is there any specific reason why they are switiching to UE5 for witcher 4 and cyberpunk 2??
for me I hate UE in recent times because it stutters in every game now and it is basically impossible to mod
is there any specific reason why they are switiching to UE5 for witcher 4 and cyberpunk 2??
for me I hate UE in recent times because it stutters in every game now and it is basically impossible to mod
From what I understand, creating their in house engine for Cyberpunk took their a massive amount of time and was one of the reason of why the game was a fricking mess when it was out (with the shitty management)
from what I understand UE is good at easily building big open worlds and graphical fidelity, but it is still a mess with everything else.
Cant wait see gerard meditating at 6-666 fps in the witcher 1 Demake menu because ue5 shader loading in the fricking boot up
I wish they were using godlike source engine instead.
>godlike
that would be id tech 7
Has source every been used for open world?
Do you know of any UE game with a good/big open world?
The Arkham games are middle sized at most
Red Engine is good. Perfect CPU utilization, no compilation stutter, path tracing. Unreal just can't compete, it's just more popular and if you are a shitty company with huge turnover rates you don't constantly need to train new people and indians you outsurce to how to use it, just use industry standard trash engine and everyone from hyberabad to new delhi is on the same page.
>Red Engine is good
You should have hear development stories...
I'm learning UEFN unreal engine shit and that shit is beyond moronic
>You should have hear development stories...
Do tell.
>Red Engine is good.
It's not, there is a reason why Cyberpunk from RPG devolved into an action with a leveling system. Inhouse engines are made for one game and fall short if you try to make something different.
The guys mainly responsible for the engine are no longer in the company.
Firstly, why constantly pay 50 or more employees to develop an in house engine when you can pay a small fee for an engine that will far outclass your own for relatively cheap.
Secondly, why spend months educating people in your in house engine when everyone already knows Unreal and can mostly just jump right in?
Thirdly, a lot of the old staff who know the engine and it's tech have moved on. So maintaining it is getting harder and harder.
CDPR was always shit with technology.
Failed console port of TW1 almost bankrupted the company. TW3 had unstable in-house tools that were crashing through the entire game development. CP77's engine being unstable as frick being well known in early 2020.
UE is becoming extremely popular because there are a lot of people experienced with UE, it's widely available, it's fully multiplatform, and there are a lot of cutting edge features, like lumen and nanite, and supports a lot of 3rd party tools and middleware.
According to your comment, are you a dev or from this game industry?
>He is on Ganker
>Imagine thinking any devs waste time here kek
>CPR
>always shit with Tech
Holy frick you are moronic.
Go Google Neverwinter nights 2, then google Witcher 1, then google which engines those use.
Or how CP77 and W3 can run on toasters and still look better than most games released after 2015.
I think doom eternal is the best optimized game for its graphics
DOOM Eternal looks like a cartoon
The most optimised game ever made was most likely original RollerCoaster Tycoon built in assembly
pity Gwent's tech team was the worst. it got so bad they eventually abandoned the whole thing
Reminder that they made the dogshit Saints Row 2 PC port.
>patch never ever
1. They are collaborating with epic to adapt the engine to some of their stuff so it would be a heavily modified UE5.
2. Red engine is really hard to work with.
3. You can hire a ton of people that already know Unreal and you don't need to train.
4. Can outsource stuff to third world countries.
I think it's unreal 5 that is hard to work with and that is why not a single good game that runs well has been made using it. Bur hey, maybe nvidia and cdpr will fix that garbage in their branches.
I remember playing hogwarts legacy and that game ran like shit even with the latest hardware
to be fair the game was mainly made by poojeets and women, but still not a good impression of UE in current year
that's ue4 bro
https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/tabs/94-forward-looking
Increasing core utilization is on their future roadmap, which means UE5 didn't yet fix all the issues that plagued UE4 Hogwarts.
WONTFIX
Add to that the shader compilation issue and you've got a game that barely runs on any PC.
RHI parallelization is generally a good thing but I think you would be surprised how infrequently the CPU draw thread is the frame time bottleneck in an average game.
Here are the things that UE(4/5) does to make games run worse
>PSO framework sucks, shader compilation microstutter is a core engine design flaw for PC use, it’s on Epic to get a good solution
>the engine makes it really easy for hacks and idiots to slap together something that looks good, which means it runs like shit because it wasn’t built by experienced technical artists and developers.
That’s it. UE can be extremely performant if you use it right. But it’s way too easy to use it poorly and still have a shippable product at the end.
Wait a minute… so you’re telling me… hol up… you be saying that… Unreal Engine…… is… a tool? And like….. some people… can use tools… better…. than…….. other people….?
>You can hire a ton of people that already know Unreal and you don't need to train.
LETS GOOOO!
The devs who build and used the inhouse engine left during the development of 2077. The sjw replacements are bioware rejects that can only, badly, use UE.
even the people with experience working with Red Engine said it was an absolute b***h to work with
same reason flying wild hog and croteam ditched their propriety engines for unreal, Time and cost of R&D, modern game engines are extremely complicated to build and maintain it's rocket science tier
Croteam ditched theirs because their CTO left and the incompetent, newly hired staff broke the engine they apparently rewrote from the ground up, hence why SS4 ran like shit while also looking like a poorly lit asset flip.
Two main reasons:
People are constantly leaving and being replaced by new hires who don't know in-house tech. These diversity hires will be more familiar with Unreal.
Then there's outsourcing. It is no secret that AAA productions outsource a lot of their work to India and similar places. It is an easier process with Unreal.
tl;dr more efficient slop production
How do you know that, are you a ex-dev or like an indie dev?
Haven't seen this bot for a while
Otherwise it doesn't matter.
I'm just a bit surprised, why to India and how do the assets get back to the devs?
>and how do the assets get back to the devs?
a series of tubes
A pneumatic tube?
The golden era of the pneumatic tube xD
This actually is a bot, huh, scary.
>is there any specific reason why they are switiching to UE5 for witcher 4 and cyberpunk 2??
most contract devs and junior devs are trained using UE in school, it's industry standard
they learned that morons have a hard time using custom made tools and they think this will save them time because now they can hire cheap pajeets and chinks because they "know" unreal engine
>is there any specific reason why they are switiching to UE5 for witcher 4 and cyberpunk 2??
so they can outsource the majority of the game to china like everyone else does.
Makes it easier to make line go up for investors as they can hire cheap contractors instead of having to maintain staff long term.
Using UE makes it easier to have a rotating team. If people keep leaving due to shitty management, they can hire new gays with no problems since everyone knows how to use UE.
In house engines require training from new hirings and a lot about them can become lost knowledge if the right guy decides to quit. (This is why CP77 was such a mess and took forever to release).
Unreal engine looks like soulless slop when it's in a shitty devs hands. But it can look great when devs who actually give a shit use it like Robocop Rouge City (also made by slavs)
Most of their codemonkeys are unreal pajeets it always happens the same with propietary custom engines the moment engineers leave for a better job or get fired
They're all incompetents over there and need baby engine to be able to work, basically.
The CDPR that made Witcher 3 is long gone. Pawel Sasko just wienerroaches around to talk about how great his quest design philosophy is.
UE does so many things right from a programmers perspective it's a no-brainer.
The few gripes people have with it are fixable by the devs. Most devs just don't care to do it.
>I hate UE in recent times because it stutters
You literally have no understanding what a graphics engine is you dumb fricking zoomer c**t. Holy frick, you're medieval, your technical knowledge is that of a cargo cult.
If you had any self-awareness about how utterly moronic you are you would probably feel shame displaying your ignorance for everyone to see.
thank u gpt-chatbot sama
Interesting perspective but that doesn't change the fact that UE games are stuttering messes
Works on my machine
Works on your brain you mean
The stutters are still there, you're just not sensitive enough to notice them
Literally had zero problems with any Unreal game ever
Name some that run poorly for you
So you don't play games lmao thanks for letting me know
>Can't even name a single one
Sounds like you don't actually have any problems with UE games then.
Thanks, don't bother replying anymore I won't read it, you don't have much to say anyway. Better luck next time!
So you think your PC can magically bypass realtime shaders compilations lmao
Care to explain it then? Since 90% of the time it's often observed to be shader compilation stutter.
I am not even against UE, devs are just lazy.
>I hate UE in recent times because it stutters
I hate UE because it looks like shit, runs like shit and all the UE games looks same.
Same, but your posts instead of UE
>use in house engine
>have to invest in it
>have to train people to use it
>use UE
>just pay fir the license
>maybe get some money from Tim
>Rajesh already know how to use it
For hacks and companies that are profit driven there is no reason not to use UE.
Are you familiar with hacks or could you spot a suspected cheater in general?
Are you still here?
yes
I wanted to ask :
Are you familiar with hacks or could you spot a suspected cheater in general?
Not him but I make hacks and bots for games. Tell me what a dword is, why and when you would want to use them and I'll answer your question
>dword
>windows programming lingo
moron
Where do you think all my costumers are moron?
It's not about a hack for me, but about a player and his gameplay.
Can you watch the gameplay video (on Controller) below and analyze it,is this player is using a cheat?
From the 0:40 minute onwards, something seems very suspicious to me.
His player knowledge is sus and you can easily make a undetectable esp hack from any kernel anticheats as you are only reading from memory. I'm tired but for me he does not have the micro adjustments aimbot gives you. He is locking on to them and could be hacks, huge fat nerd, or using a controller as they give aim assist
So that would mean he doesn't use an AImbot but maybe an ESP...
Or what do you mean by "He is locking on to them and.."?
But I hope you have a relaxing day
Yeah maybe esp and maybe aim assist. What I mean by locking on is that when he is shooting someone his crosshair does not leave them aka aim assist. He could just be a huge nerd and had a really good game. If there is a pattern of this then it would be more sus. If you need an example that one popular warzone female uses a undetectable esp hack and you can see countless examples of it. Especially when she played on lan and all of a sudden had trash player knowledge and was complete ass
Streamline the onboarding process.
More people tinker with non in-house engines like Unreal and Unity (and of those two more people frick with Unreal than Unity, just look at Palworld), so it's quicker to hire a guy that knows Unreal and have them jump into a project right away than it is to scour through applicants to see who's already familiar with RED engine or to go and hire a promising looking developer and have to teach them RED.
The reason is they fired most of polish staff in favor of cheaper ukrainian refugees who barely can read their documentation.
It's just easier to teach ruskies to work in ue5.
a lot of cp2077 was outsourced to a canadian company full of blue hairs iirc
Shhhh. Don't ruin the narrative.
I live nearby and whenever passing by I see a lot of ruskies near the building.
They probably have a studio in canada and america too.
that's bullshit but you believe it
sad
You're the fricking moron, Digital Scapes (Canadian) collaborated with CDPR on CP2077 for 3 years and then in 2021 CPDR bought them.
They were responsible for enviroment design, art, and gameplay systems. But keep believing your stupid info charts made by Black folk on 4chins
>Digital Scapes
the number of people is in digital scapes is not enough to have a strong impact .
You saying that "a lot" was outsourced is bs.
KYS Black person.
Because everyone that made and knew the engine were all gone by the time CP2077 cameout
Creating and updating an in house engine takes a lot of time and money and new hires have no idea of how to use it.
A lot of key staff left after Witcher 3. As a result 2077 had a bumpy start on top of poor direction and wanting to do everything. The people there didn't really know how to work with RED Engine and its just easier to use UE as everyone they can hire are trained with it.
You'll need a 6090 just to hit native 1080p at 30FPS of course but it will still be more technically sound than 2077 was.
Hopefully because they're planning on making combat not complete dogshit, but doubtful.
People who created and really understand Red Engine probably left so it's easier to hire pajeets that can work on UE
Blurry game engine 5
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The real reason is the fact no one in their studios knows how to use red engine in any capacity after all of the OG employees bailed after Witcher 3 released lmao
>is there any specific reason why they are switching to UE5 for witcher 4 and cyberpunk 2??
it is probably very well documented and easy to use. Also probably real easy to find people to work with it.
>is there any specific reason why they are switiching to UE5 for witcher 4 and cyberpunk 2??
People who made Witcher 3 and Cyberpunk just left the studio. New contractors won't know how to use RedEngine that's why.
cuz new employees won't know how to use red engine but they will know how to use unreal (assuming they actually hire qualified people)
>new Cyberpunk game
>it would require twice the hardware to look half as good as the 2020 game
>more pozzed too because its being made in California
>>it would require twice the hardware to look half as good as the 2020 game
it's okay, trust in NVIDIA. DLSS 4/5 will make it work
They are hiring fresh graduates who know how to use Unreal Engine.
This is how video game studios die.
Cdpr pussed out on their own engine because they're weak homosexuals.