• BlameTheAntifa@lemmy.world
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    2 months ago

    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.

    • GoodEye8@lemm.ee
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      2 months ago

      Well that’s a pretty shit list. You have there games that aren’t using UE5 (Layers of Fear 2), that are known to have poor performance (STALKER 2), that just released into early access (Inzoi) and that haven’t even released into early access (Subnautica 2).

      I’d throw half the list out the window, actually probably more because the other half of the list are mostly games I don’t know enough to evaluate their performance.

    • Chronographs@lemmy.zip
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      2 months ago

      Idk I think the only one of those on that list that I’ve played that ran well enough that I’d consider it ok was tekken and I’m assuming that’s more because it’s a fighting game.

      • BlameTheAntifa@lemmy.world
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        2 months ago

        So what you’re saying is that Tekken being a fighting game just magically made a “bad engine” run well?

        • Chronographs@lemmy.zip
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          2 months ago

          No I’m saying that it being a fighting game meant that it’s much easier to optimize because you have such a fixed camera angle and few characters on screen.

          • BlameTheAntifa@lemmy.world
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            2 months ago

            So it’s because the developers paid attention to optimization and polish to ensure the game ran well on the largest number of devices.

            My point exactly. It’s not the engine, it’s what you do with it and how you do it.

            • Chronographs@lemmy.zip
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              2 months ago

              It’s because there’s a lot more optimization you can do on a fighting game vs a big open world, it just doesn’t have to render that much comparatively.

    • Nalivai@lemmy.world
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      2 months ago

      Satisfactory alone would be enough, the game runs so smoothly for the amount of shit going on there, it’s amazing.