What's wrong with it?
What's wrong with it?
Lumen ghosting and taa
The developers
Pikmin 4 and Lies of P didn't have these issues, Lumen is incredibly new technology, devs should've ticked "Use Hardware Ray-Tracing" instead of the NEW and EXPERIMENTAL Lumen/nanite technology.
FFS they only just added nanite skeletal meshes in 5.5 a few weeks ago
no physx
Pros
Everyone can use it
Cons
Everyone can use it
In terms of UE5; Anti-sovl fog is almost always present and it lends to lazy developers that create unoptimised messes with presets that can be felt across games. I can't put my finger on it, but the lighting sources and textures commonly seem fucked too (especially if they deviate from they're one very specific "tech demo" aesthetic).
For UE3, I'm generally alright with that.
Pikmin 4 looks like shit compared to 3. It has the exact same issue as every other UE game where the lighting makes every model look like cheap plastic.
Did you even play Pikmin 4? I played it upscaled in 4k on my 4090 and it was one of the best looking games I've played this year, the lighting looked phenomenal especially in the cavern levels. Your 'problem' is your opinion with the art direction, nothing to do with the engine itself.
Lazy developers
the lighting makes every model look like cheap plastic.
I’m glad I’m not the only one that noticed this. It works great for the spaceship and the parts that are supposed to look like toys but other than that it’s shit
Yes, I have. I have also worked in Unreal. UE's lighting engine will aggressively apply fresnel to surfaces and coat them in a white plastic sheen, washing away all texture detail. This tends to decrease clarity of the scene and make every environment feel cheap and sterile.
Surely there’s a way to disable or mitigate it?
Meanwhile Pikmin 3's much simpler lighting engine allows every texture to come through vividly without looking cheap. The lack of modern lighting effects in Pikmin 3 is what gives it better clarity and definition compare to Pikmin 4's UE rendering
nothing
I used to think it was the hardest engine to use but it had the highest ceiling but i'm starting to think all engines have the same ceiling.
An engine is only as difficult to use as its documentation is to read and understand
Thanks for being clear/concise, but I doubt that's the engine's fault. I've never once heard of that issue before. It looks more like
a. the direct lighting intensity is too high causing harshness
b. the roughness of the ground textures are too high, making it too reflect/plastic-like
Obviously this looks "better" because there's no lighting happening. Again, it looks like "Shiny Plastic" because the roughness is too high, not the engine's fault in either instance it's the dev's. From my perspective.
I meant the roughness is too "low", not to high. You know what I meant.
Except the part you circled is meant to be that way because it's clearly some kind of crystalline carapace. It is that distinction that makes the enemy pop. The shell is shiny, not the rest of the scene, which gives the boss a unique texture. Meanwhile in Pikmin 4 the entire scene is coated in the sort of white hazy glaze. The vision is unclear. It does not evoke any feelings or mood like the previous Pikmin environments do, it just looks like stacked assets
Can you 'fix' it? Maybe, but you're wrestling against the engine instead of working with it which is the fundamental difference between using a pre-built engine vs an in-house engine. This is a recurring trend in Unreal Engine games including Kingdom Hearts 3, especially the Organization 13 members. The engine's lighting developers have zero connection to the game's artists. With old in-house engines, the teams worked side-by-side to implement effects that were needed for the game. Now you either have to search through awful non-existent documentation, ask on a forum full on indian bots, or dive through the 16million+ lines of code to rip apart the lighting engine. It is very monolithic and not very modular, so you wind up having to design around certain pain-points in the engine because of how hard they are to fix.
UE3 is fine, just look at Rising Storm 2 which manages to be both vibrant and realistic. The only two Unreal 4+ games I think look good are Sea of Thieves and Guilty Gear
I agree with everything you said except that's it's not modular. They could change the post-processing, gave shadows a unique look, or used styled assets instead of the photorealistic assets they chose.
Obviously Unreal Engine won't be as unique or optimized as a custom engine made for a custom game. Devs could've done more to make it unique though.
STUTTERING GARBAGE THAT CAN NEVER BE FIXED
Trivial things tend to produce lazy results
It's not the lighting engine, it's that most artists aren't photographers. To get a good result you have to make sure your cameras are set up correctly with the proper exposure, white balance, etc. This is why most of what you see seems washed out. They add exponential height fog and just do the bare minimum post process.
It's a modern western engine. It sucks.
western
its made by chinkoids and pajeets from epig
The only reason they need to play with pseudorealistic camera exposure/white balance is because of the lighting engine. It is because UE is geared towards realistic projects and that is what the lighting engine is built up for. This is precisely why the games look so bad, the artist vision is muddied by countless lighting algorithms. Meanwhile simple textures and baked lighting without any post-processing looks infinitely crisper.
https://noclip.website/#kh2fm/di00;ShareData=AGWp89r,LPT$~5(9t0^U+*^q{Qz(y=UjICTT$ufoVxMH3UZZ2iT?p$R9kY(0+5
nothing. jeet/reddit """developers"""" who use it are what's wrong
But it's like saying the lighting system in real life is bad because you need a skilled person to take good photos.
Stutters on anything that isn't 9th gen consoles. Doesn't let programmers use correct language. Takes too large of a cut for games that use it. Is a threat to alternative engines and risks all games looking the same. Realistic instead of idealistic.
the problem is that when a small number of engines are dominant it creates an ecosystem in the industry where developers are trained to use said engine rather than learn how to fucking code and we get some of the least optimized, most standardized boring games to ever grace the hobby
UE3 is fine, just look at Rising Storm 2 which manages to be both vibrant and realistic.
Wtf RS2 is in UE3? I thought it was UE4. Do you think they reused the engine of RO2/RS1 and just amped the graphics, or did they rebuild everything from scratch?
physx is dead technology, it's on life support from nvidia
If your workflow deviates from the generic slop it's built for then you are going to be constantly fighting the engine. If your artstyle deviates from the "realism" graphics it is built for you are going to be constantly fighting the rendering engine. Many rendering features are built for taa and will look terrible without it. Which is why all new Gen games look worse and more blurry than older Gen games on cryengine or frostbite or others.
The amount of overhead Unreal engine uses even for simple graphics or a basic scene is bad and its not worth using the engine.
Monster Hunter Wilds was built on Unreal engine and highlights a lot of the issues with the engine.
inb4 lazy devs
Sure the devs could have done more optimization, but even then it only goes so far.
The reality of Unreal engine is that only lazy devs use it. If you weren't lazy you would use a different engine/framework/library wich requires more boiler plate, more effort from the developer to develop a game without the handholding and drawbacks of Unreal engine.
the problem for me is that it is too easy to use, so now you have extremely retarded gamedevs doing shit that exaggerates the problems like AA.
the two most recent UE games i played were Terminator Resistance and Robocop Rouge City.
in Terminator i couldnt change the resolution and have fullscreen, and LOD was stupid short for some parts of the game.
in Robocop you literally cant turn off AA. the game has so much ghosting its actually insane. also once the framerate dropped to sub 20 for literally no reason, there was nothing happening on screen.
will post screenshots and recordings when i get home
this
people will say "its just an engine its how you use it!" but that's complete cope. the engine isn't a set of tools you pick and choose from, it's an all-in-one workstation that locks you in. features of the engine were built for a specific purpose, if your game deviates from said purpose then you're fucked. easy example being tens of thousands of lines dedicated to the character controller which only supports capsule collision. no dev will ever bother hacking this apart, so every ue game has the same slide-off-the-edge collision.
meanwhile in your own engine you can implement any type of character movement in <500 lines
trying to make a soulful stylized game in unreal is like trying to convert libreoffice codebase into a game engine. it's possible but it's a complete waste of time as it's not designed to do what you're intending, so nobody does it
the idea that an engines are tools used to help build your game is one of the biggest scams novice developers have been sold.
looked better without baKED LIGHTing
How is the Switch 2 supposed to handle UE5 when even high end PCs and the PS5 still struggle with it?
poorly optimized
jeetified
cheap, lazy
no sovl
every game plays the same
It was good when it was UE1, 2, 2.5, heavily modified 2.5 or whatever Swat4 was, but everything from UE3 onwards has been pure fucking cancer, and ruined video gaming. If you cannot afford to hire skilled developers that optimize a game or work on their own engine, then it just might be wrong industry for you (assuming making "good art" was ever the goal, it's not anymore thanks to UE, but it used to be different before).
absolutely wrong
in fact every post itt is a load of bull
devs will be forced to optimize games and return it to like pioneer times
Game shader caches when you turn it on for the first time
Game still shader caches as you play the game
Oh my fucking god is there any solution for this shit
not all games can run that 120fps, or even 60fps. That's just strong marketing from Nintendo, that elden ring was running 40fps, same as steam deck.
In my experience it has been a constant fight with the animation oriented design philosophy that unreal engine has adopted into its gameplay mechanics.
I'm not great at describing this but it's like every game is a third or first person action game where the animation rigs of your character determine how you can interact and directly influence the gameplay environment. Best example is that every game where you melee has a ridiculous wind up animation that is staggering in how our of touch it is with what want to do which is just hit the enemy with the sword. But now you have an entire montage of animations to chain together so you get these auto target/ QuickTime events instead and call it a combat system.