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Games made with Unreal Engine

Which engine would you prefer studios to use?


  • Total voters
    10

Lei

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Hi,
If you know any games made in Unreal Engine, lemme know. Which ones you played and liked.

I start with this one. SEGA subsidiary Ryu Ga Gotoku was using their in-house dragon engine, but for this remake they used unreal because of better lighting which helped in rendering ancient Japanese architecture of 1860s with paper doors and lamps.

wild-dancer-heat-action-1-1920x1080-c22300d97917.jpg



And here's a tour of company making their upcoming Yakuza like a dragon 8. Even though they're using dragon engine, but that's a game I'd love to play. Perhaps because this game doesn't have indoor scenes and is mostly open world in modern Tokyo, Yokohama and Osaka, so there wasn't so much need for light pass through (SSS) and their own engine was good enough for city night lights...


I'm expecting they use Unreal more in future as their team already picked it up for the above game Yakuza: Ishin

If their main point for using unreal was lighting, considering they used UE4, then lumen in UE5 should even make them more involved for their future titles.


 
We've seen inexperienced and (outright incompetent) game developers make subpar games using Unreal, simply due to how easy it is to create them now. Games like Gollum are made by development studios that've had experience creating card games at most, leading to outright dogshit optimization, incompatibility issues, graphical problems, etc. In-house engines are just better in my opinion
 
It's a given that the Unreal Engines will be the most popular with Developers. It has been for years and years. The reasons are simple. According to feedback from Developers Unreal is easy to learn, easy to use and as W1zzard pointed out there is a massive library of tools for Developers to draw on to ease game making. The stuttering associated with Unreal Engines can be alleviated somewhat if Developers are allowed the time to work on the game to polish it before release. Assuming that they are experienced and talented enough to do so to begin with.
 
Looking at Assetto Corsa.

The original had their own engine. Competitione used the Unreal engine and did not perform well. Now they announced that they are going back to doing their own engine.

Seems like a pretty clear indicator.
 
I voted for all of them, because it entirely depends on the game and the developers. In a utopian world every single dev would have the resources and time to make their own engines from scratch and take their time with the game while not taking too long. That's not reality though.
 
In house as then the devs are more likely to understand the engine and typically is also optimised for the game as well.
 
In house ftw. While Unreal Engine is easily accessible numerous developers have shown that knowing how to use an engine does not mean you know how to use it well.
 
Between customizable pipelines and standardized APIs, I think engines have little effect on "graphics" these days (notwithstanding basic "engines" a la game maker). You can have awful graphics on UE, and you can have photorealistic renders on Unity (or even Godot).

Engine = Tools to make developers' lives easier. I prefer studios use what A: they can afford, and B: their programmers and tech artists are familiar with. And since an external party can't measure either, we defer to those who actually do the work...

(Although, admittedly, I wish less studios would go for UE. It is a great engine 'n all, but monopoly never ends well).
 
The problem with proprietary engines these days is that with so many staff coming and going, you eventually lose all the staff who worked on it and new staff need time to learn how to use it. You can't be learning a new engine from scratch and worki on an AAA at the same time

Thats the current problem with frostbite engine and im guessing the red engine. Hence many devlopers will opt for a more universal and common engine like UE going forward
 
We've seen inexperienced and (outright incompetent) game developers make subpar games using Unreal, simply due to how easy it is to create them now. Games like Gollum are made by development studios that've had experience creating card games at most, leading to outright dogshit optimization, incompatibility issues, graphical problems, etc. In-house engines are just better in my opinion

I agree with this, the only exception would be new teams that lack the time, funding and expertise to build a quality engine. While they DO have Unreal as an option in such scenarios, it's best they learn how to use it well before committing to game development with it. Perhaps Epic could offer advanced courses on it and charge a deferred small percentage of game sales for it.

Then again, we've seen even Epic make games with their own engine that were a stuttering mess, Unreal 2 comes to mind. UE has always been overrated IMO, it's always been inefficient at loading assets at map seams, and so the load points have to be many with light content. Devs that don't know and account for this wind up with marathon threads on their forums about the resulting stuttering, as even Irrational Games did with Bioshock Infinite.
 
The thing is, an in-house engine only really works for a series or a bunch of similar types of game.

Otherwise you get something like Unreal or even Unity, where you have to spend a lot of time optimizing it to get the same results.

And even an engine specifically made for a series can have optimization issues - see AnvilNext in AC: Odyssey.

Yes, an engine specifically made for a game can have a lot of benefits, but usually you can get just as good of results from optimizing an existing engine, with less time spent.

The problem is that the time isn't spent.
 
If I may be blunt, I don't really care what engine a game uses, as long as the game works well and does what it's supposed to do.
 
depends more on the studio than the actual platform although typically when I hear Unreal and Frostbite I personally start to think "cross platform game with lean towards console development".
 
If I may be blunt, I don't really care what engine a game uses, as long as the game works well and does what it's supposed to do.

Yeah I'm in the same boat I think.
Most likely I've played Unreal engine games the most and while a very few of the did run well with minimal issues most had that typical/infamous UE stutter regardless of your hardware. 'I've got so used to it by now I'm almost immune to some sutters so at least theres that :laugh:'

In house can be good but they aint that common nowadays, my biggest surprise was Plague Tale Requiem. Based on the gameplay trailers I thought that its a UE 5 game but nope thats in house apparently.
Looks really good imo/probably the best looking game I've played since late 2022 and it also runs well compared to that.

UE 5 I'm curious about but so far I've only played The First Descendant's beta tho it was using a rather basic version of UE 5 I think.
Still looked decent and the performance was alright for a free2play game's beta version.

I'm keeping an eye on Immortals of Aveum thats coming this summer and its using UE 5.1. 'That and I'm actually interested in the game itself'
 
More so than the engine, I think the development model and cycle is what matters the most in a product's final quality. This video is excellent and I recommend everyone to watch it:

 
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