purpose creation; Godot and Unigine are built more-so directly for games, along with Unity, which is why all three have better running games despite not having as many features as Unreal.
@apfelschorle19882 ай бұрын
@@Native_Creation UE5 has fundamental issues that even Epic themselves couldn't fix for their own games. And Nanite is more often than not performing worse than traditional LOD systems. It's great for movies and commercials but flawed for gaming.
@rgel3762Ай бұрын
It's nice to converge to one tool as a developer, I am sure that ue problems will be addressed
@perfectionbox2 ай бұрын
It's one reason why Epic makes the UE code available, so that studios can optimize it. Even in 2D e.g. I can easily bypass Slate and issue draw calls for quads directly.
@badmingosАй бұрын
Can't wait for the next gears to prove other devs don't bother much about optimization
@octe-es2 ай бұрын
Hard to talk about monopoly with UE5 since the engines the games use are generally proprietary engines, so no other studies use them, and there is no impact on the general market
@amirhm64592 ай бұрын
I don't like the way they push unreal to movie and films in same package of the game engine. Game engine should compact and have good performance. Bloating game engine is never be good. I wish they make unreal lite version where only barebone game engine who's running fast and less performance issue
@Billy-bc8pk2 ай бұрын
This. A lite version without all the plugins and add-ons would be a huge boon for litework development.
@childlikesaiyan2 ай бұрын
As much as I adore it, I think a good example from this is a little demo called Stonemachina. It's an indie sauce like where you play as little Stone chess pieces and you fight Angels based on Italian mythology. It also has DMC style switching and it's absolutely phenomenal. HOWEVER, it is also in unreal engine 5, with photorealistic textures and sky lighting, meaning it _chugs_ sometimes. Not to mention it's a demo so it's not fully optimized from the get-go. So this fantastic game with fantastic gameplay is being brought down by graphical choices and how demanding the engine is. I'm having dips on a ryzen 7700x for an _indie game._ Now don't let it deter you from trying out the demo it's actually fantastic. There are graphical options that won't melt your computer but my point still stands
@vgchronicle2 ай бұрын
I like what the devs at unreal are doing with the engine, but tbf I also worry for a future where all games look the same.
@mariano40682 ай бұрын
The developer decide the look, not the engine.
@vgchronicle2 ай бұрын
@@mariano4068 sure
@gorofujita57672 ай бұрын
@@mariano4068 That is a meaningless platitude when *on practice,* the real world result is to have UE games all have this uncanny similarity between them in lighting and texture work.
@comradecatbug52892 ай бұрын
@@gorofujita5767You'd be surprised how many games are developed in UE. Just to name a few: Abzû, No More Heroes III, Black Myth: Wukong, Hi-Fi Rush, It Takes Two, Code Vein, Sifu and Pumpkin Jack. Now would you say all these games look the same? I won't deny that UE has a somewhat "default" look to it, but talented developers can make it look really unique. It's an incredibly versatile engine.
@robertagren9360Ай бұрын
As example unreal engine 3 had all games with a blue tint.
@HoneydewSoda2 ай бұрын
Just stumbled onto your channel you offically scratched the itch ive had with long form gaming content
@major_trenton2 ай бұрын
Wow thank you! Hope you enjoy my videos!
@shinobi1975Ай бұрын
This is not a Game Engine issue. It's a development issue.
@raskolnikov6443Ай бұрын
It’s both
@CentriolessАй бұрын
Yep ppl suddenly forget that these issues also happen with other inhouse engine. Witcher 3 launch was filled with horrendous performance issues (and it was still a mess when they gave ray tracing update). Dont get me started with bethesda and their entire library. This has always been the dev's issue
@zbyniewАй бұрын
Fortnite has issues. It's an engine issue bruh. How's your blueprints spaghetti code coming?
@CentriolessАй бұрын
@@zbyniew hellblade 2, the best looking game of this year was made with ue5 and ran flawlessly. This has always been a development issue
@raptorfrАй бұрын
@@zbyniew Because Fortnite spawn here without dev .... 😏 Dont think Dev are all good in their jobs. Remembering in 2000' Blizzard Dev refused the existance of the floating point precision error... Many have no time, and UE give them the opportunity to make their game beautiful without much effort. But you need to learn what is usefull, what is not for your project and how to tweak what you use. Many dont because its on/off features without need to understand how its working under the hood. Use every last year features thinking its free in performance... well... you end with games demanding last year graphic card... Fortnite metaverse is usefull to test and point what doesnt work well. Look at last video on Lego fortnite and what their are working on and why... (physic and netcode) Gamedev has always been a tech performance. But there are more and more Art specialist, and less Tech specialist... maybe there is a point here.
@ZuraJuraАй бұрын
Imo Red engine is a much superior engine. It's just the one who knows it left CDPR and CDPR didn't want to license it out
@JuiceboxCE27 күн бұрын
Not exciting to think about how many games are chasing maximum realism, which leads to an unforseen consequence: Every big title is going to barely have a distinguished aesthetic anymore. Halo will just look like Gears, Horizon, etc etc. Same realism chase. All that budget going into realism, not art style pursuits. As someone who appreciated Halo 1, 2 and 3 for looking the way they did, I imagine games will never have that visual clarity as long as this chase continues. Realism looks great! It's also just, a lot to take in, all the time, especially at a quick pace in gameplay. No more subtlety.
@almostclone38592 ай бұрын
Hope it can make ray tracing looks real and less demand
@henseltbrumbleburg37522 ай бұрын
Bro go back to the late 2000 Unreal Engine 3 was the same, but I agree. Everything starts to feel samey
@geminijinxies7258Ай бұрын
Yup! Many UE3 titles on the Xbox 360 had the telltale hitches and stutters that's been a thing ever since. It's an engine that ruins the feel and fluidity of games.
@randomcommenter10_8 күн бұрын
@@geminijinxies7258 I wouldn't say it's entirely the engine though, the developer also plays a big part in how a game runs and feels, I've had cases where I'd play a game and not even know that it was made in Unreal because of how unique and good it feels
@samk86072 ай бұрын
I think that's their policy, presenting features so the new guy can go: omg, wow How does it work? 🤔 We'll improve it in the future nvm... hmmm guys I have idea, let's hire ALS guy for the next update
@DZCOSENTRYАй бұрын
It must be so frustrating to buy an expensive GPU / Console and STILL get these performance issues in your $70 game. I'm about done with AAA altogether at this point lol they're becoming too rich and lazy.
@cutedumbpanda80662 ай бұрын
Monopoly is always bad for the market. No matter how you look it, from which perspective you look it, even if it looks good for the industry, it's end result is always bad.
@WhoIsJohnGalttАй бұрын
Wrong. Monopolies are not good or bad. They just are. Any company can choose another engine freely noones stopping them. Thus this “monopoly” is a chosen one. Chosen why? Because they have the best available product. There’s nothing sinister about being the best and people willingly choosing you
@cristitanase61302 ай бұрын
monopolizing? lol no quoting a few games made in an engine means nothing compared with over 1000 games created each month. proceeds to handpick some games that have some issues, ignoring the vast majority of other games that don't have that particular issue, then generalizing, concluding, wrongly, the engine itself has that issue, without offering any proof of that. how about that particular game was coded poorly? No? Then why other games don't have that issue? Crickets.
@DaimeneXАй бұрын
9:14 I know this came out before STALKER 2 released, but that game is now technically a proper open world game, and boy I can see all the issues you mentioned here present there...
@ShimizuIzumi2 ай бұрын
9:93 in the scene I tested Megalights in which had Nanite and Lumen enabled with hardware ray tracing, it doubled my FPS from 50 to 100 on my 4090 in 1440p using the cinematic preset from the editor
@JoeChillius10 күн бұрын
Do you make games or work with game engines or in the industry?
@Avatar-198914 күн бұрын
The old games are so smooth. tomb raider shadow. I downloaded and replayed a bit and found the graphic is stunning, and on my RTX4060Ti, 2K it runs 140+ fps which is insane. 4:55
@TacticusPrime15 күн бұрын
UE5 seems great for putting together cinematics and storyboards for films.
@Nice.guy._.2 ай бұрын
looks like i now wanna fix all of these problems in my game
@6355742 ай бұрын
None of the big engines can run on low end hw.
@SnakeEngine2 ай бұрын
Yeah, unity seems to suck too with simple games on a laptop with integrated graphics.
@daniellindforsbernholm3682Ай бұрын
I'm gaming on linux with an RTX2060. I'm probably taking a performance hit by doing so. But for the last 5 years I've been able to play anything I through at it on some graphical settings. Up until the last year when I started to notice that every UE5 game is completely unplayable even on the lowest settings. Stalker 2 I managed to get as far as to the first town after which the FPS dropped to less than 1.
@maddladd37769 күн бұрын
as a society we should just move past the need for amazing graphics that go beyond what the average rig is even able to handle, like does anyone really care at this point, we've all already seen red dead 2. Its not like graphics equate to the overall enjoyment of a game anyway, like sure its cool to look at for maybe the first five minutes but it has no actual effect on gameplay, most of the most popular games ever have graphics that dont even try to be fancy. minecraft for example.
@KingcoleIIVАй бұрын
You are blaming the engine for developer mistakes inexperience and rushed projects that is insane there are plenty of games that do not stutter it is 100% an optimization problem not engine.
@thronosstudios2 ай бұрын
It's an amazing engine which is why everybody's using it, and that's why in just about any industry a product that stands out from the rest becomes the standard. That said, if Epic Games stagnates due to their success, then there's only one way to go from there... and that's down, which is the the pattern these powerful, influential corporations tend to go through. But in the meantime, I don't see the problem in enjoying a fairly solid product that can put out some high-end, professional grade visuals for both game and film industries. If their throne is overtaken by another engine in the future, that means it's got to be faster, easier to learn, and all around better if it can dethrone UE... so I don't see a problem with the way things are going with unreal
@TTVSquonkBot945 күн бұрын
If everyone is sooooo disappointed in Unreal maybe people should create an engine from scratch or turn to Unity for development alternatives, idk what has sparked this fad but it's ridiculous to say the least.
@carlitoxxe06 күн бұрын
It's worrying that modders have made the X-Ray engine (STALKER), from 2007, look significantly better than STALKER 2 (UE5 engine). It's almost ridiculous.
@jaylenjames36414 күн бұрын
It's not Epic fault that game studios keep their game engines private.
@meganoobbg33872 ай бұрын
Unreal engine 5 is a go to for established lazy "AAA" devs for two reasons - fancy graphics are the main (and usually only) priority in modern games. And secondly they don't need to bother with optimisation at all, cuz nowadays they can tell people: "Stop being poor" and make them buy expensive new CPU and GPU's. This ofcourse is very convenient for them, and their investors from the monopolies of the PC components cartel - force you to scrap your old PC.
@TehAntares2 ай бұрын
Add in the marketing bit. All the time I catch game journalists just having the urge to point out that a certain game "will be running on Unreal Engine 5", especially for game announcements.
@viciousvndtaАй бұрын
Oh no, new technology require better hardware. Damn, this has not happened in the past before.
@audreypearson5956Ай бұрын
What’s the name of the game in your clips where the woman is exploring stone ruins, and flies after her arm tattoo starts glowing? I’ve been trying to find it and it’s driving me nuts! 😅
@Weaseldog200119 күн бұрын
its the Unreal 5.0 demo video.
@mrxcs2 ай бұрын
And even though there have almost monopoly of game engines, they are barely profitable. This area is cocked, a competitor, at the same level, will not be able to sustain itself without a Fortnite. It also proves it's a bad idea to maintain a proprietary engine, you're multiplying the risk of bankruptcy.
@Mx.Dmg1999Ай бұрын
Every engine created was unique in graphics and their functions, that's what gave games their distinctive looks, now every game is going to look like asset swaps with horrid performance
@visceralvore2 ай бұрын
What is the level in the 3:04?
@LonlyguarderАй бұрын
Upscaling is a blight raytracing is overhyped we dont need better graphics, we need better developers and cut out the greed from the publishers
@aceofkingsje34632 ай бұрын
Dead island 2 is a prime example of how to use UE5. Regardless of how good(not good) the story is , that game is visually stunning asf and has some of the best graphics the ps5 has seen. And it runs beautifully.
@EntrepreneurialBoost2 ай бұрын
Have you played Gears 5, that game with unreal engine 4 looks, feel and play far better than most of recent unreal engine 5 games, so it's all upto developers who's making game.
@aceofkingsje34632 ай бұрын
@ I 100% that game is also a prime example of how to use the unreal engine. I’m not sure if ur like trying to disagree with me or something but I didn’t exclude any games I just mentioned dead island 2 as a prime example. There’s plenty more prime examples im sure but I’ve never played gears so there’s no way I could speak on that accurately. And what you’re saying is exactly what I’m saying, it’s not the engine it’s how you *USE* the engine
@Legion849Ай бұрын
Gears 5 runs on Unreal Engine 4 and the performance is consistent across the board. It runs just fine has no stutter problems
@WakoJacKooo2 ай бұрын
Nice video and audio. I have no comment on unreal as i respect them for all their work ❤
@AZSDXC8954Ай бұрын
Im playing Life is Strange Double exposure and I noticed that it’s stuttering too. At first I even thought that there something wrong with my PS5. Now I know why. It run on UE5
@robertagren9360Ай бұрын
It's good when making a Demo or a movie
@N0nManfiold99Ай бұрын
Unreal Engine isn't the issue. Most of it lies with the developers. Like your point with Silent HIll, performance mode should be using a different Lighting solution. It should use baked and mixed lights with SSR (Screen space reflections) using reflection captures. A lot cheaper then Lumen. Same with using optimized LOD assets rather than high poly nanite meshes and 60 is much more achievable whilst still looking great!
@sm137532 ай бұрын
Running these UE5 games with DX11 seems a temporary solution for now. SH2 and UD both run better with DX11 commandline added to their executable
@DAG_42Ай бұрын
Unity being the big competitor... well, sucks a lot that their genius management decided to give a big middle finger to all of their customers!
@NebosvodGonzalezАй бұрын
Unreal engine is just straight up completely broken My project was corrupted because I added a variable and then deleted it even though it was brand new and never existed before it went and caused 1,500 different errors.
@danilob7662 ай бұрын
Game engines built with future hardware in mind have always existed, so I don’t see why this would be a problem.
@Billy-bc8pk2 ай бұрын
It is when the games run poorly, don't look great, and the gameplay suffers for it. As showcased with Until Dawn, the last gen version looks and runs better.
@KlaweKlapkiАй бұрын
UE is product of players that cry "mah graphics" so game looks good and that's all
@mariano40682 ай бұрын
The new features will need time to be improved, that's the true.
@shadowlordalpha2 ай бұрын
Specifically the AAA game industry. Also why CDPR... your engine looked better in some cases the UE5. Also with devs that work on the game not learning the underlying engine we lose out on a huge amount of tricks and such with the engine that improve it and make the game itself feel different then the others
@drinkwwwaterrr2 ай бұрын
A lot of these issues aren't unique to Unreal. In fact, if developers take the time to properly optimize their games UE5 can look and run extremely well.
@c4rnagEc4Ай бұрын
this don't look like Unreal issue but the hardware, high resolution and optimalization in the game it self 40-45fps in 4k???(not a surprise) mainly is problem of the engine user/developer
@ruanvictorcabraldelima4752Ай бұрын
I mean, the one doing the updates doesn't need to be epic. The devs can customize unreal to their liking, batman arkham Knight was made in unreal 3, a heavily modified unreal 3, so there's still hope, but the diyng of alternatives engines is sad indeed, they provide different flavors in how a game can look and run, and incredible works like the red engine being lost is just sad.
@TriumphTheCharterChartsАй бұрын
0:04 i don't blame them
@gameison4813Ай бұрын
There are still good in-house engines like decima, idtech, source2. Even RE engine is great if you don't push it to open world
@dreamingacacia3 күн бұрын
just the performance problem is already enough to made me stay at UE4, actually the performance is one of deal breakers for me.
@jaredchampagne2752Ай бұрын
If all games and companies switch to a single game engine (unreal 5) and make it a giant monopoly, were in BIG TROUBLE, when a company has no competition, the quality will suffer BIG TIME. We’re already seeing it. They have no plans to fix it either, keep pumping out the same garbage.
@Jak-z6x28 күн бұрын
Every unreal engine 5 game is basically the videogame equivalent of The netflix look, It still is impressive yet idiot's who praise it as the next best thing will inevitably turn on it when they realize games like cyberpunk 2077, rdr2, and even Horizon and killzone shadowfall do certain things better etc" Hair physics, weather effects, sound, Global illumination, Ground textures, Foilage, Buildings and fabrics
@EntrepreneurialBoost2 ай бұрын
Halo Infinite gameplay is so much fun to play, so smooth and if the next Halo with ue 5 doesn't give that much fun gameplay as Halo Infinite, then that'd be disastrous fail. Fans not gonna like that, gamers doesn't care about graphics. I'm a casual gamer (even less than that) but I don't like playing games with 4k graphics instead I turned it down to 1440p and 120 fps on my Xbox Series X to experience the fun and smoothness in the gameplay.
@viciousvndta2 ай бұрын
Nobody cared about crysis having 3 fps, all just got shooked by what the game was able to do. Now how many years later? unreal is doing stuff that we haven't seen before just like back then with crysis and ppl are just complaining even tho we haven't even seen a game yet so it is all just speculations... I hate humanity...
@editorrbr2107Ай бұрын
What are you talking about? There are scores and scores of games already using UE5.
@viciousvndtaАй бұрын
@@editorrbr2107 Scores and scores right? How many of those are projects that started originally in UE4 and upgraded?? So many of those games would have been very similar under UE4 before switching the engine version. "On going problem with stuttering" - you know what? This is not an engine problem. Callisto Protocol had the exact same issue being entirely on UE4. You think Epic devs wouldn't fix such a major "bug" within 10 years of developing? Maybe this is a devs issue. There are plenty of UE games no matter if UE4, 5 or even older that do not have this stuttering issues. But sure, I guess it is easier for the click baiting to just say "it is an on going problem with UE5 because of world partition" - world partition didn't even exist before UE5 and yet there were games having stuttering issues. Also, there is other games using different engines with stuttering issues (CS2 for example) that were both released before AND after UE5 not even being able to use any of Epics tech.
@rua8932 ай бұрын
i wonder if this is the reason why delta force multiplayer will be on ue4 while single player will be in ue5 🤷♂🤷♂
@averytucker790Ай бұрын
To make it worse the unity engine fell off hard with its bonehead policy. That pretty much gave developers an 80ft shaft up their rectum. door. Even though they retracted it. Most people don't even want to touch it anymore. knowing that it could easily happen again. And know a bunch of dumb bouncy anime characters from ZZZ won't get people to reconsider using it for development.
@DarenKajiWolf2 ай бұрын
We need mor UE3/4 games and using other engines that are capable of cool and good things, pointing or having as a goal having "MAX" graphics isn't the future of gaming, it's a part of it, and executives just don't understand and ask for "the best"
@eadmonddai74365 күн бұрын
UE5's solution to global light and natie(whatever the name is) isn't good in the first place. They Are not Efficient in any way. There are already tech analysis of those(and nod, Dgitial Foundary don't count as tech analysis). And even more important, art style beats so called realism in any way. If I look for realism, earth online is both hard and realistic AF.
@moonstrobe2 ай бұрын
Yeah, stuttering is also a skill issue. Overload a truck or use a blowtorch wrong, and things are going to happen.
@thechamp30722 ай бұрын
Unreal engine works on the liner gameplay but will not work on open work.
@phantomabidАй бұрын
It is NOT the Engine BUT the Developer! I hate every time I see a video titled Unreal Engine is killing/ruining this and that. I don't understand why people blame the Engine when it's the Developer's responsibility to optimize their game. The Engine has provided you powerful tools and engine source codes and every version of the Engine. It's up to the Developers to PROPERLY utilize them for their needs, for their specific project; not go crazy with them. . People who have made Game Engines have made game creation and development a lot easier and time-saving. You should be thankful to them for their invaluable efforts and time as a Dev for creating and as a gamer for playing, awesome games which would've taken years of time and knowledge. It is not their responsibility to fix the FPS of your game. You use Photoshop, right? Do you use all of it's features on the same picture/project? NO! If yes, then the result might look ugly. Same goes for Game Engines. It is YOUR responsibility to use ONLY the specific tools needed for your specific project.
@editorrbr2107Ай бұрын
Professional developers who have to use it every day are in sharp disagreement with you - just read these comments
@nights3123122 ай бұрын
Good video!
@major_trenton2 ай бұрын
Thank you!
@hermitgreennАй бұрын
Saying that RED is better than UE5 is cope. And it being faster than UE5 is more of a condemnation of UE5. I think every four years we have a wave of young adults realizing that just because a game is on a particular engine, it's going to look good or run well. UE5's big problem is that it intentionally attracts non-programmers who are then perplexed when their game runs like shit. So it's going to become the "low skill" game engine which will become a problem for them at some point.
@Sneaky1ne2 ай бұрын
I dont think UE5 is user friendly at all. I only went for UE 5 because I really like C++. If I knew of another engine I could use C++ with that was battle tested, I would walk away from UE5 and not look back.
@brk292 ай бұрын
if you learnt c++ you can learn anything else pretty quick. Like C#.
@SnakeEngine2 ай бұрын
@@brk29 Yeah, but he probably wants the performance advantage of C++ and dislikes dealing with the garbage collector. Yes, you are not dealing with garbage anymore in C#, but still with garbage collection since you want to avoid it in games.
@brk292 ай бұрын
@ then, he can use Unigine, Flax, or something similar, they are not battle tested in terms of published games. But, he can battle test them. There is also cryengine but I wouldn’t say user friendly to that either. Oh and O3DE. Not battle tested yet but seems promising. I still think C# is currently not that behind of C++ in terms of performance. If you are not after something really specific you can pretty much do the same stuff in C#.
@GreyDeathVaccine2 ай бұрын
What happend to CryEngine?
@major_trenton2 ай бұрын
Based off Google it was a technical mess to figure out, and developers did not receive much help from the creators of the CryEngine either.
@gametime4316Ай бұрын
UE5 is fine for what it tries to push, its just released 1 hardware gen too early. if RDNA4 will turn to be as good as the rumors say and with RTX50 coming soon running UE5 games will be much easier and cheaper. + stop trying to run ultra/epic settings on 4060, games on PC games have settings for a reason...
@godkekliveshere4312 ай бұрын
KZbin gamer logic. valve can push EDI in his games and company can ask for tones of money from game devs and gamers can delate accounts and other stuff and his custom game engine who is in private mode what are most gamers respond aw we just ignore it when epic allows for everyone to use their engine for free + the source code it's also available + free games from the store every month and free assets and now FAP who is all in one store and asset place who gives 80% on their sells so how did the modern gamer respond to it aw i hate epic because there are a greedy Corop boo Hoo how tone deaf are you all.
@user-be5kj1bw3d2 ай бұрын
you can stop simping for a shitty company and shitty engine now
@godkekliveshere4312 ай бұрын
@@user-be5kj1bw3d go look in the mirror you tone deaf its mind blowing almost on SJW levels
@godkekliveshere4312 ай бұрын
@@user-be5kj1bw3d also go read my other comments the once where i am talking about other game engines and completion to epic like aw i don't know valve and unity and you say its a shitty game engine yet you didn't saw any issues when wukong made over 10k this year aw how convenient. you guys are just as much as grifters as sweet baby ink and EDI care about repetition for the modern audience.
@godkekliveshere4312 ай бұрын
@@user-be5kj1bw3d " hates monopoly's" forces everyone to go to valve greedy ass because every game dev has 100 dollars to spend + the 30% tax cut from valve. and valves own over 30% of the gaming publisher you guys are so tone deaf it blows my mind
@dontgotomychannel94032 ай бұрын
Honestly if Epic Games make their game store as better and optimized as steam and also gives you an option for offline installer like GOG launcher and optimized Unreal Engine with a plugin to downgrade assets or projects + fix game stutters + their own c++ editor without requiring visual studio, they would really succeed and loved by gamers. I really like Epic but they barely listen to users reviews or criticisms. Hopefully with CDPR, they manage to get their crap together, they would fix a lot of stuff like Kojima Productions did with Decima Engine. Honestly their UI designers suck big time and that is a fact.
@xavierdecharpe3288Ай бұрын
Red engine run better and is far more beautiful than UE, even the witcher still look amazing. I can't imagine cyberpunk 2077 in UE5, it would demanding a PC from Nasa.