• mushroommunk@lemmy.today
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    9 hours ago

    If this was an IDE or something the argument would hold more I think but it’s a whole engine. Unreal Engine is very much set up for a specific workflow and makes assumptions about how it will be used. Every engine does. It’s harder to optimize a whole game engine like Unreal. Sure some people are doing it, or some are just disabling features right and left, but I still place that on the engine, on it’s defaults, and it’s assumptions, just as much as on the developers using it who just leave everything as default.

    • CybranM@feddit.nu
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      6 hours ago

      Unreal Engine is very much set up for a specific workflow and makes assumptions about how it will be used.

      I don’t want to defend Epic but have you used Unreal at all?

      Theres a ton of different ways to use the engine. You can use blueprint for everything, which works, but coding it yourself can give better performance. Using the (sometimes pretty subpar) default nodes in the material editor works but writing your own HLSL materials or nodes can give better performance. Do you rely on lumen and nanite to “solve” your 5 billion poly objects or do you optimise them yourself?

      Don’t blame the instrument when the music is bad.

      • mushroommunk@lemmy.today
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        5 hours ago

        I have used it. I personally hated it and swapped off for different reasons but that’s not why I’m calling it unoptimized. That’s the general opinion I’ve seen from many other gamers and developers.

        Again, can you make it run better? Sure, but after a certain point the tool is hampering and definitely at fault if you have to spend so much time tweaking it and turning features off. Can you make a hammer drive a screw? Sure. That doesn’t make it a good screwdriver.