These studios have fired everyone who understood how their internal engines worked.. they HAVE to use UE5
@stevekramerf2422 ай бұрын
Yep, nobody talks about that fact.
@ledzep10232 ай бұрын
@@stevekramerf242remember for the beginning of Halo Infinite when they just had a revolving door of employees coming in, learning the engine and then right as they figure it out, they’re either gone or fired and someone new comes in. It was something to that effect but basically they never really had people fully learn and understand their own engine and just had constantly changing employees
@SnakeEngine2 ай бұрын
Did they? Perhaps those people are overqualified and too expensive.
@EggEnjoyer2 ай бұрын
@@SnakeEngineToo expensive & over qualified = Not a fresh out of college kid and actually has experience
@SnakeEngine2 ай бұрын
@@EggEnjoyer Yep, but to be fair, not an engine problem.
@Opnn8d12 ай бұрын
Unreal Engine is not killing gaming. The gaming industry is killing gaming.
@raskolnikov6443Ай бұрын
Screw UE
@asrr62Ай бұрын
no unreal is a major culprit. who wants to play games at 10 fps.
@simplepointstudio6210Ай бұрын
@@asrr62 Developers who don't know how to use the engine. Don't blame the tool, blame the artist.
@Opnn8d1Ай бұрын
@@asrr62 And you're running said games with a system that has the recommended specs? If not, then THAT is your problem. Not the engine. The ENGINE is not going to put a limit on what the developer wants to throw into it. But what the developer throws into it may put a limit on the performance the player gets out of it. You could always buy a more advanced machine if you want to run things with all the settings maxed out.
@bokan1056Ай бұрын
As if everyone NEEDS to use Unreal Engine
@LeBopperoniАй бұрын
Your "censorship" section is incorrect. Those are the C++ coding standards for engine change request submissions. They do not affect the content shipped in games, just the content of code and comments in the engine itself, which their developers need to work with. Took me 3 seconds of googling to find this out, yet you managed to not find it.
@redpzАй бұрын
because he wasnt looking for it lol, thats why
@a_awakeАй бұрын
I wish we could pin this comment.
@MelGibs-v7jАй бұрын
Yeah that’s still called , guess what? CENSORING.
@Giuseppyziribbu-l4tАй бұрын
Alright. Censoring the games produced with the engine would have been really terrible. These guidelines are still kinda stupid but less threatening
@LeBopperoniАй бұрын
@@MelGibs-v7j tell me you've never worked in code
@mozax81182 ай бұрын
It's crazy that Batman Arkham Knight was made with an upgraded version of Unreal Engine 3.
@LethargyPike2 ай бұрын
Finally, someone is pointing this out! There is nothing stopping studios from making this type of game using prebaked lighting and other optimization techniques. It's developer neglect and overliance on next generation hardware that's the problem not unreal engine.
@TheVisualDigitalArts2 ай бұрын
I did not know that thats insane.
@DaDoubleDee2 ай бұрын
Seriously??? I thought it was an upgraded UE4
@fatalk012 ай бұрын
yep same with mortal kombat 11
@cunnyman2 ай бұрын
@@DaDoubleDeeit was released when UE4 was just released lol
@congoredjr2 ай бұрын
UE5 is the sign that video games are going/have gone from art form to quickly mass produced corporate product.
@randomcommenter10_2 ай бұрын
isn't that more of an issue with the game developers themselves though? I feel Unreal is being scapegoated from the real issue here which is modern AAA developers just being bad nowadays
@congoredjr2 ай бұрын
@randomcommenter10_ no shortage of blame to go around, but Epic is making what we are seeing possible by creating the engine, the environment it can thrive in was created by others, but speaking on them on youtube is verbotin.
@josephmorelli34082 ай бұрын
Except now games take 8-10 years to make.
@Sweenus9872 ай бұрын
It wouldn't make sense to have to rebuild everything all the time for every game. UE5 is a tool and a natural part the games industry evolution
@marekkos35132 ай бұрын
YES
@PjotrBittskyАй бұрын
Wow the STALKER prediction was Spot on. Instead of A-Life AI we got enemies Spannung in a 70m Radius around the player.
@RDD756Ай бұрын
this and mechwarrior 5 clans, every series gets ruined by this bloated fucking engine lmao
@MelGibs-v7jАй бұрын
Any game that comes in UE5 is utter garbage. It’s a scam and they ruined many games with it.
@queuedjar4578Ай бұрын
Game development going backwards. Still though I don't even think it was directly UE's fault, more GSC not bothering to iterate something they already had a good framework for and experience with. There was surely a way to make a-life work in Unreal 5 if they actually bothered trying.
@DragonOfTheMortalKombatАй бұрын
@@MelGibs-v7j "Any game that comes in UE5 is utter garbage" Today I learned that black myth wukong is garbage, the finals is garabge and games that haven't been even released yet are garbage. Very smart.
@АнтонСеменов-л3уАй бұрын
GSC is garbage. Their lazyness is not Unreal engine fail. They know that graphics and nostalgia already sold the game, so they can do nothing to improve gameplay.
@lazycakes3602 ай бұрын
The engine isn't at fault. It's just a tool. The game developers (and publishers to an extent) themselves are responsible for the vision of the game, such as the artstyle. It's just the artstyles that have stagnated. This has nothing to do with UE5.
@plinyvicgamesАй бұрын
yeah this is a classic case of people thinking that the engine completely drives the visuals and function of a game. this video is completely uninformed on most points and is blatant misinformation on others.
@zaofactorАй бұрын
It's in fact more of a publisher issue than a dev studio one. If dev teams were given the time and money to work on and develop with their own engines, this wouldn't be noteworthy. It's basically a case of collapsing corporate greed.
@lazycakes360Ай бұрын
@@zaofactor Not everyone has the time nor money nor desire to develop their own engines if existing, competent ones exist out there. If there's not a real reason to develop your own engine, then don't. Studios use UE5 to save time and money, two precious things in the business world, not because they're "soulless corporations." You're attacking the wrong target here.
@zaofactorАй бұрын
@lazycakes360 Tell that to Take Two, EA, and Ubusoft. Publishers are the problem, not the dev studios. These companies were making enough money as it was, but they needed more, because they sold themselves to those who always want more. This caused them to squeeze dev studios to smaller and smaller teams with constantly smaller deadlines to meet demand. It's definitely a publisher issue, not a dev studio one.
@lazycakes360Ай бұрын
@@zaofactor I didn't say whose issue is was. I think these corporations suck but it isn't an engine issue.
@RealityCheck69692 ай бұрын
Developers will be easy to replace. Employees will have less power in the company. Which means they will work for less. Management loves these things.
@richardPhilips22 ай бұрын
Actually developers have tons of power in AAA studios too much probably, I heard from a manager and everything has to be discussed everything has to be put to the vote , it's bottom up not top down , and most AAA are way over staffed , ubisoft has 20000 people!!! Come on no way do they need that many
@yazcona132 ай бұрын
Room temperature iq take. Better to use UE5 because these game companies cant make a good game engine for their lives. Let them stick to their lane. Which is making games
@coreytaylor36332 ай бұрын
This is absolutely nonsense and shows you know absolutely nothing about game development
@unseen_stream2 ай бұрын
Thanks god that developers will be easy to replace. Have you ever worked with "feature freak" who has a god complex?
@ArtOfMkUltra2 ай бұрын
The capitalist pipe dream or replacing workforce with machines is just that, a pipe dream.
@DonVigaDeFierroАй бұрын
One day, they will pull a Unity, but there would be no backlash because there won't be any alternative... Remember: Disney invested 1.5 BILLION into Epic Games...
@Dean.....Ай бұрын
They can't pull a Unity. Unlike Unity, UE actually has specific stipulations in its contract that makes it unmodifiable for the version of the software you are using to make your game. So Unreal Engine can't rug pull you like Unity can. These stipulations are specifically why AAA studios trust & use their engine to develop their games. Any lawyer working with AAA studios would take 1 look at Unity's license terms and immediately tell the studio to avoid using the software at any cost.
@ParasocialCatgirlАй бұрын
Godot.
@276_reinАй бұрын
@@ParasocialCatgirl nah
@stephenmontague6930Ай бұрын
1.5 billion is like 5% of Epic's value, and for comparison, Sony and KIRKBI (Lego parent) invested ~2 billion.
@KalugaOfficialАй бұрын
@@ParasocialCatgirl Not worth it's weight in salt.
@alleosussquirt80412 ай бұрын
We need to make games able to run on more hardware not just the latest most expensive stuff. It's what happened that killed consoles by trying to sell the most expensive graphics and nothing more.
@JusteMeandMe2 ай бұрын
I agree with that bro
@philcollins58902 ай бұрын
Yeah, at least the last gen consoles.
@lokionthecomeup2 ай бұрын
Look what they did with stalker 2. Recommended specs is a 2080 on UE5.
@metallboy252 ай бұрын
There are plenty of indie games that run on potato hardware. 🤷
@aHungiePanda2 ай бұрын
That mindset is the reason Xbox doesnt get some games day 1
@SickPrid32 ай бұрын
reasons why UE is getting a monopoly 1. developers tend to work with it the most, so you have more heads to choose from making it cheaper 2. developing in-house engine cost money and every new person hired needs time to get used to it making it even more costly as, always... it's all about money
@godkekliveshere4312 ай бұрын
yeah figures
@Billy-bc8pk2 ай бұрын
This is wrong on so many levels -- building your own proprietary engine is far cheaper in the long run; you aren't paying royalties to someone else per revenue scale in perpetuity. It's why EA kept hold of the Frostbite for so long. Yes, people have to train up and the refactors cost money, but refactoring any engine costs money and many studios had to refactor various iterations and branches of the Unreal Engine anyway, such as Arc System Works, BioWare (for ME1), Silicon Knights, and Caged Element to name but a few. You are right that there are more people to easily choose from to work on the engine, but they have almost no experience in making high-level content using low level languages, meaning you are not getting quality engineers. In turn, it also means you are not getting quality products, and this is being mirrored in the absymal sales revenue. If it were actually about money then publishers would invest in engineers to make games that sell (like they did during the aughts with the sixth and seventh gen consoles). If they actually wanted to make money, they would not be throwing millions away on consultancy firms like SBI while losing top-tier engineers who can maintain and support their engine.
@godkekliveshere4312 ай бұрын
@@Billy-bc8pk go build an game engine then let's see if you can practice what you preach or ppl like you only talk no actions you think game dev its easy and AAA games are fast to make fine do it you cowards prove us all wrong if you can pulled off or else you opinion officially wont matter and everyone is allowed to use what they feel like it
@ping_th2 ай бұрын
Unity is much more popular? (I’m a ue user)
@godkekliveshere4312 ай бұрын
@@ping_th no but i do use other game engines like construct or cry engine or flax engine or wicked engine . who said epic has no competition
@BecineStudioАй бұрын
I agree with certain points made in the video, and as a game developer, I also experience some of the frustrations with Unreal, so I feel I have the authority to speak on the subject. However, as both a developer and a player, I need to address a few things. Using examples like Atomic Heart to argue that realistic games are always generic and seem like asset flips only shows that your video reflects your personal preference for stylized games. And that’s fine; it’s great to appreciate that visual style-I enjoy it as well and believe the market should lean more in that direction, especially since almost every game is now realistic. However, your comment came across as highly presumptuous. Atomic Heart, particularly in its internal environments, is a good example of a realistic game with its own visual identity. It's easy to recognize the game from a screenshot, even without the HUD. While we do have many bad examples of realistic games, that doesn’t make the art style itself generic. It simply shows that creating a unique identity is more challenging or that most companies either don’t know how to do it or aren’t interested in trying. The industry has ALWAYS strived to deliver realistic games. This isn’t a modern trend. The difference is that we didn’t have the hardware or software power in the past to develop and run games with the visual fidelity we achieve today. Just look at the aesthetic of most shooters throughout gaming history. I’d say the three main reasons for the current prevalence of realistic games are: The ease of developing realistic games due to the availability of high-quality assets online, which primarily attracts smaller studios. The high demand from players for games with better visual fidelity to justify the high cost of modern GPUs. Most companies (especially giants like Ubisoft and EA) are now more focused on making money than delivering memorable artistic works. This also ties into the need (or lack thereof) to develop and release games faster, often annually. However, this point leads to a much broader conversation. As I mentioned, I’m also a developer working on a realistic FPS called Blackfall. I’m the art director of the game and collaborate with three friends on the project. It’s incredibly challenging to handle optimization, and we’ve been focusing on that in recent months. Gradually, we’re replacing placeholder assets with our own models to bring more identity to the project, and we’re developing a semi-realistic style for some elements. We aim to pay homage to our inspirations-Black, Crysis, and Titanfall-which were considered realistic/semi-realistic when they launched and were far from being generic. I’d also like to point out that the reason most Unreal-made soulslike games aren’t as good as From Software’s is simply because FromSoft INVENTED the genre. They’re the only ones who master it since soulslike games are based on the Souls franchise. The company has been using the same game template for years, so of course they excel at it. However, I’d like to mention Lies of P, which has gameplay as good as most Souls games and features much better storytelling than FromSoft’s titles. Oh, and Dark Souls 1 is a terrible example of smooth gameplay. It’s a great game, but it’s definitely not smooth. Regarding Stalker 2, it’s true that they didn’t deliver the phenomenal AI seen in Stalker 1, but they’ve already said they’re working on it. It’s not impossible to develop this kind of AI in Unreal, and some aspects are even quite straightforward. For instance, there’s a node in Blueprint that allows enemies to “hear” our actions. You just need to connect it to the action’s logic node, and it’s ready. Other aspects of Stalker’s AI are more complex and require more development time, but they’re entirely feasible in any engine. Lastly, I’d like to add a note about a statement you made near the end of the video: textures don’t have polygons. Textures are images applied to models (which do have polygons) via materials. Other than that, I agree with the rest of the video’s points.
@mushiishАй бұрын
I have to say, you're right. Lies of P is a great game. One of the bests of the genre. I agree with the other points too
@BecineStudioАй бұрын
@@mushiish Yeah! And I forgot to say, but people are getting tired of realistic things. Not just games, but animated movies too. So that's why we're trying to get a semirrealistic or slightly stylized visuals on Blackfall
@CasuahlyАй бұрын
Yeah this guy could do much more research
@maximiliangruber2796Ай бұрын
The ideas and workings in the current game industry are ass, I think many games that get released are made so you play them 1-2 times and that’s it, I pay good money for reimagined unreal engine placeholder swap shit and maybe get like 20 hours at max out of it, Stalker is the latest reason I refuse to buy games made with unreal engine, it’s just a way to make work easier so current developers can safe more money, personell and time. In my opinion, there is no other reason for developers to use Unreal engine 5 besides the things mentioned above, so Laziness is the answer.
@amerikaOnFireАй бұрын
I don't mind the points this guy was trying to make in order to ensure that the industry doesn't become stagnant due to monopolization. But he is definitely making a lot of incorrect assumptions or is simply misinformed. I do understand what he means when he looks at Atomic Heart and immediately thinks, "UE asset flip", however. You are correct, I could identify the game from a screenshot without the UI. I am pretty confident in that. However, there is something about the games identity that makes it look somewhat generic despite the visual flair they gave it to stand out in almost every scene. Probably due to the mostly realistic look of a lot of the pieces in the game that looks similar, but different, from other games using store bought realistic assets.
@Attannno2 ай бұрын
Wukong and sh2 were barely ever able to achieve 60fps on ps5 and those are linear games. I cant imagine how bad huge ue5 games will run.
@dra6o0n2 ай бұрын
They talk about the issues and even show you the data as they can reverse engineer the rendering pipeline for you to see what is lagging. It wastes a lot of power rendering shadows of trees when the fog obscures everything, and Lumen being active all the time when you can't see it, is a problem that they've been arguing on Epic's forum since 2022.
@dra6o0n2 ай бұрын
Epic is pandering to the woke corporations and governments.
@dra6o0n2 ай бұрын
A bunch of posts got deleted btw... Looks like UE5 being "weaponized" is something to do with their influence in the game industry.
@user-eq2fp6jw4g2 ай бұрын
@@dra6o0n This is very alarming. But nothing surprising as the video revealed the engine has taken allready route of being politically aligned. Hopefully this will be Unreal Engines and Epic's demise eventually
@godkekliveshere4312 ай бұрын
did everyone forget that PS5 it created by Sony the same company who gives us concord this year not everything its epic and UE5 fault omfg you right wing grifters and your SJW logic on game devs topics you don't care about
@VisibleToeHead2 ай бұрын
Honestly, the performance issues could be overcome, but having the looming eye of HR over devs is going to neuter creativity.
@considerablycozyАй бұрын
The language censorship is not for people who use the engine to make games, but for the people who make the engine itself.
@eddebrock2 ай бұрын
While UE needs competent competition, the problem is not UE, it's the suits that want to save money by not bothering with an in-house engine.
@Vinnie_PT2 ай бұрын
"the problem is not UE" You never watched a Threat Interactive UE5 analysis video before, have you?
@frizkedblizz2 ай бұрын
@@Vinnie_PT fr
@MostlyPennyCat2 ай бұрын
Counterpoint though, many studios ditched UE4 for the the 8th gen consoles and I swear I remember this desert of releases while every studio wrote their own brand new engine.
@alwaysquestionyouropinions11192 ай бұрын
Yet the same people will spend millins upon millions on marketing rather than make a good game. If something is crap no amount of marketing will save it. Just look at the new dragon age.
@dathedix3951Ай бұрын
@@Vinnie_PT I've only watched a few of Threat's videos but in the cases I've scene it still mostly looks like developers not taking the time to properly optimize their assets / shaders / scenes etc. more so than Unreal's fault. The reality of optimization is that what is and isn't ok to do is really going to depend on your use case so the engine and the engine can't decide if / when to use a feature for you.
@sinister91112 ай бұрын
Finally someone saying it. UE5 and ray tracing has ruined game performance and gaming.
@cxngo81242 ай бұрын
And platform greed. 1080ti was $700 usd. Adjusted for inflation it should be $900 dollars. But instead we got a 4080 at $1200 that was not very appealing because they wanted to push you to a 4090. All the new CPU launches have had minor perfomance gain (5% AMD 9000 series or loss in perfomance intel core ultra) but the games keep getting more demanding. Consoles are also getting more expensive while giving you less in terms of perfomance. Think ps5 pro. The whole industry is a mess.
@tormdk58792 ай бұрын
Why is ray tracing an issue? Because you don't have the hardware to support it?
@MeltonCrest2 ай бұрын
@@tormdk5879 Because ray tracing is pointless, how about they focus on making proper games instead of obsessing over how fire and water looks or making high res realistic onions, nobody gives a damn about that.
@NicholasBrakespear2 ай бұрын
@@tormdk5879 Because new visual gimmicks like that tend to have a downward reach - which is to say, when you don't have the hardware to support it, the other graphical techniques start to suffer because the game wasn't targeting them. Indeed, a direct result of the ray tracing fad has been the increasing reliance on scaling techniques to boost performance, meaning that every game is using FSR/DLSS and TAA, resulting in hazy averaged-out visuals that really really don't work well at 1920x1080, which is still the dominant resolution for gaming. To put it another way, it now requires increasingly expensive hardware just to make a modern game look not aggressively bad.
@afraeemsakib45882 ай бұрын
@@tormdk5879 oh bo ho Like i would give a f to a reflection that ruining the performance of the game Commenting like 10 years old spoiled brat
@SubatomicPlanetsАй бұрын
As a developer myself, I never really liked Unreal Engine. The engine is just too "bloated". It is now over 50 GB, and it grows with every version! It doesn't have to be this big. Another thing is that optimization is less important today. Games from 2014 with realistic graphics were optimized a lot. Today, this is not as important. But it's very noticeable. The file size of games nowadays is ridiculous...
@hurricane7727Ай бұрын
Agreed! Battlefield 5 is 107 Gb on the Ps4
@dominokos2 ай бұрын
I can say with 100% certainty as a software engineer, that none of these devs truly want to switch from their proprietary engines to UE5, but their managers are bombarded by buzz-words and presentations on conferences about the "hot new thing" and it's these technologically illiterate people that blindly trust promotional material and force their development teams to completely overhaul their working environments, so they can say in their yearly reports that "this year they've managed to holistically update their development processes to follow the most cutting-edge industry standards". Sadly, none of the stakeholders ask "But is the game good tho?"
@DropletPlant2 ай бұрын
WRONG STOP LYING
@mando52792 ай бұрын
@@DropletPlant He is right
@GameBoyyearsago2 ай бұрын
@@DropletPlantshutup gayreal engine fanboy
@cadmanfoxАй бұрын
@@GameBoyyearsago I have been using Unreal for a long time, and it is unfortunate to see it actually turning gay.. You hate to see it
@PinkFZeppelinАй бұрын
The 343 guys probably do since they buried themselves under so much spaghetti code they couldn’t patch anything. The abstractions will be much better in unreal 5 vs In house game engine. It’s like Python vs some flavor of C.
@Testicool962 ай бұрын
Unreal Engine is an amazing tool. Its the lifeless corporate developers using it as a crutch that are ruining gaming.
@ping_th2 ай бұрын
agree
@divinecomedian22 ай бұрын
Sure, but as long as the crutch exists, we can criticize it too. Maybe if UE was easier to customize to get more distinct visuals then more games using it wouldn't look so bland. Hopefully the tool improves to accommodate that.
@dheerajrao21792 ай бұрын
@@divinecomedian2what are you talking about bro no big studio or even AA ones will use default UE they'll get the source code and modify it as they need. It's always been that way.
@ChaosReaper4262 ай бұрын
@divinecomedian2 if you are skilled at back end it is easy to make your own visual style with UE5. look at sparking zero. However, ue5 makes it easier to make high quality visuals. So they just go with that.
@alexanderjamesreed9352 ай бұрын
Its really not. Watch some threat interactive videos. I like to refer to it as the engine for the lazy and uninspired.
@jansommer3577Ай бұрын
You're absolutely right about Stalker 2. The AI system is completely broken-enemies spawn right in front of you, and the world feels lifeless.
@gadashenditАй бұрын
@keroseno-po1pwplay smuta 🤣
@omgwatАй бұрын
This is entirely on the developer. The engine has plenty of tooling to prevent that from happening.
@ErzadMinorАй бұрын
@keroseno-po1pw Far Cry 1 was masterpiece. And later Crysis. Later Far Crys sucked
@nymez696817 күн бұрын
What has the engine to do with how enemies spawn? Thats 100% up to the developer. This video is so wrong on so many levels.
@c1borgen2 ай бұрын
I hate the "candy eye" era because it's also promotes the remakes/remasters trend. Instead of preserving the old charm of old graphics, devs try to appeal to the modern eyes. Also notice that old games are still incompatible with new consoles and no one does just re-release the old game, it always must be the "upgraded" one. PC, however, has enthusiasts that make patches and adapt old games for modern systems even for free.
@stevekramerf2422 ай бұрын
That's why fans can still play games like Oni, Red Faction 1, No One Lives Forever 1 and 2 or Heretic 2 on modern PC's.
@stoneymahoney91062 ай бұрын
Consoles have the same problem that GaaS give PC players - they remove the opportunity for passionate fans to modernize, modify, improve and innovate on the games they love so much.
@Billy-bc8pk2 ай бұрын
It's not even eye candy -- Until Dawn remake both looks and runs worse than the original.
@drencrum2 ай бұрын
It’s only Sony that isn’t trying to make backwards compatibility a thing, you can still play the original versions of games on the Switch, Xbox Series and PC. PS5 is the problem.
@ct26512 ай бұрын
Because they can sell back remaster or remake for 40 usd minimum and it would still sell more than if they do simple ports for 20 usd... remasters are right now selling as much as collection of old games when collection sell us back 4 to 10 games for 40...
@Ambatukam693172 ай бұрын
f graphics just give me a good artstyle please, bo3 still looks up to date nowadays and runs like a dream idk why they all go for the bland photorealistic bs
@madmantheepic72782 ай бұрын
Most normies (Fifa players) are creatively bankrupt, they’re also very stupid, why do you think they buy re-releases of Fifa games and the rebuy every pack of character cards? Because of the reasons above they are very easily impress, whose perception of art is “look real?” “Look good”
@metallboy252 ай бұрын
Body Odor 3 ? 👀
@shirotonbo63152 ай бұрын
@@metallboy25 Black ops 3
@ironbonk112 ай бұрын
yep that's why the walking dead saints and sinners and taletell walking dead games hold up
@finkamain16212 ай бұрын
I play War Thunder which is UE and it's like 12 years old. Game still looks good and I have everything maxed out except for the tree distance, water reflections and texture super sampling which I'd need a better card for. A bunch of UE games are busted when they release and need to be optimized because the devs consist of random contractors that know UE and will go from studio to studio because everyone is switching/using UE
@DynamicalisBlueАй бұрын
Anyone who’s actually seriously worked with UE5 on the AAA-level knows that Unreal is far from a good engine, at least from the programmers POV. It’s actually quite a mess and you would spend a lot of your time having to be a slave to the engine. Level Instances? Don’t get me started. The fact that Epic even released this as it is, is mind blowing. Do not use if you have ANY gameplay logic inside of them. You’ll thank me later. Soft Object Paths? How they can fuck up something so simple? Garbage Collection? Not only does it exist but why can’t it work with multithreading? Everything is a pointer that needs to be checked? Just use references!!! And why can’t BP decipher references? UASSETS? Does Epic not use Version Control? Having everything as binary assets, even Data Assets, is ridiculous. Non-extendable Reflection System? I love the reflection system but why can’t we extend it ourselves like C# or Java? Compiling? Why there’s so many layers to compile the game? Batch files, external programs, XML files? What happened to just a console argument? Lack of events? There’s not a lot of events you can subscribe to, especially on the Actor-level. You pretty much have to use inheritance for anything. Easy to fix with engine changes tho. USTRUCTS can’t inherit/implement a template class? Seems like a pointless limitation. Replication? It’s so inefficient. They’re working on a replacement which is actually quite good but it’s so unstable. No scripting language? BP is a bitch when working with large teams. Not everyone understands or can be trusted with C++. No futures? Unreal has plenty of Async operations but they never provide you with a future or anything. Not so bad but also, come on. It feels as tho Unreal Engine is stuck on C++11. They haven’t really embraced any new C++ features.
@farkasvilkas5839Ай бұрын
Yes, I gave up on C++ for UE. There is nothing worse than it.
@dracofells5390Ай бұрын
Crazy you spent all this time writing misinformation. 1. Level Instances: if you're putting code in your level BP at all you're fucking up. Why on earth would you do this in 2024? Designing with 0 abstraction and 0 modularity is silly. No. You shouldn't have gameplay logic in them. That's lesson 1. 2. Soft objects work fine? You just complained without explaining your problem. Ive had 0 issues. 3. Garbage collection. What problems are there here? Multithreading support is being expanded regularly. You can offload literally anything else onto another thread down to animation. Ive never looked into the backend of GC but, memory management shouldn't be hitting the point you need this that bad. It's a limitation yeah, but let's not act like it's a cardinal sin. 4. Everything is not a pointer. Checking pointers isnt bad, its safe in dynamic environments where everything can be loaded and unloaded with a mouse move and a button press. Checking that IsValid() or just saying if(Actor) is fantastic and way better than using a null ref and having the engine explode. And you can make refs in BP. Idk what you mean but they exist. 5. Perforce. Wah wah binary. Just use perforce. It's built in with support in the engine. Epic uses it. Any AAA team would as well so either you're lying about your experience or worked with a team defunct of any engine experience because perforce works like a dream and has diff support and a kick ass checkout/check in system that works well in engine. 6. The engine is open source. If you want to expand the reflection system do it. It's there. No one has a need for that. That's your answer. 7. You can use console arguments idk what you're talking about. Visual studio literally added support for arguments in the IDE 8. No. This is just false? There's events everywhere, delegates work fantastically, and if you want something more abstract? Lyra has a message subsystem that handles a fully decoupled publish and subscribe system with any actor and takes in customizable payloads of data easily. Then there's MVVM and other stuff. Nah man. 9. Template classes have limitations with BP and with reflection in general. Thankfully indtancedstructs exist and solve that for you. You don't need templates, USTRUCTS allow Inheritance and instancedstructs are fully dynamic and templates in BP. Its fairly new so I don't blame for not knowing about that, but in 5.5 it's feature complete in engine and no longer experimental. Try them and take this complaint off your list. 10. Replication. Yeah that's fair, but I'd struggle to suggest a better alternative. 11. BP is fine. If your team doesn't get BP hire better people. Its literally the main feature of the engine. 12. TFuture and TPromises go brrrr. They exist and I'm like 80% sure that the standard c++ promises were always available but maybe I'm wrong on that. Probably a pain to use. But anything like TTuple, TPromise, TOptional is just a unreal wrapped std::tuple or such. 13. They've embraced like every updated feature they can. It's just a process from c++ only to full BP support. Code has limitations, engines have bonuses and minuses but none of the things you're listing are headaches. Here's some real flaws 1. No fucking documentation like shitting fucking at all. Its so bad. There's features in the engine that no one even knows about because it's just been sitting there. With no use case or doc page online. 2. Terrible marketplace. Fab is awful, the old one wasn't much better. 3. No easy way to make custom shading models without building from source. Absolutely absurd and a massive engine flaw for any stylized devs. There's many more but your list is just full of stuff that actually isn't a problem because of some random module that you likely haven't heard of. On one end I could criticize that as lack of experience. On the other I can't blame you for not knowing poorly explained or detailed engine features in an engine that drops 2 gargantuan updates a year that redefine entire development pipelines. But I can say is don't take you calling it a bad engine so authoritatively with goodwill when you're so misinformed. That's embarrassing. The engine is a game engine. All of them are bad all of them are good. You will always hate the one you work with, that's the nature of the field. That's what you should know as a AAA dev. I hated unity and love unreal, but i still get pisses about some inane syntax or name of a function or some such silly implementation daily. I scream at the engine daily looking for a forum post about some random undocumented feature. Then i go on the discord and someone explains the moon runes. Its just a tool. You like screws, like nails, they both make a board stick to a wall.
@omgwatАй бұрын
So what's your recommendation then?
@DynamicalisBlueАй бұрын
@@omgwat There isn't one really. Despite Unreal's issues, it's still the best publicly available game engine, by a long shot. In-house engines can and in many cases are better but that requires serious investment that many companies are not willing to do these days.
@byuwur2 ай бұрын
In 2:15 you're mistaken: Those coding standards aren't for the games made in the engine but for the source code contributions for Unreal Engine or its Marketplace Plugins. Due to Unreal Engine being open source, many will use Unreal as a base and built their own custom tools on top with C++, and because of much of that code being in-house and propietary they won't push it to the original repository, they'll just keep it as their in house engile tools.
@justindifabio482Ай бұрын
I looked everywhere but couldn't find this documentation.. I sure hope you're right, DEI is actively killing modern gaming and to have UE pushing it on publishers willing to use the engine is a terrible idea.
@katharinekatharsisАй бұрын
he doesnt care, he's obviously a grifter and plenty of people are willing to lap this sorta thing up.
@Phil_529Ай бұрын
@@justindifabio482 It's really easy to find. Unreal Engine Coding Standard.
@redpzАй бұрын
@@justindifabio482since youre worried about DEI maybe you should also worry about people grifting DEI to ruin products like this guy
@Jus_JojАй бұрын
@@redpznah, nah he's right, the DEI shit is the problem, the people exposing it ain't grifting shit, nobody is grifting anything, a corporation is bending the knee to the 1% and we are laughing at it to hide the pain of knowing it is actively making the video games we enjoy less fun. That's really it, shrimple as that.
@Dexter019922 ай бұрын
All it takes is the next John Riccitiello in UE5's management doing a riccitiello move, and the whole market would be screwed all at once.
@jeanbethencourt15062 ай бұрын
Yeah possibly or it could be a good thing by forcing everyone to develop in-house tools or support smaller middleware developers.
@todesziege2 ай бұрын
@@jeanbethencourt1506 You don't turn the Titanic around on a dime.
@jeanbethencourt15062 ай бұрын
@@todesziege can't rely on the Chinese communist party forever.
@jeanbethencourt15062 ай бұрын
@@todesziege can't rely on the CCP for tech forever.
@ScarfKatАй бұрын
Oh don't worry, Tim Sweeney is perfectly capable of that all by himself lol
@MersageSWАй бұрын
Gamers buy and pre-order half-baked games that are often slightly different copies of each other. Gamers are killing gaming.
@drumbeatsvr2 ай бұрын
About the language censoring; this has nothing to do with games at all - it's in their Coding Standard "manual" and only applies to files provided by Epic Games.
@bluegamer4210Ай бұрын
Yeah but clarify that when you can farm an easy brainless anti woke dung, even if not true.
2 ай бұрын
CDPR literally has no choice as their DEI initiatives pushed out EVERYONE who knew Red Engine in depth. So development of RE was dead in the water. Overal it is obvious why UE and Unity are the most used engines and proprietary engines are dying. People that learn game dev learn on Unity and UE because those are openly available and free for them. When your company uses proprietary engine you need a lot of time, sometimes even a year to train your new employees in your in-house engine.
@Billy-bc8pk2 ай бұрын
Yup. And proprietary engines give you the benefit of making specific games with specific features. General purposes engines are great as learning tools and entry-level projects, but scale pretty horribly without massive refactors on the backend; but most studios do not want to spend several years refactoring an engine they don't own, much less, DEI hires are incapable of refactoring an engine for a large scale project because they have no idea how to code in native languages.
@I-Dcompany2 ай бұрын
Didn't know about this but just wanted to say Cyberpunk is legendary
2 ай бұрын
@@Billy-bc8pk "specific features". Well Epic is sidestepping this problem. If you have a corporate lvl licensing deal with Epic you get your own engineers team at Epic to not only help you with tools that are already there, but also help you with or outright write some specific tools for you. For eg. CDPR said themselves that engineers at Epic are helping them 'translating' some specifics of Red Engine to UE5.
@jase2762 ай бұрын
@@I-Dcompany Yeah, Cyberpunk is legendary. A legend on how to make an awful game and to never follow its example.
@I-Dcompany2 ай бұрын
@@jase276 Even with it's launch issues it absolutely had a killer f ing story and was quite immersive
@danejames4552Ай бұрын
The woke language rules are cringe.
@bapoTVАй бұрын
they are not what the guy said, it's about Epic's codebase, not what devs do, you could call all your functions nword something and they wouldn't care at all
@dallassegnoАй бұрын
Sounds anti black. I enjoy all words that mean black. Such as the word black.
@sesad503519 күн бұрын
@@bapoTVyou can just tell them not to be racist instead of banning gendered language
@thesilverjedi86632 ай бұрын
I was fine with the unreal engine until every game started useing it and every game felt copy paste but different name
@LethargyPike2 ай бұрын
It's funny because that's simply not true, but okay.
@metallboy252 ай бұрын
Yeah, totally. Thats why Wukong looks exactly like Kingdom Hearts IV.
@LT.KILLIAN-140312 ай бұрын
@@LethargyPike not really but okay kiddo (:
@El_Pickle72 ай бұрын
Hows it not true? Youre argument needs substance@@LethargyPike
@LethargyPike2 ай бұрын
@El_Pickle7 Okay. It's not true because unreal engine is blank when you open it. The engine is extremely versatile in how you're able to pretty much create things from scratch. You're even able to explore the source code and program entirely new features into it. The notion most people are spinning about "Every Unreal Engine game looking the same" has nothing to do with the engine and more to deal with the art direction of said games. Unreal excels at PBR(Physically Based Rendering), which aims to create photorealism because unreal is good at PBR, and out of the box, the settings are geared for this as well as assets such as quixel megascans, and metahuman it's extremely easy to get a project running as well as producing them faster. Unreal is capable of much more than PBR. We call this NPR(non photorealism). Some games can have distinct styles using a combination of NPR and PBR, and you'll usually see that NPR looks more distinct than PBR styles, i daresay. This is truly where art direction shines. The common misconception i tend to see is "Unreal engine 4 looked way better than 5" as if unreal engine 5 was a complete rewrite of the engine, it's not and just a rebrand of ue4. It's important to know this because you're able to turn some of these newer features that 5 added and use older methods of optimization and setting tuning, eliminating the "copy and paste look" and that's why Art Direction, Asset creation, Concept art, and much more are important to the creation of making a game, and sadly are overlooked in the game development pipeline apparently, because games haven't been about art lately, and more about capitalistic pump and pump, it's easier to ship a realistic game than a game with a unique style, but like I've said this is a developer problem not an unreal problem, because unreal can do it all, just like unity, Godot, and more. Choose whatever tool you like the most.
@FeliPeltier2 ай бұрын
When CDPR went U5 I immediately knew it was going to be the beginning of the end for them
@metallboy252 ай бұрын
DEI was the beginning of the end 😂
@I-Dcompany2 ай бұрын
Heyyy Cyberpunk worked out
@user0K2 ай бұрын
Naah, they had so much troubles with their own engine. That art team was often blocked by the engine team, because of missing features
@DarkSoul-pb6dv2 ай бұрын
they ruined the witcher 3 performance with the updates and cyberpunk was a shit show i think it was the beginning of the end because of the lazy dev team
@king_kiff39692 ай бұрын
they had no choice, the blue hairs only know how to use UE5
@V3ntilatorАй бұрын
That new simple Lego HZD game from Sony just released using UE 5 engine, are maybe the most hardware demanding game ever made.... Let's see how the #1 old UE experts handle UE 5 with Gears of War E-Day.
@MrTrueCaller6192 ай бұрын
It is obvious why most gaming companies are using this engine, it's because their new incompetent employees can only work with it, most OG employees who are specialists in engineering are either fired or left . Rocksteady, Ubisoft, Bioware ... teams are completely changed .
@Billy-bc8pk2 ай бұрын
Sadly even Rockstar gutted almost ALL the OG devs who worked on GTA and Red Dead games over the last 20 years. I wouldn't be surprised if after GTA 6 they abandon the RAGE (even though it's still cutting edgein many ways and highly under-utilised for what it's capable of doing).
@DaDoubleDee2 ай бұрын
@@Billy-bc8pk probably quite a few retired by now as well
@hardVatsuki2 ай бұрын
@@Billy-bc8pk maybe this comment gonna age like milk but I am 100% sure rockstar will never switch to other engines, rage has euphoria system which is imo most advanced animations-ragdoll tech out there, not a single game managed to come close to it still
@bricaaron39782 ай бұрын
@@hardVatsuki Yes, and GTAV didn't even make use of Euphoria. I can't say anything about RDR2 because I haven't tried it yet.
@bapoTVАй бұрын
@@Billy-bc8pkyou're wrong, I guarantee you
@DEEPANSHUGulia882 ай бұрын
This is what I have noticed- a lot of games in unreal engine during recent times, take lots of computer resources when they are not even graphically impressive, I have tried many isometric games. And they run very badly on my system ex- soulstice, weird west etc, These games are not even that much impressive. I struggled to get 30 fps on them on 720 medium. But I can play tomb raider 2013, rise of tomb raider, gta v, batman arkham games, titanfall 2, tales of berseria, etc all at 1080p medium with 60 fps. This confuses me so much.
@LethargyPike2 ай бұрын
Every unreal engine 5 project defaults settings consist of Lumen and / or Nanite. Lumen is real-time global illumination it essentially lets you edit lighting in real time. The thing about Lumen is that it's resource hungry and can reduce your frames significantly. Many indie games and individuals use this because EPic games and many others swear that it's a tool that's an absolute game changer when it's not really at least not yet. So this one setting and maybe another one like nanite may be the reason you are lagging a lot. But who really knows? I don't know how these people made their games.
@LethargyPike2 ай бұрын
@cepheus3d I fully agree that these new technologies aren't for making games. They're for making tech demos, I fully believe you don't need them to make a quality game.
@Intamin2 ай бұрын
@@LethargyPike Nobody is talking about Lumen, it's insane. It also makes everything shimmer with a flickering, undulating spray paint shine.
@ping_th2 ай бұрын
As an Unreal engine beginner developer (100+ hour of developing childish looking game). Unreal has problem of FPS and File size that need some technical skill to fix and some indie don’t know how to fix because it’s quite hard to disable those feature
@ping_th2 ай бұрын
Maybe I forgot to bake the lighting lol silly me
@bdleo300Ай бұрын
It's a tool to monopolize gaming industry. Imagine gaming industry in 5 years.... it's like Sauron's One ring to rule them all, and they all are eager to accept 'the gift'.
@VisstnokАй бұрын
A diversion.
@thedivine5897Ай бұрын
Of course, this monopolizing / conglomeration of the gaming industry started long ago; people are FINALLY talking about, realizing, caring, and (at least trying) to understand it all. Saudi princes, chinese billionaires, masonic puppeteers, mega corps... They have been swallowing up and corporate-ifying everything for a long time / have planned to. Tis a trillion, or will be, dollar industry, so of course these types of "people" or "megacorps" have been extending their tendrils throughout it all... And for so long. Of course the (majority) of gamer-consumers did not care or realize it majorly till the last several years, or so it seems. Videogames can be an experience & masterfully crafted artwork; or, when touched by the dead corpse-orations, turned into soulless, bland product-services...
@leoncca2 ай бұрын
Engines aren't directly responsible for "good graphics", so to speak. They provide tools to streamline some tasks, and some of those tools do end up helping, in some cases, to improve graphical fidelity, but going from UE4 to UE5 isn't really gonna change that much. Art style is still the #1 one to make a game look good. I really wish it were that easy to up graphical fidelity, graphics programming would be so much easier lol.
@LethargyPike2 ай бұрын
Exactly!
@acamacho2 ай бұрын
Say it louder. Unique art styles can still be made and it's up to the developers to put in the work to try, proprietary or not.
@ping_th2 ай бұрын
I agree
@reecesx2 ай бұрын
Your imaginary concept of an "art style" doesn't turn itself into a set of offline and online graphic pipelines. What omega cope is this? Let me guess, you think modifying some shader template and adjusting a hue in some texture layer suddenly makes a title feel like it has a unique art direction. B-b-but they're just tools. yea, no, it's a fortnite the open world heightmap generator featuring a part of wreck it ralphs brdf, good luck finding anybody doing anything original with it, and good luck finding any modern title using this engine that doesnt immediately fall apart in the exact same way as the rest. inb4 " source: my friend whose "making a game" by stitching together blueprints told me. trust me bro. we're doing something original. "
@LethargyPike2 ай бұрын
@reecesx Indies are capable of doing it, so yes, an art style exists. m.kzbin.info/www/bejne/nJnRn5dtjs-jsNE
@AFCMS2 ай бұрын
2:14 There is a real misconception that this policy applies to game developers. It ONLY applies if you want to contribute back to Unreal Engine directly. As much as I dislike this kind of "inclusive" policy, it's something that a lot of projects have including for exemple the Linux kernel. Please spread the word, a lot of anti-woke influencers are repeatedly saying this which is simply not true. This mistake is understandable since they aren't developers themselves usually but this really need to stop.
@Billy-bc8pk2 ай бұрын
And Linux is in all kinds of dissary. Also, this is a HUGE factor in design because you're doing more harm than good by trying to obfuscate the matter. Backports and refactors are the backbone of original game design using general purpose engines, every unique Unreal Engine game has had to refactor parts, and being hamstrung by their "inclusivity" mandates will ruin a lot of games before they even get going, because they will have to write around all of the jumbled new language mandates. Every unique Unreal Engine game has had to refactor large parts of the code, such as Dragon Ball Fighterz or Mass Effect 1 or Assetto Corsa. This idea that this policy isn't that important is a flagrant way to misconstrue and mislead people about the widesweeping effects it will have across the industry for anyone looking to modify the core functionality of specific Unreal Engine systems.
@NinoMesarinaАй бұрын
I work as a concept artist for games, films and animation and no, Engines dont ruin games. People with no love for games, that are placed in positions of leadership, ruin games. Unreal engine is amazing and the future of this engine is very promising.
@shdwzaАй бұрын
Tell me you havent watched this video without telling me you havent watched this video
@bapoTVАй бұрын
@@shdwzathis video is a big load of shit
@nichoudha2 ай бұрын
If this is where AAA is going, then it was never good and deserves to completely collapse. It should all just fall and be left in the dustborn of history.
@godkekliveshere4312 ай бұрын
wukong made over 10k it was made in UE5 go play your dragon age vanguard then if you want your gate keeping keep exiting
@zoeherriotАй бұрын
Actually, they are better off going to UE because it means more time spent on actually making the game. A significant issue in building your own engine is waiting on features/tools to be developed - which usually leads to less iteration cycles for the gameplay / art teams as they are last in line.
@thedivine5897Ай бұрын
If? Its been going "this way" for a long time already bro. It's just now that, finally, the gamer-community is not only realizing & trying to understand it, but talking about it and pointing it out (on a large scale). Of course, this monopolizing / conglomeration of the gaming industry started long ago; Saudi princes, chinese billionaires, masonic puppeteers, mega corps... They have been swallowing up and corporate-ifying everything for a long time / have planned to. Tis a trillion, or will be, dollar industry, so of course these types of "people" or "megacorps" have been extending their tendrils throughout it all... Videogames can be a medium for one to intake & interact with, and have an experience of something... Masterfully crafted, they are/can be an artwork; or, when touched by the dead corpse-orations, turned into soulless, bland product-services only serving to steal money and time...
@DreamyAileen2 ай бұрын
2:13 This is misinformation. These are from Epic's coding standard, which is a very long document detailing best-practice code formatting guidelines for internal consistency and readability. *_They are not rules for users._* Unless you work at Epic, or intend to intend to submit code to Epic (e.g. for Unreal Marketplace), you are not obligated to follow them in the slightest.
@cobaltfog2 ай бұрын
They're just stupid and show the internal mindset at Epic.
@DreamyAileen2 ай бұрын
@@cobaltfog Yeah they're stupid, but NovemberHotel talks about them like they're rules that Epic forces every Unreal user to follow and that's just not true.
@dracofells5390Ай бұрын
@@DreamyAileenit's not even stupid. The engine is open source. You can't have strangers submit code that can be put in the engine with slurs and sillynames in it. This is common sense
@BatkoNashBandera774Ай бұрын
@@cobaltfog you're missing the point, it's not just Epic, it's Bethesda, Blizzard, EA, literally anyone who's pushed more than 10,000 copies of any game during their lifetime as a company is now an echo chamber of worthless idiots who tell each other how brave they are for putting on their shoes AND even tying them. A comatose patient at our hospital who is being evaluated for potential organ donation is in a more creative mindset/state than all of these companies combined.
@Vartazian360Ай бұрын
Lets not forget that ALMOST EVERY UE5 game that comes out has massive stuttering issues on pc. The engine has all these amazing features, and KEEPS adding more crazy features, but fails on the most fundamental level: deliver smooth consistent frames.
@HellPedreАй бұрын
90% of games developed in UE (which you clearly have no idea about) has ZERO stutters, literally the stutter issue is on the very few exceptions where you notice them because devs are lazy AF, most UE games have no issues at all, otherwise no one would use it.
@Vartazian360Ай бұрын
@HellPedre what in the world are you talking about dude?? Its widely known issue that this engine has massive traversal stutter issues that have to do with the world partition system loading a huge amount of assets as you cross into the next partition. This in addition to other stutters. There are VERY FEW examples of UE5 games not stuttering. Black Myth Wukong is one such game.
@HellPedreАй бұрын
@@Vartazian360 from all the games done in UE, the only list worth doing is for the games with problems, since the vast majority hasn't. you even know how many games have been done with UE??? because you clearly have no clue, 5 known games with stutters don't make the rule
@TheUniverseWatchesYouАй бұрын
@@HellPedre It's generally known among C++ programmers familiar with Vulkan/ OpenGL and DirectX that the way UE handles rendering is super unoptimized on a fundamental level. The spaghetti code of UE can no longer be maintained efficiently.
@sevenfacedsinАй бұрын
I was able to get the stuttering under control. I run an RTX3060. In Nvidia control panel I set vsync to fast, low latency to ultra and capped my fps to 60 (my PC is hooked to my 4k TV). Cap the fps to your monitor refresh rate. Use integer scaling (my games are set to a 1080p resolution, integer scaled to 2160p). In Nvidia control panel, use the image sharpening set to 0.25 and ignore film grain set to your preference. My stuttering problems are gone. First Descendant runs butter smooth. It even solved stuttering problems in Oblivion and Fallout 4.
@divisionic2 ай бұрын
I hate UE5, not because it's a bad engine, but because whenever I see it, it's 95% something "ultra realistic" or something that will potentially run like ass. --Edit: To be more clear, the hate is directed at games which utilize the UE5 Engine, and don't know shit about optimization. So yeah, I get that there has been many cases of games that were pretty good and well optimized, Octopath Traveler in my mind, but I'm not looking forward to the games that will be released by those that simply don't know how to code, regardless of engines. (Cough, Yandere Simulator, cough cough)
@akureshakni2 ай бұрын
I hate it because it reminds me that the gaming industry we once had has now been overtaken by Greedy Corporations.
@Anon_2_12 ай бұрын
So not true.... As a example, look up Wuthering Waves which runs on mobile.... or any other anime game made with unreal.
@divisionic2 ай бұрын
@@Anon_2_1 Fine, 95%, but my point still stands
@Anon_2_12 ай бұрын
@@divisionic Nah the engine does not affect that much. You can run Unreal on phone or standalone VR if you want. And you can also have a lot of variety of different art styles thanks to the very good shader creation ability and it mostly just is about the models and textures.
@Anon_2_12 ай бұрын
@@divisionic You just don't know what engine a game is using if you don't look it up so you think that it can only do realistic stuff
@anonymouseovermouse19602 ай бұрын
To be fair, Unreal Engine 4 and 5 specifically have render pipelines which are pretty damn difficult to modify by devs. It's not like with Unity that you can enable, disable, and replace rendering functionality, no. In UE, you do your rendering the Epic way, or you don't do it at all. Unless you're willing to rewrite half of the stupid engine's rendering-related code. It actually does have a lot of restrictions and guard rails for a lot of graphical things specifically. I mean i love the blueprint system and the file management system, and the level editor, but the engine's graphical capabilities are hyper-optimized to do one thing and one thing only. To the point that there are cases where you can't add certain details to a level because the devs didn't think of optimizing the usage of whatever graphical effect you wanted to add, even when such effects work fine in other engines. Like, idk, cubemap reflections or something. There's a few others too, but i forget.
@Billy-bc8pk2 ай бұрын
This is such a spot-on comment. People should also look at the painstaking process Arc System Works went through to rewrite the renderer for per-pixel rendering to get that cinematic cartoon cel-shaded look for their fighting games. They used the heck out of that rendering refactor for multiple games, but it was well worth the time and investment they put into it to achieve that result. They discuss the details of it during a dev talk at one of those events, can't remember the name, but it's well worth a watch.
@anonymouseovermouse19602 ай бұрын
@@Billy-bc8pk Thanks man! And that does sound interesting, i'll have to read up about them
@LethargyPike2 ай бұрын
@@Billy-bc8pkCDEC
@reecesx2 ай бұрын
What's even worse is read harded people like the video poster will unironically narrate how fantastic unreals graphic pipelines are, like at 4:40 .5, all the while showing a roblox mod looking truck model, broken puddle displacements, a building being blown out by screen space bloom, a wall of that aforementioned building being clamped to just white [1, 1, 1, 1] because of direct sunlight, a blurry mess of everything (not even dof/bokeh or motion blur. it just looks gross), and a plasticy BRDF, but hey, at least it has tons of procedurally generated prefab spam. Yea, good luck fixing up that totally adjustable diy toolbox of an engine. I thought we moved past prefab spam and empty height map based open world generators but i guess that's what the zoomies and consooomers want now
@anonymouseovermouse19602 ай бұрын
@@reecesx This might be the most correct and funniest fucking post i read all day lmao, you're absolutely right. Though i mean, with enough tinkering, you can get UE graphics to look kinda decent, like Fallen Order imo, but yeah that matrix demo is ass. I do also wanna mention that the wall being clamped to pure white is bc of the roughness and specular values. UE4 (at least) has next to no documentation about how to set them up to look good, and what you can achieve when modifying a material's specular and roughness. Actually, what documentation exists on the topic tells you to not touch the specular value at all (lol) which results in that disgusting smear of white light on surfaces regardless of the roughness value. And of course the concept of modifying the engine's lighting model within the editor to achieve different results is completely foreign, you have to once again refactor half of the engine to change anything meaningful. Edit: just to drive the point home, this issue in the engine, as well as documentation results in many UE games, for example Atomic Heart, in having those white smears. In that game, once you go to any underground bunker with wooden flooring and with a light source nearby, if you look at it from most angles, half of the wood texture turns yellowish gray, thanks to specular smearing. Not to mention the 20 other smeary and/or temporally unstable and undersampled effects used in UE games. Epic encourages this shit lol.
@honaleriАй бұрын
2:07 Completely false. Wow, that has to be intentional misinformation. No, those standards about slang and gendered language are internal document standards for community members who work on building the source code for the Unreal Engine itself. Those standards exist for how the code inside the engine should look, because that coding standard is something Epic Games as a company upholds for its workers. That has nothing to do with any restriction that any developer must follow. If anyone downloads the Engine, a company or other otherwise, they have no obligations over the type of content they are allowed to make with the engine, with the exception of something illegal. That's the only restriction on content. They are not arbiters in any sense over content made with the engine. Not even a little bit. You literally had to know this if you read the page where that coding standard is hosted publicly. In order to get a screen shot. you had to have seen the rest of it. And that means you intentionally made stuff up. Or you got this information second hand without verifying it before saying that to thousands of people who just believed it. That's really bad.
@SpaceDad42Ай бұрын
We have a blue hair here.
@bluegamer4210Ай бұрын
@@SpaceDad42The guy is lithery 100% correct, this gender language does not apply for game devs. Maybe use critial thinking sometimes.
@MarkQ_Ай бұрын
@@SpaceDad42 we have a typical right winger here. What the post is talking about is the terminology used to code with.
@Jonderlei2 ай бұрын
Its going to make the problem of so much of triple A seeming like generic copy pastes waaaay fucking worse.
@RagitsuАй бұрын
Awesome Jonderlei.
@rogerwinright22902 ай бұрын
I am an unreal engine developer by trade. The problem with the combat system in Unreal Engine is that everyone trusts and tweaks the built in stuff instead of building anything new with it. As for the AI, the behavior tree system is incredibly well built and can be used for some extremely good AI but I wouldn't doubt that hardly anybody uses it in that capacity.
@HenrichAchberger2 ай бұрын
thats weird, I think their behaviour tree is utter trash and pain to work with. building my own behaviour trees instead of their was so much easier with so much better results
@I-Dcompany2 ай бұрын
Any comments on the other engines? Such as Unity?
@HenrichAchberger2 ай бұрын
@@I-Dcompany if I used unity my game would be way way worse
@I-Dcompany2 ай бұрын
@@HenrichAchberger Hey Slender became a cult legend from that engine
@I-Dcompany2 ай бұрын
@@HenrichAchberger Which is still not playable on Xbox smh
@LinkiePupАй бұрын
1:38 Space Marine 2 uses UE 5 with unique hoard ai, and technology that lets the studio have the ability to render thousands of enemies at once with no slow down. UE5 is a tool. Also personal take- I just want a game engine that has the same blueprint tools as UE5, but doesn’t use the PBR (physically based rendering) pipeline. I want to make games that captures the XBox classic, ps2 or even late N64 graphics. PBR isn’t built for that.
@KingKrouch2 ай бұрын
Everything using the engine looks the same because the engine makes custom shading (for example, toon shading) a complete pain in the ass to implement, it's a pain to have official modding support (you can't distribute modding tools to anyone that isn't a UE licensee and their own UGC plugins don't work anymore), rather than adding C# they're adding Verse (their own scripting language that has terrible syntax), controller support in the engine still sucks on PC, most developers aren't taking advantage of Unreal's scalability settings or performance profiling tools. I used to use UE4, but I got tired of waiting for Epic to fix glaring engine issues. Despite Unity's problems and Godot's problems, at least those don't actively get in the way when I want custom shaders or to extend the engine's functionality.
@OnyeNacho2 ай бұрын
Plus at least Godot is entirely open-source and can be used against the creators when necessary (ie. now). Unreal Engine is a bloated yet visually attractive trap. Nothing more.
@LuaanTi2 ай бұрын
Forget about controller support on the PC, they can't get the _keyboard_ working right! UE5 games essentially require you to switch to a US keyboard layout to play. Sure, you can manually remap all the keys to get them to where they're supposed to be, but not only is that a lot of stupid work you shouldn't be doing, the UX still sucks as all those key hints are now completely ineligible (e.g. say goodbye to 1, 2 and 3 for inventory slots, and hello to "___@@" and "caretaefd" and such).
@justinp91702 ай бұрын
I really wish iD Tech 5 (or whatever version it is today) would find its way into more games. I like the Unreal Engine and it's a technical marvel that Epic Games put a lot of effort into making, but I also don't like the monopoly it's giving Epic Games. And telling devs what they can and cannot make in it with a threat to take licensing... that's a HUGE RED FLAG. Anybody who is old enough to remember... the unreal engine and id tech engine used to go back and forth on graphical quality but Unreal ended up winning in the end. I believe we need to get something like that back. Another game engine that can be competitive and can keep Epic Games in check. DOOM ETERNAL in my opinion is a technical marvel that outmatches most games made in Unreal Engine. Both in graphical quality and optimizations. If I was Microsoft I'd look into throwing resources into the iD Tech engine and expanding its toolset with more functionality and enhancing developmental experience. They could even pull a Star Citizen and change it so much that it becomes its own engine.
@CoryMillard2 ай бұрын
Doom eternal uses id tech 7. The dark ages uses id tech 8. I agree with ya maybe licensing issues idk.
@thegodofalldragons2 ай бұрын
They recently released a pretty extensive modding toolset for Doom Eternal. The level of customization it offered made me wonder if they were toying with the idea of throwing their hat back in the ring, engine-wise.
@DaDoubleDee2 ай бұрын
The marketing by Epic Games was phenomenal, they really sold UE5 with their tech demos and every gamer/vfx artist collectively creamed their pants. Funny how almost everything they showed in their tech demos has either been done before or hasn't been used yet in a game
@CoryMillard2 ай бұрын
@@thegodofalldragons No I don't think so. I use id studio to make maps for doom eternal. You can mod the game with it. Id software is my favorite but I admit their engine is good mostly for fps games. Where ue5 you can make different kinds of games and SFX.
@DropletPlant2 ай бұрын
So magicaly it is fine when unity had 90-95-97% of the market dominance and now magicaly,coincidently when epic/UE finaly broke hat and got to 45-50-55% OF MARKET FINALY AFTER DECADES OF UNITY DOMINANCE NOW is magicaly bad BUT no one bat an eye when Unity was dominating left and right and STILL IS DOMINATING IN SEVERL SPHERES UNITY STILL HAS 60-70-80% market especilay in mobile sector where still UE AND OTHERS DIDNT MAKE MA HUGE DENT IN UNITYS MOMNOPOLY.
@AgentExeider29 күн бұрын
You want to know something that nobody is talking about. Not only does Epic effectively monopolize the game industry, so does Disney. Since they now own a large stake in Epic Games.
@Nordanway2 ай бұрын
Dont you forget how TAA is present in every UE5 Game. Everything becomes a blurry mess
@AndreGouvea2 ай бұрын
About the censorship (or not): The section above says "When you work in the Unreal Engine codebase, we encourage you to strive to use respectful, inclusive, and professional language.", they are talking about THEIR CODEBASE... There's no censorship in the code that YOU going to create using the engine (actually there's no way for them to even control this), so stop BS to get some clicks.
@laxminarayananks15209 күн бұрын
Meanwhile Japanese Devs like Hideo Kojima with Decima Engine and CAPCOM with their RE engine will be just fine. They don't circle jerk each other like Western Devs.
@xXSilentAgent47Xx2 ай бұрын
It's crazy how gen z and a gamers ruined the games. They care more about graphics and everyday grinding than quantity. Why even play game for graphics when we have awful storyline and lack of fun stuffs and more side activities? Why are collectibles considered to be "fun"? They never were fun and never will be. That's a fact. Lack of creativity on story and game offerings is big issue. GTA SA had so much in game that devs wanted to give more if their time was extended. Probably would've been far better than GTA 5. There are boring side stuffs like Valet and Trucking but that's what made game impressive. Being new to experience the quantity. Saints Row 2 had so much than SR TT yet the sequels didn't offer any of what 2nd game did. Game was fun and had new stuffs, but previous stuffs like Septic Truck, Fuzz and Trail Blazing felt better (Trail Blazing has in TT and had improved driving mechanic, but didn't offer much more fun. Felt bland and downgraded, you're just driving around instead of hitting the explosion barrels and have multiple explosions).
@I-Dcompany2 ай бұрын
My dumbshit generation has ruined even more than gaming. I'm technically gen z but I'm a traitor to these disgusting people
@I-Dcompany2 ай бұрын
Also SA was my very 1st game at the age of 4
@Lucrei.2 ай бұрын
Given that 3D platformers (the kings of the 90s) are one of my favourite genres, I'm going to take offense to that and say that collectables can be fun, they just need to be in well designed games where they are the reward for clearing good level design This also applies to things like classic Zelda, Metroidvanias etc.
@farkasvilkas5839Ай бұрын
-Why even play game for graphics when we have awful storyline and lack of fun stuffs and more side activities? +100
@NickyGee-f8y2 ай бұрын
I dont like how unreal engine feels, idk why
@standardLit2 ай бұрын
Feels like tech demos that shouldn't be used now
@KalugaOfficialАй бұрын
I take it you are a Linux user. Unnecessarily difficult things make you feel good? To each their own.
@NickyGee-f8yАй бұрын
@@KalugaOfficial swing and a miss
@slemangerdy8407Ай бұрын
Neither horizon nor ghost of tsushima games have the typical "photorealistic" games, yet they are among the most beautiful games currently. Tbf, halo wasn't even that great, i'd prefer the style and aesthetics of halo reach anyday and everyday over infinite. It's not like they lost much, it just looks as bland as any lazy unreal engine game.
@imjayyy.2 ай бұрын
This is what happens when companies hire talentless hacks
@godkekliveshere4312 ай бұрын
don't you mean when companies are forced to band the knee to EDI
@I-Dcompany2 ай бұрын
I'm so god damn tired of people defending them like it's their job and livelihood. FUCK NO, you joined an industry of passion and art. You can't just half ass it for a paycheck
@_its.just.regi_2 ай бұрын
Sounds like this is a people/studio issue, not the engine, no?
@kwisatzhaderach1458Ай бұрын
My 1080ti was working perfectly even with new games until Aug 2024 when the industry shifted heavily to DX12 support and UE5. Many older games were lazily updated to support this trend and now most of my older games are all broken even with settings turned down. Now, I see people with the latest PC builds struggling to get decent frames and performance. 😂
@joshua427772 ай бұрын
As a solo dev it saves me a lot of time on graphics, and I do know how to use the post process stack. In the past I spent days Trying to get unity to look like unreal.
@ivibs19842 ай бұрын
I really like Valheim and Shadows of Doubt. Both run on Unity...... both really stutter.
@jrconway32 ай бұрын
That's the thing. Its great for independent and solo developers. But all the big name companies using the sane engine is a huge problem...
@richardPhilips22 ай бұрын
Well as a solo Dev no one expect you to create your own graphics engine , but AAA could
@OnyeNacho2 ай бұрын
@@jrconway3 It is not great for anyone, least of all indies and solo devs. Since the third installment, Unreal Engine was always designed for AAA devs as their primary customers. It was never truly indie-friendly like Epic pretends it is. They had to make concessions to make it work for indie use. Even then, the 5th installment is a unreliable, bloated mess that is difficult to optimize and likely will require you download the source code or work some depackaging magic to attempt a proper optimization of your product.
@XeenimChoorch-nx8wx2 ай бұрын
You compute the physics then render pixels … what is the problem? Not nearly as difficult as centering a div
@ikagura2 ай бұрын
I am a bit bored of seeing the same visual effects from that engine.
@LethargyPike2 ай бұрын
You mean you're sick of developers not having art direction. Because last time I checked, unreal is blank. When you open it, you have to create assets and visual fidelity yourself.
@Irrelavant__2 ай бұрын
that's on developers not on the engine. UE is versatile and can do stylized and realistic visuals very well (go on artstation and look it up). If the devs are incompetent or directionless then you get your generic looking slop just to make quick buck.
@stormshadow5382Ай бұрын
And now Stalker 2 is the newest victim
@ClassyTrollАй бұрын
GSC doesn't use base UE5 they tinkered with it to make it there own, and was this guy really bashing GSC for changing engine, X-ray sucked. Even the devs knew that Stalker 2 had some issues when they released it, quit literally told us so and that they are working on the performance issues and more.
@goombatsperagallo7459Ай бұрын
@@ClassyTrollAi life is broken and was a scam. They even removed the description from the steam page. The first thing the video brought up was his concern because stalker uses a unique ai system. As far as I’m concerned as long as Ai life is still non existent in stalker 2 then rn the game is a complete scam.
@leandrodomingues4452Ай бұрын
dont evem make me start on stalker 2 i end up unninstalling it 2 times in 24 h I'm not going back with my decision anymore
@retagainezАй бұрын
@@ClassyTroll Now you just have two bad engines. I would rather take the bad engine that had a finished product.
@ClassyTrollАй бұрын
@@retagainez I guess you have no idea how bad X-ray was then. Again though, GSC reworked UE5 into there own. UE5 itself is still 100% better then X-ray.
@laius60472 ай бұрын
You guys act af if theres no good games just because our favourite companies degenerated into oblivion. No company can last forever (because people in that company change). So just move onto something else. There no need to worship a brand or a company.
@divinecomedian22 ай бұрын
We can bemoan the loss of great franchises
@laius60472 ай бұрын
@@divinecomedian2 there's only that much that a franchise can be milked
@NeedSomeNuance2 ай бұрын
No one, and i mean NO ONE, will tell you that their favorite thing about their favorite game, was the graphics
@SpaceDad42Ай бұрын
I can say that. MOST people say that.
@HybOj2 ай бұрын
2:30 well this is a big issue, if the woke is implemented at the engine level. I dont mean it as a joke, this is actually insane :X So Its not just Stutter Engine 5 but Woke Stutter Engine 5. Pfff
@fearedjamesАй бұрын
This guideline alone now just gave me inspiration for a character in my Godot project. Mans *really* into his mecha.
@amandaholland89282 ай бұрын
Hi, I'm a game designer with about a decade of experience. I've worked in Unity, UE5, and a couple proprietary engines. Some of the concerns of the video I believe as misguided/blaming the wrong thing. The issue isn't UE5 for the majority of the concerns regarding "developers/designers becoming lazy". To put this into perspective, it's like saying the issue with mechanics nowadays is they don't use a handwrench anymore, they use a torque wrench. Yes, just like a mechanic a torque wrench can ruin products if you're not using the tool correctly. Did you know that UE5 is also used for movies, game cinematics, etc... UE5's "graphics" being good is a myth, it's easier to make the graphics look better with proper lighting- and UE5's lighting is phenomenal. I do agree that companies are focusing too much on graphics and not about the core mechanics of the game. But that's not the engine's fault. Anything any other engine can do- so can unreal... it just needs to be added via a designer that has vision. TL:DR is don't blame UE5 for corporate idiocy. The only concern in this video that holds weight is censorship of TITLES in their marketplace. (I've never even heard of this till today, so it's not very relevant, but it's a dangerous road they're starting on with censorship.)
@Tuco3095Ай бұрын
Finally someone speaking my mind. These youtubers talk without any knowledge spreading false information lol. He talks about games being generic, while recently wukong broke records
@NavhkrinАй бұрын
@@Tuco3095 This is what happens when anyone can make supposedly "informative" videos that just contain bullshit for the most part. Internet used to be a place of information, now it is filled with junk of random arguments thrown out to gain attention
@sergrojGrayFaceАй бұрын
2:12 - That's their coding standards doc for themselves, these apply if you send a patch for UE5. It has nothing to do with games developed with UE5.
@Aurik-Kal-Durin2 ай бұрын
If they made a new Halo game on the Halo 3 engine or the Halo: Reach engine in 2025, I would probably buy it. Yeah, the graphics aren't as good as what can be made today on Unreal Engine 5, but they look good enough, and the core gameplay of those games has always been a lot of fun.
@potatopotato8360Ай бұрын
If Half-Life 3 was released in 2025 on the same engine from 2004, it would blow out of the water all "AAA" corporate garbage released nowadays.
@Hilislaw2 ай бұрын
Games used to be forms of art. Games today: bland chunks of woke dei corporate garbage. The AAA industry can't die fast enough.
@doob.Ай бұрын
2:20 Someone please explain these rules in actual context, this part seems really off.
@AlphishCreature25 күн бұрын
You can look up "Epic C++ Coding Standard for Unreal Engine", it refers to rules for writing Unreal Engine source code and documentation. If my understanding is correct, it shouldn't affect the source codes/docs of games made in Unreal Engine, and it most definitely shouldn't affect games themselves. (got this video linked by someone repeating the statement about enforcing political correctness in UE games, thankfully the misunderstanding is cleared now)
@rein65482 ай бұрын
RAGE Engine and ID Tech Engine are amazing
@Intamin2 ай бұрын
ID tech has had major texture pop-in issues in the past, have those been solved?
@CharlieIsDigital2 ай бұрын
I completely agree. A lot of people were ragging on Bethesda, saying Starfield sucked because of their outdated engine and they should move to Unreal already. This isn't the problem, though. If it was, we also wouldn't like their older games that were made on more primitive versions of it. They failed with Starfield because they didn't play to their creative strengths or their engine's strengths. This obsession with graphics will hopefully taper out over the next decade or so as we see continually diminishing returns on trying to make things as photorealistic as possible. They're going to have to start making interesting gameplay and AI instead or everything will just feel like the same, bland formula.
@NicholasBrakespear2 ай бұрын
All very true... but it still hast to be said, their engine was always awful, and every older game Bethesda churned out would have actually been better on a different engine. Even Morrowind. In fact, their engine got worse. As a modder, I couldn't help but notice that more and more things were hardcoded over time, and more awkward to change. And good grief, the dialogue/quest system... to this day, as both a modder and an indie developer, I have NEVER seen a dialogue system so awful. Tying important quest variables and dialogue checks - right down to "whose line this is" - to case-sensitive strings? It's a wonder any of the quests worked at all.
@ledzep10232 ай бұрын
@@NicholasBrakespearnot to mention that the PC ports of most Bethesda games are super unoptimized and bugs/crashes will happen frequently. Even Fallout 4 has cloud syncing and crashes. I wish Bethesda would make a new engine from scratch, they desperately need it if they wanna make functional games
@Billy-bc8pk2 ай бұрын
@@NicholasBrakespear This is where engine refactoring should have been done -- they could have spent three to five years converting to a 64-bit floating point precision platform for large world coordinates and buffered streaming to do away with chunk-based load screens, but they obviously decided to go the quick and dirty route instead of putting in the time to upgrade the Creation Engine to be competitive. Wouldn't be surprised if they make a silly announcement saying they have switched to UE5 for The Elder Scrolls 6, which will get a bunch of normies cheering and clapping, only for it to come out even jankier and even less optimised than previous Bethesda outings.
@Damian-cilr22 ай бұрын
Billy if it switches to ue5 it will be unoptimized as all hell 100% and it will suck (its fucking bethesda,their latest "rpg" is barely an rpg) (sorry using a custom youtube frontend,doesn't have @ing people properly yet atleast)
@KevinelGamerlolАй бұрын
2:16 I believe this is not related to what you can/can’t do in games, but in the engine’s source code. I read that somewhere, I’ll put the link under this comment if I find it
@AlphishCreature25 күн бұрын
For full context, one can look up "Epic C++ Coding Standard for Unreal Engine". (got this video linked by someone repeating the statement about enforcing political correctness in UE games, thankfully the misunderstanding is cleared now)
@Merivio2 ай бұрын
2:15 Is actually false. That standard is for their own development of the Unreal Engine, not for developers of games produced by it.
@AFCMS2 ай бұрын
I have seen a lot of non-devs anti-woke influencers do the same mistake sadly.
@Billy-bc8pk2 ай бұрын
It still applies to backports and refactors for the changes included in the licence agreement, which in turn still impacts anyone using the engine that plan on making backend changes to the engine's source code. It's completely relevant to the discussion. What's more alarming are people trying to downplay this issue as if it's not important.
@Merivio2 ай бұрын
@@Billy-bc8pk Sure but it doesn't apply to the games themselves. I'd have to go out of my way to write engine code that doesn't conform to this. The engine should already be abstract to the point where the closest thing to talking about human beings is the 'character controller'. I really don't think this is a big deal.
@Billy-bc8pk2 ай бұрын
@@Merivio Any refactors are going to run into language problems, especially if you do any refactors that include bespoke peripherals or adjustments to said peripherals (think flight sims, truck sims, or racing sims), and you will also run into these problems with any rendering refactors (think Dragon Ball FighterZ or Borderlands), or games that refactor movement or controller behaviour (like Mirror's Edge or Zeno Clash II). All of these things affect the games being made if the engine has to be refactored for them. It IS a big deal because it's a top-down problem that becomes more pervasive as anyone who wants to refactor Unreal wil have to adopt to Epic's "inclusive" language mandates. It's normalising disruptive coding.
@Merivio2 ай бұрын
@@Billy-bc8pk I'm gonna need a specific real-world case of this being a problem, or a reference to the clause that defines what counts as the engine because I don't see it. I believe in-house refactors are unaffected since you can argue you are developing the game, not the engine, even if you are refactoring the engine code. As someone who has developed their own engine, the line can get pretty blurry between the two.
@ad_astra_artАй бұрын
such a misinformed take. UE5 is not to blame. It's just a tool. It all comes down to the developers
@ThotTeeАй бұрын
Whatever job you do, the end result often depends on the weaknesses of the tool you use for the job.
@thedivine5897Ай бұрын
Its the use of the tool, and availability & adoption of the tool, that is feeding into the problems. It is a big half of the major point (the other half being corporate-greed-shareholder / turning games into a 'service-product'). This has all been happening for a long time as is. Its just that people are, finally, realizing AND talking about it all. All the "OG" devs phasing out, who knew how to create, whereas the "new" wave of devs are not creating, just using. This video isn't perfect, but it also isnt just bombarding that UE5 itself is the "issue" here.
@Vanderer11Ай бұрын
Aren't those language guidelines for Epic staff, or aren't they only recommendations? I remember there was fake news around it in the past. Also, we do have "master material" in UE itself. Maybe those are made for asset/plugin creators or forum users? Man I don't want to remove all the n words from my project :/
@gn-by2veАй бұрын
This video foreshadowed the dog shit AI that’s being reported for stalker 2 lol
@omgwatАй бұрын
Can you explain how it's an engine problem and not a developer problem?
@rajeev_kumarАй бұрын
I don't care whether a game is made with real engine or unreal engine, as long as it looks good, I'll play.
@s920912222227 күн бұрын
Lots of UE5 games don't look realistic like the demo at all, such as Silent Hill 2 Remake, it just looks so fake to me, Resident Evil with RE Engine looks much much better than SH2.
@YouGotTheL26 күн бұрын
I wish RE Engine was made public
@Makoto032 ай бұрын
I like variety in gaming, so I don't want every game using the same engine. I like that alot of Japanese rpgs use their own engines and have unique art styles. Even if it may seem janky gameplay wise sometimes.
@LethargyPike2 ай бұрын
You need to understand that an engine is just a development environment, where you add your own assets and functionality into. It really doesn't matter which one you use its a pick your poison type of situation, what truly matters is what direction you choose to take your art which actually doesn't have anything to do with unreal at all it has to deal with what models you're using, are they low poly, or high will you hand draw your textures, or procedurally create them, is it stylized(NPR) or Photorealism(PBR) this will define whether or not your game looks unique or not it's always been art direction.
@I-Dcompany2 ай бұрын
Japan actually gives a damn. That's why Nintendo is so successful
@DropletPlant2 ай бұрын
ACTUALY YOU ARE silghtly incorect.From past 5-6 years MANY started using unity,some unreal and some godot or some custom made engines wich have godot or other engine as their base/bedrock. So its not as you think it is.There are also some in house engines that some japanese studios made that are actualy called different,are modified diffentry,have different tools and ways of using tools BUT if STRIPPED DOWN could see that the BASE/CORE of the engine is basicaly unity,unreal,godot,cry,..engine core or certain features basicaly took/inspired from other engines and refactored in a way to be functional in their own custom engine. LONG GONE are the times where custom engine/in house engine is fully in house bcs nowadays or past 10 or so years MANY in house engines,its core/base are litteraly just stripped down version or feactored version of some other engine that alredy is on the market just additionaly tweeked,changed,adapted.
@KalugaOfficialАй бұрын
That's like saying you don't want Blender being used because all the models come from the same program. Seriously, do you think before you type?
@KalugaOfficialАй бұрын
@@I-Dcompany Sure about that?
@HanSDevX2 ай бұрын
Unreal Engine has become the engine of asset flips and DEI hire.
@skyekid1Ай бұрын
I get it dude, you want to make a video complaining about a popular thing. This video is like 5 hours of not saying anything and just a bunch of feelings put together, besides you aren't a developer so your opinion of rules and stuff is kind of invalid, as there is a comment discussing that the censorship section is incorrect and how it would take 3 secounds to search that up... Do better, can't trust yeh. The issue isn't the engine it is how it is used. Just by removing UE5 you won't remove the laziness of game companies(There is ways to solve this too, just don't buy their products and slowly they will be forced to higher their production quality). UE5 has infact helped a lot of indie devs get somewhere because they don't need to reinvent the wheel for every feature like in unity, which increases the diversity of games, and if Epic ever does something horrible, there will be many new engines that come up to compete and take the monopoly from UE5. Also your description is quite literally: "Unreal Engine 5 in 2024 New Games on Unreal Engine studios switching to Unreal Engine 5 is ruining the gaming industry Unreal Engine 5 games"
@atilabieАй бұрын
This is very misinformed. Epic Game's coding standards for comments in engine development itself for their employees are completely removed from the content of the games developed with the engine. There are already people in the comments expressing their genuine concern at this entirely fabricated issue.
@leonpijudo6875Ай бұрын
fabricated issue? what did you just see?
@bapoTVАй бұрын
@@leonpijudo6875did you make your own research about it at least ?
@Klayperson2 ай бұрын
Moving to UE5 means absolutely nothing. Games have been transforming into slop regardless of engine, and that's thanks to greed and "modern" culture. The percentage of genuinely creative game directors is not going to go down due to studios using Unreal, nor will it go up. As always, we will just have to vet our purchases and vote with our dollars, as it always has been.
@TheOnlyRealTapirАй бұрын
at 2:15 you conveniently missed out the fact, that: - this is a coding standard documentation - not a game design ruleset - these are recommendations, not rules quote from the same doc, from the paragraph just before the one in your video: "When you work in the Unreal Engine codebase, we encourage you to strive to use respectful, inclusive, and professional language."
@AugerHybrid2 ай бұрын
As some one said on internet: gamers want shorter games with worse graphics.
@d-turn3314Ай бұрын
These same people will then complain and say "why does this new game only have a 6 hour runtime and worse graphics than the older game in 2015".
@extrawolf3864Ай бұрын
@@d-turn3314I think they complain about that when the game is 50-70 dollars
@MoadTomiАй бұрын
if by worse graphics you mean games that dont want to redundantly compete with real life, then you dont have much of an argument. as for wanting shorter games, that's usually what people who like realistic games want because they dont want to bother that much with the gameplay and simply want a cinematic experience and thats it
@MoadTomiАй бұрын
@@d-turn3314 ...you need to be looking for these oddly specific people in order for you to consider it as a pattern of some kind
@nopensАй бұрын
It all started with ue3. Every late ue3 game looked the same. Technically impressive yet soulless.
@nymez696817 күн бұрын
And the „being soulless“ part is fault of the engine instead of the games developer because…?
@kylek29Ай бұрын
As you discuss .. I think the right teams will make their UE games look unique. The problem is the rampant VC investment means they are looking for ways to cut costs and your biggest expense; labor; is cheaper when people compete and there are way more UE5 people than people familiar with your inhouse engine or capable of becoming familiar with it.
@Varil92Ай бұрын
Nowadays developers can't even bother to create their own proprietary engine. 20 years ago almost any studios had their own engine and every game felt different and somehow experimental. Nowadays game developers are just modders who use Unreal Engine and everything is bland, similar and in the worst case poorly optimized.
@antongrant8827Ай бұрын
If it was up to the developers, I suspect, that most of us would love to do that. But sadly, it is extremely hard to explain why writing your own tech would be beneficial, because very often developers and their management care about different things: while the developer, if passionate enough, would mostly care about things like performance, engine core tech quality, development tools, etc. management mostly cares about deadlines, profits and just generally how to do more with less. Just to be clear: writing your own tech IS, most likely, beneficial, because not only it allows you to tweak it to match your exact needs, it also opens a door for greater optimization options, reduces the bloatness of the code, and most importantly distinguishes your game among others. For now, the industry is mostly switching to unreal, but I hope that will change with time. At least, a lot of gamers are not happy with the way we are going rn)
@pretzelboi64Ай бұрын
I'm a zoomer and having played a lot of older games from the 90s, this is so true. They all feel insanely different with only late 90s game reusing engines (and it shows)
@FU_SU_LU2 ай бұрын
Not every game needs to be photorealistic, hell, most games don't need to be...
@DropletPlant2 ай бұрын
it has nothing to do with engine but devs.Its devs CHOICE on visual art if tey want to go 2D,3d,photo realism 3D,stylized 2d/3d,stylizzed-realistic or something else....
@georgedaly9919Ай бұрын
Saying atomic heart has no artistic vision is insane its one of the most beautiful and unique looking games of all time especially when it comes to the weapons and abilities it also ran at 120fps when i played it with a 2070 laptop gpu
@ZennExile2 ай бұрын
wanna know the real truth? Standardization is required to replace the bulk of the workforce with Agents. They aren't just outsourcing the labor. They are building out the infrastructure to enable automated labor. Part of that is training LLMs through a platform that harvests sensitive data, legally. The industry will soon not only move away from human developers, but they are poised to skip straight to real-time media generation powered by Agents. There won't even be studios anymore. Just AI connected media platforms that serve you anything you prompt, instantly.
@Billy-bc8pk2 ай бұрын
You are 100% correct -- wish I could say more about this but sadly it will be put in the shadow realm.
@Lostcontroller2 ай бұрын
On demand everything is the sad future. The world of Cyberpunk is what the world is headed for.
@Sneaky1ne2 ай бұрын
Do you have a single shred lf evidence to backup this statement?
@ZennExile2 ай бұрын
@ I do. But so do you. It's all around you. You just don't want to see it. And like you, most people will choose not to see it until there is nothing else to see here...
2 ай бұрын
As someone with six years or so in Unreal, I don’t think this is true, it’s too broad a statement. There are pre-made plugins to precompile shaders for example, but people just don’t use them. Lunen GI looks great but you need to tweak settings. You can do anything you want from flat 2D to Alan Wake path tracing. It’s down to developers.
@MostlyPennyCat2 ай бұрын
It's all a function of cost, man hours. Creating a custom art style, look, shaders and ultimately UE customisations is _expensive_ That's what's happening, not some mythical "UE Look" But to non-developers, this is what it looks like at the most superficial level.
2 ай бұрын
@@MostlyPennyCat The ray trace thing is tough too, cos it does look great when done just right, but currently has to rule out the static pipeline. The future looks better though, as the roadmap for Lumen ray-traced GI includes using the UE5 path tracer for fast baked lighting, allowing us to combine the best of both. For now though, it's either or, and the flexibility of Ray Tracing from art perspective is very tempting...
@FafmagicАй бұрын
You can’t blame Unreal Engine for any of this. Blame development studios and publishers who want the line to continue going up…. The AAA game financial model is totally unsustainable and infested with corporate greed. It’s rotten to the core and will implode. Thankfully, we’ll still have the Indy scene to prop things up and keep the passion burning for the medium. And most of them will probably use Unreal Engine and Unity.
@stlawstlaw7585Ай бұрын
Imagine monopolization and uniformity in the next 5 years or so... One engine to rule them all (or maybe two).
@lucaschudleigh71932 ай бұрын
Gamers: “We want better writing, story and to keep woke ideologies out of our games”. AAA Developers: “Absolutely, we’re going to switch over to UE5, which will solve all these graphical complaints that you have”.
@alexanderarieatas82302 ай бұрын
AAA Devs will make things worse and not forfill these promises. They will then become AAAA Developers.
@I-Dcompany2 ай бұрын
I keep going back to Arby n the Chief whenever I hear anything about Graphics
@SynthwavelLover2 ай бұрын
Here's a shocker for you- Games have been political, have pushed ideologies on you, for decades now! Plenty of good, financially successful, games have "woke ideologies" (AKA you can pick pronouns and there are non-white non-male characters) including Final Fantasy 7, God of War, Spiderman 2, Half-Life 2, and plus there are many many successful indie titles that are even MORE "woke" than most AAA titles. You Anti-Wokeists over-react more than the SJWs you claim to despise. "Uh oh I can choose my pronouns on the character select screen so that makes the game bad!" This is the equivalent to if an SJW didn't play a game because a white male was the protagonist. Get a grip.
@bapoTVАй бұрын
what woke ideologies ?
@SynthwavelLoverАй бұрын
@@bapoTV They mean they don't like having minorities in their game.
@SomeCanine2 ай бұрын
The main reason they are all using UE5 is because they no longer have the staff who can use and modify their internal engines. That plus they outsource a lot of things. They get a lot of college grads who come into their company and have no idea what they are doing because the internal engine is so much different than anything they learned in school. So they have to spend a year training every new hire before they are productive.
@angryskycraperАй бұрын
have had this feeling for years, copy pasted games, not inhouse game engine leads to dependency to the engine's manufacturer, losing knowledge on how to operate/develop their own engine... this is BAD like REALLY bad. and the fact so many big developpers are giving up such a core component of their games so easily is very dangerous for the future of game development
@Me__Myself__and__IАй бұрын
Do you have any idea how difficult it is to build, test, support and maintain a custom game engine that aspires to be state of the art? Its probably one of the most difficult things to do in all of software dev and requires a massive investment in time and money. Why not spend those resources on the game itself rather than reinventing the wheel?
@angryskycraperАй бұрын
@Me__Myself__and__I totally agree, this is one of the main appeal of unreal engine. However just like in the car industry, i think it's important that not every manufacturers uses the same engine.
@Me__Myself__and__IАй бұрын
@@angryskycraper Ah, yes, nuance. So rarely seen in social media these days. They don't, there are other game engines. A LOT of games are made with Unity (significantly more than Unreal I believe). But building and maintaining a cutting edge AAA engine is hard and very expensive. So that territory is mostly Unreal currently. Competition is good. The more games use engines the more those engines will improve over time.
@RezaQin2 ай бұрын
If the game doesn't run at 60 FPS minimum, no thanks.
@MontigorableАй бұрын
2:04 those stupid requirements are only for the Epic’s engine devs. Don’t misinform people