• Paradachshund@lemmy.today
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    1 month ago

    Gamer PSA: UE5 does not automatically make a game better or worse, it’s just a set of tools. The game part still has to be made. End PSA.

    • Maalus@lemmy.world
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      1 month ago

      True, though it does make the end result better than shittier engines. Like, you could see the “Unity” in Unity games, only a few of them weren’t jank. For UE games, generally I found it to be a bunch more stable bug-wise, same for when I developped my own. No idea how Godot fares now, haven’t tried the engine since my college days, but back then it was cool.

      • Nukular@feddit.org
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        1 month ago

        In Unity you can only remove the start up image if you pay enough. So many small indie titles with little budgets have the start up logo while the bigger productions normally removed them. Before Unity fucked up only a small portion of indies used Unreal so you have to look harder to find that many junk games. I think we will see in the next years a rise on Unreal engine junk games

        • Maalus@lemmy.world
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          1 month ago

          Yeaaah, but then again not really, there has been an Unreal scene in indies. I’d say it was a 60-30-10 split between Unity, Unreal and Godot (of people using these engines, not counting custom ones). My point is there is a “character” or “personality” of these engines. It stems from both the factors you mentioned, and the tutorials / sample projects that are in Unreal or Unity. Unreal games quite often have specific lighting that immediately makes you go “Unreal” from looking at a game. I can’t really explain it, it’s like seeing AI photos - sometimes all the fingers, eyes are there but the “uncanny valley” feeling remains. For Unity it always was the “jank” to me, even without seeing any logo and googling afterwards. Probably just confirmation bias on my part, but oh well

          Edit: for Unreal another tell is the default “skeleton” animations for a third person character. Some of the cheap asset flips even leave the unreal robot / doll model. It mostly stems from the UE marketplace and people rigging their models with the default skeleton so more anims / custom ones work for it

    • warm@kbin.earth
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      1 month ago

      Generally makes it worse though. It’s an engine built with shortcuts for a ‘good’ looking game. Obviously developers can skip these shortcuts, but rarely do.

  • infrasoundxp@lemmy.zip
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    1 month ago

    As long as they bring back couch coop. Honestly, that’s what Halo was all about camaraderie and game play, not visuals.

    • Björn Tantau@swg-empire.de
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      1 month ago

      I remember when Halo was first shown off and being amazed by the graphics. I thought it looked almost like pre-rendered graphics.

      Funny how we’re now in an age where the real time graphics look much better than the pre-rendered ones from back then.

  • Zozano@lemy.lol
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    1 month ago

    Changing your studios name doesn’t change the fact that 343i is structurally bankrupt

    • B312@lemmy.worldOP
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      1 month ago

      They did restructure and fire alot of the old management , so maybe it’s not as bad now

    • MentalEdge@sopuli.xyz
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      1 month ago

      Build software using contractors.

      Use software to make game using contractors.

      Finish game, end contracts with contractors.

      Company now has literally no-one on payroll who still knows how to do anything with their “in-house” tools.

      Fuck everything up for years, and get literally nothing done, because you keep trying to finish things with a revolving door of contractors who all have to learn to use your in-house crap made by other contractors who aren’t around to answer questions or update documentation.

      Switch to UE5 because all the contractors already know how to use it, as you won’t consider hiring actual employees again.

      • Scrubbles@poptalk.scrubbles.tech
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        1 month ago

        Ah yep that makes complete sense, as an ex Microsoft contractor myself I forgot how stupid they are with institutional knowledge. All of their codebases are so cobbled together

    • mojofrododojo@lemmy.world
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      1 month ago

      my understanding from a tech artist friend was that simple things like adding a new shader would take a day to make it into their continuous integration builds, making it ridiculous compared to unity/unreal/etc. this was 2019-ish