Games
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Video games
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- !gaming@Lemmy.world: Our sister community, focused on PC and console gaming. Meme are allowed.
- !photomode@feddit.uk: For all your screenshots needs, to share your love for games graphics.
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view the rest of the comments
I want to rant real quick.
I want to preface this by saying I'm not a game developer, but I have played a fair share Unreal Engine games and my honest opinion as a consumer is that it is a literal plague especially in the indie game world. Show me 1 second of gameplay of any game and I could tell you with 100% certainty whether it's an unreal engine game or not. And the main issue isn't the engine itself, I bet its a fine engine that can do everything that a developer needs it to do.
The main issue in general gaming but most noticeably in UE is the absolute horrible TAA antialiasing. Somehow we went from crisp and sharp looking games in 2010 to absolutely blurry messes today. UE is the biggest offender, every single on of their games uses TAA as its main AA method and only with the sharpening filter turned to a 100, is it barely serviceable. And on top of the blurriness you have visual artifacts especially in Picture-in-Picture (PiP) rendering, so forget realistic scopes or mirrors or particle effects. And if you decide to use any other method for AA, all the characters hair looks like an unacceptable flickering wiremesh. We always see these tech demos of amazing lighting and huge open landscapes rendered in realtime with UE but it all amounts to nothing if everything is blurred beyond recognition.
The second biggest gripe is the abysmal performance. Sure if a game looks good you can expect it to be a little bit more demanding on the hardware side. But thanks to TAA, no UE game actually looks good. So you're just left with the hardware demands. But in the past, if your PC couldn't handle a game at max setting you just tone them down a little bit and "viola" your game runs good. That is absolutely impossible with UE. I have 3 UE games that I regularly play, and the difference between lowest and max settings on all of them is ~5 FPS. So your game looks like a PS2 game and you get barely any performance gain, awesome, good job UE. Not to mention that in an attempt to maximize "performance" most NPCs that are further than 50m are rendered at 5 FPS, looks realy good on those big open landscapes with amazing lighting.\
I am sure that all of those problems are solved if the engine is in the hands of a talented developer that knows what their doing and puts value on visual clarity and performance. But that is not what the vast majority of UE developers do. UE feels to me like a modular package. You just slap things together and it supposedly works. But you can't expect to create art by just slapping things together. It also feels like UE tries to become the jack of all trades but master of none to appeal to the broadest market so that Epic can cash in on all that licensing money.
These are real issues but what is the alternative?
Most other engines are not better. Creating a new engine is very expensive, takes time, and is risky.
Another big factor is developer engine knowledge. It's expensive to train developers on a new or unpopular engine when you can hire plenty of devs who are already familiar with a popular engine like Unreal. 343i continues to have this issue with Halo Infinite running on their Slipspace engine, which is why (IIRC) they're switching to Unreal for future games.