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Unreal Engine 5 - unbelievable.

Like "a friend of a friend which works for NASA told something about the aliens that DO exist!" :))
Actual UE game dev here. The core of Unreal is fundamentally not suited to open world games, the data architecture doesn't scale and it's lacking builtin streaming support for various things that exist in proprietary open world engines.

The CDPR collaboration with Epic is meant to start addressing this, so it's not a surprise it's taking a while.

There's some work been going on since 5 released, like Mass Entity which is increasingly going to power more stuff as it scales properly.
 
It needs RTX Neural Rendering which the 40 series does not have, so it won't work.
Not according to Nvidia, so another artificial lockout.

 
Actual UE game dev here. The core of Unreal is fundamentally not suited to open world games, the data architecture doesn't scale and it's lacking builtin streaming support for various things that exist in proprietary open world engines.

The CDPR collaboration with Epic is meant to start addressing this, so it's not a surprise it's taking a while.

There's some work been going on since 5 released, like Mass Entity which is increasingly going to power more stuff as it scales properly.

Yup.... Epic Games themselves have accoladed the problem, i don't know how some people can still deny it has these problems.

They are working on it, that's good. :)


People used to complain that Star Citizen should have been built on Unreal Engine, Chris Roberts responded to that serval times simply saying no its the wrong engine for what i want to do, no one says that anymore.... Nothing gets to with a fraction of a fraction of the level of open world that Star Citizen is, can you imagine when EU struggles with maps just a few square KM how it would cope with Trillions?
 
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Actual UE game dev here. The core of Unreal is fundamentally not suited to open world games, the data architecture doesn't scale and it's lacking builtin streaming support for various things that exist in proprietary open world engines.

The CDPR collaboration with Epic is meant to start addressing this, so it's not a surprise it's taking a while.

There's some work been going on since 5 released, like Mass Entity which is increasingly going to power more stuff as it scales properly.
How is that affecting something like Stalker 2, as it seems to run about the same (if not better at times), than Immortals of Avem? Genuine question.
 
How is that affecting something like Stalker 2, as it seems to run about the same (if not better at times), than Immortals of Avem? Genuine question.
Ultimately, the performance of a game comes down to the developers. You can make Unreal run nice if you have a strong engineering team and technical direction, you write efficient code by default, know when and how to optimise, and have people that know the engine inside out. You also need some rendering wizards that know all that magic voodoo I don't concern myself with as a gameplay programmer :P

Keeping performance stable in big open world games full of stuff is very challenging though. Streaming content in and out smoothly and managing the lifetime of objects as they go in and out of relevance while making sure all the gameplay systems don't **** the bed is hard work.

The engine will only ever hitch and/or slow down when it's doing something it's been instructed to by a developer at the end of the day (even indirectly, like garbage collection etc.)
 
Ultimately, the performance of a game comes down to the developers. You can make Unreal run nice if you have a strong engineering team and technical direction, you write efficient code by default, know when and how to optimise, and have people that know the engine inside out. You also need some rendering wizards that know all that magic voodoo I don't concern myself with as a gameplay programmer :P

Keeping performance stable in big open world games full of stuff is very challenging though. Streaming content in and out smoothly and managing the lifetime of objects as they go in and out of relevance while making sure all the gameplay systems don't **** the bed is hard work.

The engine will only ever hitch and/or slow down when it's doing something it's been instructed to by a developer at the end of the day (even indirectly, like garbage collection etc.)

Ironically it is something which is actually harder for a big team, than a single or small number of very talented people who are painfully aware of all the challenges and considerations along the way as the engine evolves.

OK the code is a mess but it always tickles me a bit that the City of Heroes devs managed to get so much right in this respect so long ago that other developers/studios haven't managed to learn from since. (EDIT: Shame no one seems to have uploaded 200+ players taking on Lusca the only one I've got is super low quality from 2005 and only about 60 players - strangely enough was 21st April 2005).
 
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Ultimately, the performance of a game comes down to the developers. You can make Unreal run nice if you have a strong engineering team and technical direction, you write efficient code by default, know when and how to optimise, and have people that know the engine inside out. You also need some rendering wizards that know all that magic voodoo I don't concern myself with as a gameplay programmer :P

Keeping performance stable in big open world games full of stuff is very challenging though. Streaming content in and out smoothly and managing the lifetime of objects as they go in and out of relevance while making sure all the gameplay systems don't **** the bed is hard work.

The engine will only ever hitch and/or slow down when it's doing something it's been instructed to by a developer at the end of the day (even indirectly, like garbage collection etc.)

I enjoy reading in sights like this, I find it genuinely very interesting
 
Ironically it is something which is actually harder for a big team, than a single or small number of very talented people who are painfully aware of all the challenges and considerations along the way as the engine evolves.

OK the code is a mess but it always tickles me a bit that the City of Heroes devs managed to get so much right in this respect so long ago that other developers/studios haven't managed to learn from since. (EDIT: Shame no one seems to have uploaded 200+ players taking on Lusca the only one I've got is super low quality from 2005 and only about 60 players - strangely enough was 21st April 2005).
Isn't it also a case for a while now that big publishers love to let go senior developers and replace them when much cheaper juniors without having many mid level ones that could become seniors, so the knowledge level is on average dropping and not improving? That's what plenty of insiders seem to be saying. Small studios don't have these issues usually, they are much more friendly to their employers and not driven by pure corpo-greed.
 
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UE5 was supposed to be the end of all engines, how did we end up with this garbage?

UE has plagued games for donkeys years. Remember the texture streaming mess of UE3? Then it was the stuttery, blurry puke of engine 4.

Now it's whatever this caca is with barely functional software in engine 5.
 
Isn't it also a case for a while now that big publishers love to let go senior developers and replace them when much cheaper juniors without having many mid level ones that could become seniors, so the knowledge level is on average dropping and not improving? That's what plenty of insiders seem to be saying. Small studios don't have these issues usually, they are much more friendly to their employers and not driven by pure corpo-greed.
I don't think that's true, in fact I say in general the industry isn't welcoming and investing enough in junior developers. Experienced seniors are highly prized by studios. Of course, studio management can be short-sighted implement pay freezes and the like, which means your senior staff just bugger off somewhere else, but generally, they aren't letting experienced devs go if they can help it.

Did ue4 have this issue with open world stutter compared to ue5?
Impossible to say without actually profiling the game, but I'd wager in most cases, frame hitches in open world UE titles are going to be the garbage collector. This is the system that checks for any unused objects every 30 seconds, and destroys any that aren't needed any more. If there are a lot of objects, or objects with many components to clean up, you'll get a hitch. There are various ways to mitigate against this, none of which are 'tick a box' solutions, but it's an artifact of the UObject reference counting system that is at the very heart of Unreal. This is a very common software engineering pattern and not some shoddy bit of work on Epic's part.

Epic do seem to be shaping up to move away from the UObject system and lean more into ECS using the Mass framework, which isn't a silver bullet, but offers a lot of performance benefits.
 
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