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Joined 9 months ago
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Cake day: July 22nd, 2024

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  • You just touched on the problem, which is a confluence of Base Rate Neglect and Availability Bias.

    UE is the most popular gaming engine, so it’s used on the most projects and has a high amount of visibility. No matter which engine you build a game with, there are many factors to keep in mind for performance, compatibility, and stability. The engine doesn’t do that for you.

    One problem is that big studios build games for consoles first, since it’s easiest to build for predictable systems. PC then gets ignored, is minimally tested, and patched up after the fact. Another is “Crysis syndrome”, where developers push for the best graphics they can manage and performance, compatibility, and stability be damned - if it certifies for the target consoles, that is all that matters. There is also the factor of people being unreasonable about their hardwares capabilities, expecting that everything should always be able to run maxxed out forever… and developers providing options that push the cutting edge of modern (or worse, hypothetical future) hardware compounds the problem. But none of these things have anything to do with the engine, but what developers themselves make on top of the engine.

    A lot of the responses to me so far have been “that’s stupid because” and then everything after “because” is related to individual game development, NOT the engine. There is nothing wrong with UE, but there are lots of things wrong with game/software development in general that really should be addressed.








  • Fortnite, Wukong, Tekken 8, Layers of Fear, Firmament, Everspace 2, Dark and Darker, Abiotic Factor, STALKER 2, Jusant, Frostpunk 2, Satisfactory, Expedition 33, Inzoi, Immortals of Aveum, Starship Troopers: Extermination, Ninja Gaiden 2 Black, Lords of the Fallen, Robocop, Myst (UE5 remake), Riven (UE5 remake), Palworld, Remanant 2, Hellblade 2, Subnautica 2… and the list keeps growing.

    When a big studio skips QA and releases a broken game, it’s not the engine’s fault, it’s the studios fault. As long as consumers tolerate broken games that can maybe be fixed later (if we’re lucky) then companies will keep releasing broken, unfinished, unpolished, untested games. Blaming UE5 is like blaming an author’s word processor for a poorly written novel.