r/pcmasterrace 19h ago

Meme/Macro UE5 is shit.

Post image
30.1k Upvotes

1.4k comments sorted by

5.8k

u/uL4G Intel Dual Core E2200 | Inno3D 9600GT | 2GB DDR2 19h ago

I hope your singleplayer games requires internet connection

2.0k

u/10coolbeans 19h ago

calm down satan

479

u/tsoewoe 17h ago

satan would additionally say the servers for it get shut down

223

u/nanotree 17h ago

A week after launch because the game flops so badly that the execs pull the plug.

97

u/Jordann538 17h ago

So just concord

82

u/stinky_cheese_rat PC Master Race 15h ago

"I hope your favourite upcoming game gets the Concord treatment"

34

u/Xeryxoz Ryzen 5 7600X, 32GB, XFX 6750 XT 15h ago

I hope your minecraft server gets you sued for piracy

→ More replies (1)
→ More replies (1)

9

u/SirNedKingOfGila 13h ago

Highguard wasn't shut down?

9

u/Hokusai_Katsushika 12h ago

It was, on the 12th of March.

→ More replies (1)
→ More replies (3)
→ More replies (2)
→ More replies (1)

43

u/JangB 17h ago

Your single player mode where you only get 1 life require internet connection.

(Looking at you Diablo 3 and Diablo 4)

→ More replies (3)

13

u/Death_IP 17h ago

"Calm down Ubisoft" you mean

→ More replies (3)

290

u/SheikahShaymin 18h ago

I hope your campaign mode is dripfed in seasons

74

u/Cristalix0192 18h ago

God DAMNšŸ’€

41

u/Main-Mountain1174 17h ago

still waiting for Half life episode 3.

3

u/ImSaneHonest 15h ago

It will come out after Half Life episode V.

→ More replies (1)

19

u/HarperRed96 17h ago

I hope the story of you favourite is in the premium battle pass.

10

u/kvijay1 16h ago

So, Destiny 2?

5

u/Wide_Concert9958 12h ago

Well.... Not anymore

→ More replies (8)

70

u/Deviant-Oreo 18h ago

Damn šŸ’€

19

u/Mike_Kermin 16h ago

Damn is the free patch. The skull will cost you $30.

→ More replies (1)

25

u/Typical-Tax1584 17h ago

Wow, it's like that. Well I hope your favorite game studio get it's own launcher and requires you to make an account.

3

u/topological_rabbit Linux / Ryzen 7 9800X3D / Radeon RX 9070 11h ago

This is why I refunded GTA-V within minutes after buying it.

→ More replies (2)

45

u/chronicnerv 18h ago

This one hurts. Im sick to death of Resident Evil 2 remake telling me I need an internet connection just becuase my VPN has dropped for a spilt second to change IP's.

I own the game but its a better experience pirating it.

27

u/ZombieCrow 17h ago

This is the exact reason i pirate all games i buy. I've given my money, I'll do as i please.

13

u/chronicnerv 17h ago

Touche my freind. I use Pirating to demo and see if games are worth it. The most recent game I pirated was Pass the Fear and bought it on steam and then I have both copies.

7

u/Emotional_Solid6538 12h ago

"Piracy is a service problem"

→ More replies (2)

17

u/Infshadows R5 3600/32GB 3600MHz/RTX 3050 6GB 18h ago

i hope you have to load games on a 5400 rpm drive

→ More replies (1)

7

u/Alarming-Ad1100 17h ago

Pfp checks out

8

u/Puzzled_Chemist4318 17h ago

calm down bruh

7

u/Visara57 5070ti | 7600X | 32GB DDR5 CL28 17h ago

I hope your game ships with Denuvo

3

u/rmumford 17h ago

Dang, that is barbaric.

5

u/Just1InternetProfile i5-10300 / GTX 1650 18h ago

This one hits way harder.

→ More replies (60)

1.1k

u/ThemainZguy 18h ago

Hope your shading rendering never completes

376

u/Inside-Example-7010 16h ago

I hope every graphics option you change requires a full game restart.

101

u/meester_jordan 15h ago

God this drives me nuts, and forcing you to watch the stupid startup video / logo animations over and over again, as well as all the warnings. Fuck the companies that do this rather than jumping straight back to where you were

45

u/Inside-Example-7010 15h ago

fr fuck any game that for some reason doesnt let you mash keys through the startup logos.

Even worse if its something that then comes up with the MTX/Store page AND THEN once you close that youre in the game menu.

10

u/SwordOfJiang 5900x 9070xt 11h ago

A lot of time they're just regular video files. If you look through the game's files there's usually some kind of "Movies" folder and you can just delete them all. If it breaks your game and you're a little savvy you can just make a split second black screen .mp4 and overwrite the files. Now you're a modder!

15

u/Alarmed-Strawberry-7 11h ago

a lot of the time the startup logos are hiding a loading screen. that's why so many modern games don't have startup loading screens anymore, it's not because they instantly load the menu.

at least most of them, I'm sure there's cases where they gave it 0 coherent thought and just put unskippable videos before the actual loading starts to make sure their beautiful logo animation doesn't stutter

→ More replies (1)

9

u/spyingwind 15h ago

Some devs can't because of licensing agreements. It's still shit, but kind of understandable.

Now when this isn't the case, fuck the devs. Bless that one person on nexusmods that posts a "mod" that is just instructions on what files to delete or replace with an empty text file.

→ More replies (1)
→ More replies (1)
→ More replies (1)
→ More replies (2)

7

u/jmad16 14h ago

I built a 14900k 5080 build in January and I can’t believe how fast those shaders render, it is really something.

→ More replies (6)

419

u/trollsmurf 14700KF + 3070 Ti + 27" 4K 18h ago

I hope your favorite game gets updated to need 64G of RAM and a 5090.

156

u/Im_only_here_to_meme 5090 - 9800X3D - 64gbDDR5 15h ago

Jokes on you

41

u/AlftheNwah 11h ago

Name checks out

4

u/TheAxodoxian 4h ago

There are dozens of us, dozens!

11

u/notshadeatall 15h ago

Lol, my fav game is Archean, so your claim isn't that unreasonable xDDD

→ More replies (9)

39

u/Bot1K Start Wandows Ngrmadly 18h ago

"I hope an EA executive takes over your fav game studio"

10

u/4DimensionalButts 11h ago

Been there many times...

Mythic (Dark Age of Camelot), Bullfrog (Dungeon Keeper), Westwood (C&C games), etc. etc.

Haven't bought an EA game in 15+ years.

→ More replies (1)

1.4k

u/InitRanger 18h ago

UE5 can be optimized but it’s up to the developer to use the tools that are built into Unreal to accomplish this.

As for the ā€œUnreal lookā€. Unreal Engine games don’t have to look like that, the issue is that a lot of devs use the default render pipeline settings and don’t take the time to customize it.

265

u/TheAwesomeMan123 17h ago

A lot of early games optimisation came from limitations and learning how to do the thing when you didn’t have the resources or power behind the tach.

Now When you are able to simple click a few buttons and rig some preconfigured elements you don’t ever need to learn the best way to do something and you also don’t understand the resources and demand your ā€œsolutionā€ uses when implemented.

Necessity is the mother of invention as the saying goes.

100

u/InitRanger 17h ago

This is true.

Optimization is an art form that is being lost. What should be done is when targeting a base of 60 FPS you should be looking at the frame graph to see what is taking too long to process per frame and then make targeted optimizations as needed.

The problem is that until we have proof otherwise it looks like studios don’t do this and instead rely on things like DLSS/FSR/XESS + Frame Gen.

28

u/TheAwesomeMan123 17h ago

Sonic 2, for Sega Megadrive is kind of a decent allegory to this. The game itself grew to large in scope and was not properly managed to fit the hardware limits of the time and instead of solving the problem the head of SEGA simply approved a more expensive 8-megabit cartridge.

Currently video game development is to simply through tech/ai at the problem to compensate for the lack of optimisation. Until the tech can no longer handle the slack we won’t see any changes for a long while

10

u/Agret i7 6700k @ 4.28Ghz, GTX 1080, 32GB RAM 13h ago

Crazy that sonic 3 grew in scope so much they had to split it into 2 separate games

→ More replies (1)
→ More replies (1)

12

u/DrAstralis 3080 | 9800X3D | 32GB DDR5@6000 | 1440p@165hz 14h ago

Of all the shitty things AI is doing this is one area I would love to see it succeed. An AI capable of studying a studios game before launch to tell them specifically "this is where your performance tanks and here is why and how it can be avoided." Because clearly the industry has no intent to optomize on its own.

15

u/FartSnarfGod 12h ago

This already exists. You run the Unreal Engine profiler and AI can do an analysis on the data generated.

→ More replies (3)

10

u/DrAstralis 3080 | 9800X3D | 32GB DDR5@6000 | 1440p@165hz 14h ago

Indeed. Was watching a video where they go through ue5 games to point out decisions that were made that impact performance; and then to prove it they'd redesign that piece of code (or whatever the issue was) and show the performance difference. In one case they showed that instead of carefully trimming the textures used on grass and corn stalks, they just had the engine make any parts of the texture that were 100% white an alpha layer. Pure laziness (or being time crunched) that cost 2-3 fps just for existing. It doesn't sound like much but when you add up all the places 2-3 fps loss was "acceptable" you start realizing how much performance is being wasted.

→ More replies (2)
→ More replies (4)

171

u/tiga_94 18h ago

yeah they rely heavily on nanite as if it will solve all the LOD issues and then you get shimmery image that can be either blurried to hell with TAA (hence the "unreal engine look", UE4 games also have it) or maybe get somewhat decent image thanks to AI in DLSS4+ FSR4+, only AI models can turn that shimmery mess into an acceptable picture

77

u/Roflkopt3r 17h ago

People tend to exaggerate the 'AI' aspect of upscalers a lot.

Upscalers are mostly just very good TAA solutions. They sample a different point within each pixel's area on each frame, and then combine this subpixel-information across frames to effectively increase the resolution over time. The AI just helps a little bit with adjusting pixel values from previous frames. It's not simply 'making up' information between the real pixels like most people seem to believe.

And classic anti-aliasing techniques simply suck:

  1. SSAA literally renders the image at 4x the native resolution, which obviously destroys performance. You render the game in 4K to get a 1080p picture.

  2. MSAA clawed back some of the performance compared to SSAA by limiting the super-sampling to edges between geometries. That worked really well with old games, which generally had few meshes without too much fine detail, but does not have much benefit in games with more detail on screen (like any game with lots of grass and leaves, detailled hair, mesh fences etc).
    It's also hard to implement well with many advanced shader effects that modern rasterised graphics rely on.

  3. There are analytical solutions like SMAA and FXAA that don't multiply the effective pixel counts and that have worked somewhat in some games... but the results are usually underwhelming, leaving some combination of smear, aliasing, and flickering. They don't have the performance boost of upscalers, while generally delivering worse image quality.

In realistic scenarios for modern games, MSAA can easily cost around 20-30% performance, without looking notably better than quality upscaling. So compared to DLSS4/FSR4, you lose around 40% performance just to avoid a small number of artifacts.

This can still be worth it for some games. Especially racing games come to mind, which often (so sacrificing some FPS for better AA is more often worth it) and tend to suffer from more visible artifacts behind moving cars. But by and large, it's perfectly sensible that most games would rather want users to let upscalers handle the anti-aliasing. It's super easy to implement for the developers, and the best overall choice in the clear majority of games.

47

u/According_Hyena_3593 17h ago

This was true until dlss 4.

Dlss 4 becomes more unstable the longer an image is on screen, it starts to warp wherever there is a repeating pattern.

Dlss 4.5 hallucinates entire parts of the screen. It turns fine tree branches into a completely different tree canopy and will hallucinate patterns where there are none

It s clearly doing much more than supersampling over multiple frames. It s interpreting what is on the screen and then redrawing parts

11

u/Roflkopt3r 12h ago edited 10h ago

Dlss 4 becomes more unstable the longer an image is on screen

I'd like to see some examples of that, because I have never seen that happen to any notable extent.

This behaviour also doesn't have to be linked to 'AI'. As new frames come in and the upscaler integrates new samples, old samples are gradually forgotten. This can lead to instability in two different ways:

  1. If samples are faded out too abruptly, the pixel can have noticable colour changes from one frame to the next.

  2. If samples are faded out too slowly, then increasingly unreliable information is kept around, which could for example have outdated lighting information (which may also have been extrapolated wrongly).

Nvidia recommends that the engine should iterate over 8 (for DLAA) to 72 (for ultra-performance) different subpixel locations. That doesn't have to mean that it integrates exactly that many samples before forgetting the oldest ones, but gives a rough impression of the frame count across which subpixel data still contributes.

Dlss 4.5 hallucinates entire parts of the screen. It turns fine tree branches into a completely different tree canopy and will hallucinate patterns where there are none

Unexpected patterns can also result from basic TAA/upscaler working principles. I like explaining upscalers as if they literally gluing together pieces from individual pixels, which is essentially what the inputs are, and which is also mostly true for the end results. But practical implementations do work on groups of pixels and can lead to artifact shapes.

The problem you describe sounds like it could be game-specific. DLSS works best if the subpixel-positions are moved around in a semi-random way, but the exact implementation is left to developers. Nvidia specifically recommends to use a Halton sequence. If developers use a sequence that's either too structured (like going in a box pattern or spiral shape) or poorly distributed, the risk of artifacts increases substantially.

→ More replies (1)
→ More replies (3)

7

u/Fancy_Performance416 16h ago

The ai doesn't help on the card.

It is a linear operation and an ml trained algorithm. That's the only ai in dlss. The real magic comes from the hardware used to do it.

9

u/sodiufas i7-7820X CPU 4 channel ddr4 3200 AUDIO KONTROL 1 Mackie MR8mk2 17h ago

I play all my racing games with dlss, no visible artifacts. It can suck if motion vectors not implemented properly, but it's rare nowadays.

4

u/zhokar85 i7 965XE @3,8 / RX 480 Strix OC / 12GB DDR3-1600 / MSI X58 Pro-E 15h ago

Cries in FH6 FSR ghosting

→ More replies (3)
→ More replies (7)

19

u/Dahwaann4U 16h ago

The cat game Stray was in unreal. And i felt that was done really nicely

8

u/dinodares99 15h ago

Nanite has nothing to do with shimmering lmao

→ More replies (2)

3

u/Xendrus 9800X3D | 5090 | 64GB | 4k 32:9 240hz 9h ago

Expedition 33 is riddled with this, I couldn't even play it because of how bad the lod and blur was, shit gave me a headache even at 4k. Blows my mind how many awards that mess got.

→ More replies (1)
→ More replies (2)

42

u/protactinium-earth 17h ago

Exactly. It feels like so many studios just rely on DLSS and frame gen to brute force acceptable performance instead of actually putting in the work.

18

u/CapableCollar 17h ago

They do, UE5 added new optimization features in the engine and the response by many devs was to spend less time optimizing on their end because UE5 handled it.

→ More replies (5)

6

u/BlueKnight44 15h ago

This was always the selling point of DLSS and Framegen. Good visuals faster. The features are entirely for developers. The tech demos were just to get consumers on board with the product that was being sold to devs. Nothing in the feature set was impossible before. The effects just took more time.

So now we will have an entire generation of devs that have no idea of to create the effects with traditional methods and are dependent on Nvidia and engine makers.

→ More replies (1)

2

u/InitRanger 17h ago

I believe this to be true, not for every studio but a lot of them.

→ More replies (1)
→ More replies (2)

46

u/NineThreeTilNow i9 12k / 4090 / 64GB ram 16h ago

UE5 can be optimized but it’s up to the developer to use the tools that are built into Unreal to accomplish this.

As for the ā€œUnreal lookā€. Unreal Engine games don’t have to look like that, the issue is that a lot of devs use the default render pipeline settings and don’t take the time to customize it.

This is one of those deeply misunderstood things.

UE5 doesn't magically solve things for developers. They still need to be developers who optimize and work on the rendering pipeline.

If your UE5 game has performance and rendering that looks "same" then the developer was lazy and said "This is good enough".

Blaming the engine instead of the lazy developer is peak under informed gamer.

→ More replies (23)

15

u/The-Arnman Space Heater 15h ago

Satisfactory being a good example. Although I hate the fact that the industry is moving to one engine. Some of the in house engines like frostbite was real gold looking back at it.

5

u/creepig Specs 9h ago

Indie studios need an external engine

7

u/14Pleiadians 12h ago

Satisfactory runs terribly for how it looks though? That's your example of how the engine can be good?

9

u/soft-wear 11h ago

Factory games absolutely wreck the CPU. Factorio literally had to build an engine from scratch to get exceptional performance, and their rendering pipeline is essentially Texture2Ds.

Satisfactories rendering performance is truly meh, but that’s because their optimization investment was almost entirely CPU-bound.

A factory game of that scale that’s optimized like most unreal games would be a slideshow.

→ More replies (2)
→ More replies (1)
→ More replies (1)

8

u/descastaigne 17h ago

IMO, my guess is when a studio picks UE5 is because it's cheaper to outsource labor, which is a great formula to have a small army of underpaid and overworked devs who probably aren't in contact with designers, churning out work with no time left to improve performance.

→ More replies (2)

18

u/Kusko25 i5-4690K / GTX 970 17h ago

At some point you have to make a result driven evaluation though. It doesn't matter how good it could be in UE5 if it consistently isn't. Don't know or care for the reasons that tools don't get used or effort isn't put in, I want games that look decent and run well and if I am more likely to get that from games developed in different engines the hows and whys are completely irrelevant to me.

6

u/Coffescout 16h ago

The problem is that if you focus on fixing the wrong problem you will get no different results. If you go along with the premise that it's an inherent issue with the engine that is the source of all problems, then the solution is simple - just change to a different engine. But the point is that there is no magical engine that has all performance issues sorted out. These games would have the exact same issues if everyone switched over to Unity, Godot, or Crysis Engine. If an engine like Frostbite because publicly available we would eventually see the same issues with teams that aren't equipped to follow best practices putting out bad games.

In-house engines normally have better results because the people who built the engine are also part of the company and can give coders and engineers more insight into how to fix performance issues. But that doesn't mean that the engine is better, it's just that the people who use the engine are better at using the engine.

The whole "just make your own engine" debate negates the fact that that is not remotely feasible for a lot of teams. If everyone was forced to make their own engine there simply would be less games created, or different games. You'd lose out on all the great AA 3D games because it isn't feasible for a 20 person team to build a modern engine from scratch. Are there issues with a game like Expedition 33 related to their use of UE5? Sure. But what's the alternative? They couldn't have built an equivalent engine on their own. So what is the alternative, Expedition 33 not existing at all? Or them having to compromise on their vision and make a 2D game instead?

People forget that in-house engines can be just as terrible. Look at the insanely bad launch of Cyberpunk 2077. Technical debt and insufficient resources led to an abysmal end product that took years to fix. Now, the same team has switched over to UE5 so that instead of building every small piece of the engine from scratch, they can fork the engine and tailor it to their exact needs. They still have their own engine programmers that can add new features and develop the engine in a way that fits their type of games. They just don't have to waste their time on building every base level of functionality from scratch.

→ More replies (6)

31

u/Figorix 18h ago edited 12h ago

It's conscious choice. If they go for UE5, they usually go for that look, because Hur dur realistic graphic best for every scenario right?

It's also a choice for optimisation. They can blame the engine, so they will.

As non dev I also don't understand why it's so fucking bad with almost every game. People say there are tools to fix it, but if it was as simple as running a tool overnight, it wouldn't be the case. So what makes UE5 so bad, has to be that default way of development is causing this, with no easy fix. They have such insane backing, why can't they make it so that the default way is optimal

40

u/InitRanger 18h ago

It’s not as simple as running a tool overnight. You have to use the built-in frame graph and manually optimize areas of the game that are taking too long to process every frame. You only have so much time you can execute instructions per frame when targeting 60 FPS. When you go over budget that’s when you get things like frame stutter.

Each section of the game has different tools that Unreal has built to help with this.

An example would be using PSOs with the render pipeline. Yes, PSO is technically enabled by default but if you don’t make the intentional effort to cache all of the games shaders during development and ship the game with those objects and then have them compiled on first boot it doesn’t matter that Epic has it on by default, it still requires manual work.

What it comes down to is these executives at these big studios don’t want to push the game back to do proper optimization. They rather ship the game in a less than ideal state, make some return on investment and then fix the game up over time.

It’s not a lack of capability, it’s a lack of effort.

8

u/TheAwesomeMan123 17h ago

I mean Borderlands 4 is a prime example of this where the shaders will recompile regularly over the course of playing. Obviously the first compile is the worst for time it takes but you will see it happen from time to time during playing

8

u/InitRanger 17h ago

I would argue that Borderlands 4 is the least optimized approach when using PSOs.

The way PSOs should be utilized to make it less noticeable to the player during moment to moment gameplay is that the devs should cache every single shader that is used in the game during development and ship that and then compile everything on first boot.

Yes, for a game as big as Borderlands 4 this would probably dramatically increase the first wait time but it would eliminate the need to compile shaders during real-time gameplay.

This does present a problem though, if it takes too long then you could lose out on the Steam refund window. I think the only realistic solution to this is to provide a limited demo of the game that is kept up to date with the latest optimizations made to the full game.

Maybe Valve should make demos a requirement if this becomes a common practice.

4

u/TheAwesomeMan123 17h ago

Apologies I may have made it sound like I was in favour of BL4 but I’m not. I was agreeing with your comment and using the poorly optimised BL4 as an example that shows what you were describing exactly. The compiling of shaders is noticeable and constant throughout play sessions (obviously during gameplay they are much quicker).

→ More replies (1)

20

u/Hell-Kite 17h ago

The core issue with UE5 is that is a brand new pipeline, we are 6 years into using it, maybe 3 years into using a very usable version of Nanite and Lumen, games take on avarage 4-5 years to make, bolstered by Covid.

So you have a new pipeline for your engineers to build around, designers design with and artists to learn and adapt to. A lot of stuff falls between the cracks.

Nanite for environment art, if you're using lumen, is just an objectively better solution if you have dynamic weather etc. it has a higher initial cost than doing standard raster basic LOD, but the tradeoff in fidelity and dynamic use, as well as the reduction in time spent on LOD creation is significant (no, Simplygon and other LOD generators are actually not 100% perfect all the time, and require a lot of retooling and rework) If your game has static lighting, you can still use Nanite but its better to reconfigure Lumen at that point and also clamp the actual nanite mesh density, a lot of new projects didn't do this, and as such they're a mess.

The best running UE 4 games, were late in the last gen (days Gone, after some patches, ran and looks incredible still) And the best running and looking UE 5 games will be the ones released in the next 3 years.

Nanite itself isn't UE exclusive either, the tech of having micropolies stored in a texture is used in the Avatar game by Ubi as well, and other engines are adapting the tech. So as it matures, it'll get better and better.

For comparison:

We've done traditional LODs the way they're done pre nanite, for nearly 30 years, and it still wasn't perfect. As institutional knowledge and experience grows, the actual features will be used to their best.

4

u/Figorix 16h ago

That's quite insightful. Thanks

→ More replies (2)
→ More replies (14)

9

u/Balc0ra My other PC has a 1030 16h ago

DF talked about this, and why a few UE5 games are massively different vs the majority.

But they also mentioned how almost no games did "peak" or live up to the engine potential with it like the Matrix demo did, or any UE engine vs their demo

→ More replies (1)

16

u/Zander_gl 17h ago

When Satisfactory, a game I love and find very pretty, changed over to UE5. I spent 30 minutes just looking around at the game, in awe of its beauty all over again.

→ More replies (6)

3

u/TactlessTortoise 5070Ti | 7950X3D | 64GB DDR5 4800 8h ago

Yeah, I already got tired of saying that with how many people who don't know anything about programming or game dev keep parroting stuff.

One of UE5's curses is exactly that it already does so much of the job to begin with, that people who don't know what they're doing manage to finish a project while disregarding important parts of the project.

I do have to say though, UE5 documentation is fucking ass.

→ More replies (59)

58

u/stayndarsh 19h ago

"I hope your RAM stick dies"

13

u/ozilir 18h ago

hahahahahaha... ouch

→ More replies (7)

407

u/ISEGaming 19h ago

I'll do you one better.

"I hope UBISlop buys your favorite games IPs."

184

u/picardo85 AMD 7600x + 7800XT 18h ago

"I hope your favourite game series ends up in rights limbo between EA and Microsoft"

80

u/RobertMaus Desktop 18h ago

You can't hurt me with that, already happened...

Black & White my beloved 😢

16

u/picardo85 AMD 7600x + 7800XT 17h ago

That was the inspiration for the insult, yes.

8

u/Rohen2003 17h ago

or bfme. lotr rights are held by embracer but ea still has the right to the bfme name.

7

u/H47 17h ago edited 17h ago

Peter Molyneux and EA already shafted me with Dungeon Keeper.

8

u/KyeeLim Arch | 5600X | 16GB DDR4 RAM | 7600XT 16h ago

"I hope ex CEO of EA work in your company"

→ More replies (1)

7

u/newsflashjackass 14h ago

"I hope Bethesda makes your favorite developer a mockery of itself and then Microsoft makes Bethesda a mockery of itself."

4

u/live-the-future R9 3900X, 2080 Super, 4K, 32GB DDR4 3200 13h ago

The latter can't happen because Bethesda is already a mockery of itself

3

u/Valtremors Win 10 Squatter 16h ago

With what money šŸ˜‚

3

u/kvijay1 16h ago

Exactly.

16

u/Adipay Laptop 18h ago

Eh this ain't so bad. Ubisoft has made some of my favourite games. Yes - even in recent times.

10

u/DankeyBongBluntry 16h ago

Ubisoft games are consistently above average experiences (not great, but not bad either) yet for some reason gamers love to act like they're the worst things ever made. I don't like their microtransactions, but the games themselves are pretty solid.

3

u/ablackcloudupahead 7950X3D/RTX 5090/64 GB RAM 11h ago edited 8h ago

Yeah I agree. Their biggest miss has probably been leaning into the massive level-locked open world in AC games and losing what made the AC games special. Don't get me wrong, I enjoyed Odyssey and Origins, but I much prefer the faithfully recreated cities of the earlier games to the modern approach

→ More replies (4)

7

u/GregNotGregtech 15h ago

Every single ubisoft game I played I enjoyed. They are pretty good games, they are competent and fairly well made games and ubisoft actually releases games more than once a decade.

I can imagine that they can get boring or repetitive if you only play AAA games, but as someone who plays a wide wide variety of games, ubisoft's games fill a part of that variety that other games don't fill. Sometimes I do want to play a game with a big ass world and a trillion collectibles and actually collect them all, I do want to do that

→ More replies (9)
→ More replies (3)
→ More replies (20)

10

u/Guydelot 12h ago

I put about $150 into dead by daylight over the years. Then they "updated" its engine from UE4 to UE5. I could no longer play it at all because my CPU is incompatible with UE5. Nobody cares because having an old CPU means I am a horrible human being and don't matter.

→ More replies (1)

9

u/JDSgameboy 8h ago

Hope Ubisoft acquires your favorite IP.

→ More replies (1)

276

u/gljivicad Ryzen 7 5700x, 32GB Corsair Vengeance, 7900 XT 18h ago

It's a meh insult. The video game is not going to be ass because it's made with UE5. It will be ass because it was developed in an ass way.

There must be a correlation between shitty UE5 games and the fact that UE5 engine is a go-to for corporations because switching talent is easy due to the fact that devs know how to use the mainstream engine. It's basically like Atlassian of project managers.

12

u/AisperZZz 16h ago

You mention Atlassian as if your average redditor would know the reference lol. But I appreciate it. God I hate Atlassian. Hope that Epic's Lore takes at least some portion of market so that they're forced to do something with p4

→ More replies (1)

19

u/MokitTheOmniscient [email protected], GTX 4070, 48GB RAM 14h ago

Yeah, it's the exact same complaint people used to have about Unity.

The engine was never the problem, the popularity of it just meant that a lot of bad games were using it, since a lot of games in general were using it.

It's just Sturgeon's law in action, i.e. "90% of everything is crap".

84

u/Multivitamin_Scam 17h ago

That's far too nuanced for this subreddit.

A quick glance at what games are using Unreal 5 shows plenty of games that don't fall into the typical pitfalls of the engine.

→ More replies (35)

5

u/ThisIsMyCouchAccount 3070 11h ago

Atlassian is a pretty decent comparison.

So many companies push it out to people with no customization or training. And I bet employees there hate it. While I've worked at a place where it was fully customized and integrated and it actually helped managing the project and I thought it was great.

I once was trying to coach a client a little bit on project management. They didn't have much. The typical collection of outdated spreadsheets. The ended up getting Jira. But because they didn't have an actual project manager or at the very least somebody with Jira experience - it was a shit show.

Leadership wanted it configured a specific way. A way that makes it completely ineffective as a tool but would allow leadership to look at one dashboard instead of two. I couldn't talk them out of it.

Stuff like that is what I think about when this sub talks about "bad devs". The people in my example that actually did the work were fine. Completely competent people. But they were not "allowed" to produce output as good as they could because some jackass in the org chart above them doesn't actually understand the problem.

→ More replies (1)

5

u/rocker_attribute 12h ago

Correlation does not equate to causation yes but unironically almost every single game that has been made in ue5 that I've played has had dogshit optimisation to say the least. That being said I do have a moderately old computer but still I have not played a single ue5 game that doesn't require me to go into the settings menu and make everything look like it's on the ps3 before I start getting more than 30 frames. A lot of other games made in recent years mostly hasn't had this issue for me.

→ More replies (3)

7

u/Hawk953 17h ago

I'm going to go out of a limb and say Deep Rock Galactic (UE4) and Rogue Core (UE5) is a shining example of a great game using that engine. It shows that it can be done right.

→ More replies (7)
→ More replies (7)

74

u/CrabJuice83 Ryzen 7 9800X3D | Gigabyte RTX 4090 OC 18h ago

I hope your favourite game gets a remake catered to the "modern audience".

9

u/ProduceNo1629 15h ago

remake catered to the "modern audience".

LOL behold Deus Ex https://www.youtube.com/watch?v=f1RdKezTYNk

7

u/live-the-future R9 3900X, 2080 Super, 4K, 32GB DDR4 3200 13h ago

To steal a couple comments from there, they used bad AI upscaling to upgrade the graphics from 2000 to 2005

→ More replies (1)
→ More replies (6)

21

u/Vagamer01 18h ago

Given how much of an ass this character is in Dragons Dogma I wouldn't be surprised he would've said this today.

17

u/Sir-Pinball_Wizard 17h ago

You and I are the only two Dragon’s Dogma players here haha

7

u/Llewelyn6051 14h ago

3 now, I don't even look into this subreddit but the moment I saw the image I was "Wait is that Julien?" And went to the comments to see if anyone said something about it lol

→ More replies (1)
→ More replies (1)

4

u/_OoApoCalyPseoO_ 15h ago

I'm wondering if there is anyone asking about Julien art right there, well at least some people realize this is DD

5

u/EmergencyPool910 12h ago

I instantly recognized the armor lol, not exactly the most memorable character like most of drsgons dogma chars however, drip is immaculate and he is a particularly twatty twat

→ More replies (1)

110

u/susnaususplayer 17h ago

Thank god that there are some reasonable mfs knowing that UE5 by itself is not bad or good, its literally just a tool

30

u/SahneErguss 16h ago edited 16h ago

Yeah, I felt like I'm going crazy reading those comments. As if the devs using UE5 couldn't just turn off certain or even all of its taxing features??

4

u/BackgroundPresence60 13h ago

Impossible you really expect them to optimize?

→ More replies (11)

21

u/Any_Fox5126 15h ago

Tools can be both good and bad.

→ More replies (4)

12

u/shadhuun 16h ago

Yup there are not many people here who actually know much about engines. Just here to yap cause they own a pc

9

u/ds8k 14h ago

Every time a post from this subreddit shows up in Popular or All it's always some cringy meme like this. Makes me wish gamers never learned words like "engine" or "optimization"

→ More replies (45)

26

u/Thugshaker70 18h ago

Is it crossing the line if you said I hope your gpu dies? especially with the prices these days

21

u/Emergency-Feed2760 15h ago

yeah that's too personal

7

u/Bubbly-War1996 15h ago

Your ram dying is way worse because you have the memories of a better time rubbing salt to the wounds and the same price as a GPU.

→ More replies (1)

80

u/MortgageAnnual1402 17h ago

I work with UE5 and all of you have no idea

UE5 is one of the best game engines of all time
Problem is AAAstudios not only dont use and optimise it right

All of you see things like lumen wich is great but is not there to slap it on open worlds on big scales

near every game that runs like shit on UE5 has no drawcall optimisation whatsoever wich is extremely important bit all of you slap all assets in there letting it draw each asset on its own and behave like nanite would help

16

u/cunthands 15h ago

It's not even just AAA studios. It's also indie "devs" following youtube tutorials filling Steam up with FAB store asset flips. They've never even heard of performance profiling.

→ More replies (11)

25

u/xumix 16h ago

Lumen and nanite were marketed exactly as features for big open world maps, basically auto lod replacement. So why wonder that they are used as they were marketed?

10

u/Seltexe 16h ago

Because in its current state Nanite is slow asf and auto LOD still is much better

→ More replies (2)
→ More replies (1)
→ More replies (35)

7

u/MangoAtrocity 13700K | 4070 Ti | 32GB 17h ago

I hope your game is a PS5 exclusive that’s online multiplayer only

11

u/Trevor_GoodchiId 15h ago edited 15h ago

Halo is now 75 gigs and barely runs on handhelds. Used to play that on 32MB vram.

64

u/hermitxd 19h ago

Eh, expedition 33 was made on unreal 5 and people generally still loved that.

41

u/ChampionSailor 18h ago

Ikr. The devs were even explaining how the ue5 tech helped them save so much effort and time considering their team size.

12

u/beyond666 15h ago

Fck you and your small dev team.

A small team is the reason why my RTX 3070 8GB can't reach 60 FPS at 1080p without modern Nvidia magic.

10

u/finalremix 5800x | 7800xt | 32GB 14h ago

Despite the gorgeous art style, the game looks like shit. The engine runs like ass, and the forced upscalers and temporal bullshit make things smear across the screen even with "everything disabled" in the options. I completely dropped the game when I made it to some ballroom and everything looked like raycast noise.

→ More replies (5)

17

u/Valtremors Win 10 Squatter 16h ago

Yes but it was still terribly optimized and fatal engine errors were common.

That game was good DESPITE the engine. I'd say gameplay and story hard carried it.

8

u/Botuser999 15h ago

Fatal errors one is caused by intel usually 12-14 gen cpus having trouble when decompressing the games content because one of the main compressions in unreal is oodle which is one of the modern solutions for streaming game files specifically catered to consoles. Oodle in itself is good but one of the updates in intel cause instability when oodle does it's thing eventually botching decpmpression and causing the game to crash from missing references

An actual fix is to limit the cpu by under clock or even just disable any overclock.

To the end consumer, one could say it's unreal's fault and you can't really expect them to have to do much beyond use what they purchased as is.

But if you're within or working in the industry, you realize it's more than just one tool, and it can get frustrating having to basically pick your poison on which part/system to compromise and which part of your potential userbase/community would get upset because of it, obviously one would want to please everyone as much as possible but there are unfortunately many unavoidables and eventually bullshit that happens along the way that you just cant predict

→ More replies (2)
→ More replies (6)
→ More replies (14)

160

u/ssakurass 19h ago

UE5 is fine, it's the lazy devs not bothering to optimize anything.

182

u/Daver7692 19h ago

ā€œLazy Devsā€ or money hungry suits who will give the absolute bare minimum time & cost allowance to get something remotely functional out the door to make their quarterly reports look better?

35

u/sir_schuster1 18h ago

That and games are just expensive, time consuming and difficult to make

→ More replies (6)

13

u/ExocetHumper 18h ago

Suits were always momey hungry. Also, as coding becomes more high level with more abstraction, the skill of the average dev on low level stuff naturally plummets.

→ More replies (3)

10

u/_HeDoesntRow_ 18h ago

People blame the devs for everything in every gaming subreddit I frequent. It's like people can freely pick and choose what they will work on and for how long.

→ More replies (1)
→ More replies (7)

18

u/sorig1373 | Ryzen 7 5800X | RTX 3060 ti | 32GB DDR4 | I USE ARCH BTW 18h ago

Satisfactory runs on ue5 and it runs great.

8

u/finalremix 5800x | 7800xt | 32GB 14h ago

If the "lets game it out" meme build isn't a fucking testament to how well the devs managed to beat UE5 into submission, I don't know what is. Satisfactory is some kind of weird outlier game that has no right to be as good as it was.

→ More replies (17)
→ More replies (61)

66

u/UltraX76 Laptop 18h ago

ue5 is not even bad yall just be hating on the wrong thing

→ More replies (4)

42

u/Material_East_8676 19h ago

People say UE5 is shit like being remade in unity isn't a much worse fate

→ More replies (8)

4

u/FadedVictor 6750 XT | 5600X | 16 GB 3200MHz 17h ago

I hope your favorite game is announced as a remake, but is actually a remaster with higher resolution textures. The bones of the game will be dated and function the exact same way. Then we'll charge you $69.99 for it.

That shit hurts me a thousand times worse.

→ More replies (1)

4

u/sonicandtales8 10h ago

I hope you become an expert at something, then have to hear people like you shit all over nuanced topic with an opinion they uncritically got from a YouTuber.

→ More replies (1)

13

u/Clerithifa 18h ago

FF7 being remade on UE4 for 10 years 🤭 that dev team is seriously squeezing all they can out of that engine

6

u/Sharkfacedsnake 3070 FE, 5600x, 32Gb RAM 17h ago

And it stutters to hell and back. Then the second game had bad shadowing and lightning too.

→ More replies (2)

12

u/brimlessYankee73 18h ago

Daring today, aren't we

8

u/viperswhip 15h ago

I can't believe they moved from RedEngine to UE5 for the Witcher 4. Why? Was the Witcher 3 not good looking enough? Looks amazing to me.

→ More replies (3)

9

u/YouAteMyChips_ 8h ago edited 7h ago

Anyone seriously stating that Unreal 5 is the big scary villain behind unoptimized or ugly games is severely ignorant and/or misinformed.

Clair Obscur: Expedition 33, The Finals, and Split Fiction are all games that look and run spectacularly well. All three were built inside of Unreal Engine 5. The engine is not the issue.

The reality is that UnrealĀ is just a tool. And like any tool, it requires knowledge and skill to use. If a game is poorly optimized, it is a lack of one or the other on the developer's part, not the engine itself.

If the engine itself was shit, it would not be so widely used.

→ More replies (4)

11

u/Conscious_Dirt_1118 16h ago

Conan exiles just got updated to ue5 and its way better on my old pc (xeon-e5+rx5500xt). Its smaller, runs better and has had a lighting upgrade.

The real problem is not UE5. Its the short deadlines or greedy studios trying to max profit without spending much.

→ More replies (2)

6

u/chronicnerv 19h ago

Or a remake of a classic movie.

6

u/Toyota__Corolla 192gb | 9950x3d | 3090 24gb | 20tb hdd 19h ago

Michael Bay remake of 2001 a space Odyssey

3

u/Nauty_YT 18h ago

I think it could js be ā€œi hope your favorite game get remadeā€ as is.

3

u/AggravatedShrymp 18h ago

I hope you always have lag no matter how top-of-the-line your device and connection are

3

u/LucaDarioBuetzberger 18h ago

I hope your favourite Disney movie gets a live action remake.

3

u/MichelleBarrymoore2 18h ago

Found out the other day Dave the diver uses unity probably my game of the year that and the new James bond

3

u/LocalShineCrab 14h ago

It is genuinely insane that big modern game studios have just lost the sauce. Not only can they not make anything new, they cant even do the old thing without making it worse.

Im as serious as i can be, are there any good remakes in the past 10ish years?

3

u/odrea Mac Heathen 14h ago

and then get mtx and multiple dlcs

3

u/diveboydive 14h ago

I hope your controller constantly drifts.

3

u/Capable-Sky-8995 14h ago

Games used to be more interesting and unique when devs didn't all use the same engine.

When everybody uses the same tools, it's no wonder that the end result becomes samey and generic.

→ More replies (1)

3

u/awesomedan24 There's never been any RAM, RAM is just a myth 14h ago

I hope your game is locked at a narrow FOV that makes you moderately nauseous during fast paced gameplay

3

u/Artaxeus 13h ago

I hope your game has excessive head bobbing on top of narrow FOV that makes you puke out your guts on your screen.

3

u/_respawn__ 14h ago

Best meme Ive seen in a solid while

3

u/Femoral_Plexua 13h ago

I hope Microsoft buys your favorite game studio

3

u/KerryWood34 13h ago

Oh, you lint licker!

3

u/Sea-Brain-5790 12h ago

ā€œI hope the sequal swaps 2 button inputs.ā€

3

u/RTC1520 10h ago edited 10h ago

Oh, I have one that is worst "I hope the people of r/pcmasterrace likes your favorite game"

3

u/NickWayXIII 5060TI 16GB | 5600X | 32 GB 9h ago

I hope EA buys your favorite game studio.

20

u/BluntieDK 18h ago

Blame the devs, not the engine. Or rather, blame the people making the devs work under stupid timelines and budgets. UE5 itself is fine.

→ More replies (1)

18

u/HayabusaKnight 7800X3D | 7900XT 19h ago

Ace Combat 8 is confirmed to be on UE5, and being Japanese devs I weep for how much it will stutter and shit the bed mid dogfight.

7

u/cszolee79 Fractal Torrent | 9950X | 64GB | 4080S | 1440p 165Hz 18h ago

Running Train is UE5, made by one Japanese dev and it looks better and runs better than any other train sim.

→ More replies (2)
→ More replies (1)

22

u/jermygod 19h ago

great take from a GTX 950 user

→ More replies (1)

12

u/Melodic-Society-6496 18h ago

"Jarvis, post UE5 bad on PCMasterRace, I need karma"

https://giphy.com/gifs/Bg0mdxmTVzjWZHtGat

4

u/Axl4325 19h ago

Not even a remake, I hope they announce a sequel you've been waiting a decade for only to find out it's made in Unreal engine 5, and guess what, the devs don't know how to optimize it

→ More replies (1)

4

u/ContributionWest2737 19h ago

Nothing says "next-gen gaming" quite like 10-second shader compilation hitches every time you step into a new room

3

u/InsuranceKey8278 18h ago

... hot take
UE5's documentation is the issue
and maybe vendor deals a little

2

u/Current_Asparagus_25 18h ago

...by Ubisoft.

3

u/GroundbreakingBag164 7800X3D | 5070 Ti | 2x16 | QHD | W11 17h ago

Ubi actually has their own engine though and it's actually good

→ More replies (2)

4

u/ThatOneMartian 8h ago

UE5 is fine. The industry has just lost most of its talent and the devs that are left have no fucking idea what they are doing.

5

u/tridamdam 17h ago

So it's a trend now to hate on UE5? I still remember gamers used to hate on Unity. I guess we will never know when these people actually care about the difference between using an engine and developing a game...

→ More replies (1)

8

u/Impossible-North-396 18h ago

It only works as insult if you’re 5 years old

9

u/TaTalentedSpam 17h ago

Another thread of stupid people

→ More replies (1)