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Thread 723422205

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Anonymous No.723422205 [Report] >>723422374 >>723422447 >>723422651 >>723422919 >>723423096 >>723425817 >>723425956 >>723426068 >>723426205 >>723429368
>20 years ago
>''we build this entire new engine specifically built for this game, it has this new dynamic lighting and shadows system and physics that has never been done before on this scale''

>today
>''we used unreal engine 5 and turned on the lumen and nanite toggle and you may need need to upgrade to a 2k dollar gpu for ''reasonable performance'' also the game is 180 gb because reasons''

what happened?
Anonymous No.723422374 [Report]
>>723422205 (OP)
UE5 does everything you listed and doesn't require you to build it. Demanding companies hand build engines for every game is retarded zoomer logic where they think effort is free and instant.
Anonymous No.723422409 [Report]
Just be like Bethesda and keep using the 20 year old engine for your "modern" releases. I'm sure it'll be fine.
Anonymous No.723422430 [Report]
Thing becomes popular > Thing becomes profitable > Companies start doing thing > Companies only care about profits > Normies are willing to buy poor quality products > Companies keep doing poor quality products because they only care about profit
Anonymous No.723422447 [Report] >>723422949
>>723422205 (OP)
Name 5 UE5 games over 100gb.
Anonymous No.723422651 [Report]
>>723422205 (OP)
People with arcane knowledge and passion left the industry and people with gamedev degrees (brain formatted to use specific tools) got in.
Not complicated.
Anonymous No.723422919 [Report]
>>723422205 (OP)
The Industry has grown to the point where getting the hundreds of people needed for a AAA game on the same page requires either holding on to the majority of those individuals for vast periods of time as to make the training worth it which is just unfeasible with hundreds of people, or to use a ready made engine that everyone in the industry has practice with to make the majority of skills transferable regardless of how long or short someone is on the job.

In other words once a company grows past a 150 or so people on a project it becomes untenable to use proprietary material compared to generalized ones. And that method trickles down across the industry.
Anonymous No.723422949 [Report] >>723424281
>>723422447
Stalker 2
borderlands 4
black myth wukong
Tekken 8
the outer worlds 2
Anonymous No.723423063 [Report]
I just don't like modern videogames
Anonymous No.723423096 [Report] >>723423327 >>723423552
>>723422205 (OP)
Every small jap devs had a unique engine that worked for 1(one) console, then ps3 came and they died because the requirements for programmers rose exponentially. A similar thing happened in the world, because making an engine is one thing, but making a multiplatform engine is something entirely different
Anonymous No.723423327 [Report]
>>723423096
all consoles are just boxed pc x86 architecture machines for the last 2 generations now though.
Anonymous No.723423552 [Report] >>723423719
>>723423096
Jap devs used a modeling software called Softimage XSI to make their 3D models for many years, it was the standard in the industry at the time. One day the company was bought by Autodesk and the program was killed in favor of Maya, many devs never recovered or took a long time to learn the new tools. It's why they had a lot trouble during the PS360 era.
Anonymous No.723423719 [Report]
>>723423552
Valve used that to make HL2 as well as did many other devs before 3dsmax and Maya came around.
Anonymous No.723424123 [Report]
>20 years ago
Cost, knowledge, learning opportunities are a massive barrier to entry into making games. Only the truly passionate and visionary creators are able to make and release games
>Today
UE5 for EveRYonE!!! Endless zero talent, zero vision slopfest releases of Souls clones and shitty platformers all made with the same assets. Everything in alpha, devs making false promises and making easy money from idiots on Patreon
Anonymous No.723424281 [Report]
>>723422949
Tekken 8 is hilarious. Anti-optimization as far as high res textures go. I am willing to bet 75%+ of that 100+gb is because of unoptimized uncompressed high res textures for costumes that the native TAA ruins all fine detail of anyways.
Anonymous No.723425618 [Report]
it's kinda funny how, despite modern gaming being OBSESSED with being seen as "cinematic", the industry still treats the fixed camera format, which is the only one capable of recreating the actual look and feel of deliberate cinematography, as some ancient unspeakable taboo
Moose !!Tm8/4MnbTW4 No.723425817 [Report] >>723425915
>>723422205 (OP)
>Financially unviable or unnecessary to make your own engine.
>Making your own engine means needing to train any new people who come into your business before they can even start working on your project because your engine will have unique quirks or language that isn't present in any other engine.
>If the trained people leave you are screwed which is what happened with Frostbite.
>Because UE5 is a standard that means your pool of programmers is significantly larger and you can cast your net wider for skilled workers instead of a very specific pool that you then have to train.

There's just no point in making new engines. It's literally all downsides and it's not like you're gonna license it out because everyone else then has to learn it from scratch.
Anonymous No.723425915 [Report]
>>723425817
I wont buy your game.
Anonymous No.723425956 [Report]
>>723422205 (OP)
>latter (obscene file sizes)
Unironically its because megacorpo wants you to ONLY have their game installed. They're purposely optimizing their games like shit.
Anonymous No.723426068 [Report]
>>723422205 (OP)
bethesda and 343 keep trying to use their own engines and they're drowning in tech debt
Anonymous No.723426205 [Report]
>>723422205 (OP)
The industry actually had to innovate and come up with novel solutions to get around the technological restrictions of the time. Now they can just bloat their way out of everything.
Anonymous No.723427676 [Report]
cost effectiveness
Anonymous No.723427814 [Report]
Modern stuff video games ect simply arent good and i dont feel like im missing anything
Anonymous No.723429368 [Report]
>>723422205 (OP)
Older game engines are like spaghetti factories, they can have great optimization but once you start asking for more throughput you run out of space and find yourself tearing down the whole thing to streamline the whole process. Modern engines like UE5 are like a superbase template, you can just slap on more sections whenever you need more throughput which makes scaling up extremely easy but you sacrifice the optimization of the spaghetti base