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Αναφορά προβλήματος μετάφρασης
Game doesn't look like one and doesn't run as what of Unreal Engine 5 is expected as one.
Funny you didn't know about Stellaris and X4 case tho.
Pretty much this. Craftopia was in Unity, but then Unity kept ♥♥♥♥♥♥♥♥ the bed, so then Unreal Engine 5. I'm not sure what OP is expecting from it. Flowing butthair details?
Depending on what a game is doing under the hood will effect what features you can add to the game without it demanding to much. Open world games like Palworld have heavier system demands than a game like COD or GTA5. Normally games have a fixed number of things (assets) in the game that the system has to deal with. A game like Palworld does not. It has player made assets that increase over time and by the number of people playing in the world. This causes a lot of issues that games like COD dont have to deal with. You can make a map in COD and push the visuals to the limit of the target system spec. In games like Palworld you have to allow for the amount of extra stuff that is going to be created by the players in the world so you have to keep the demand on the system lower.
Godot or making their own engine will make the game probably run less buggy and runs better at probably no cost to visual impact. I wished they use art style rather than the realistic hd graphics route too, would better fit to a game like this and less performance impact.
If you compared this Unreal Engine 5 game to another Unreal Engine 5 game called "Unrecord", you'll see there's a lot of difference. The game developer literally had to put up a video statement to proof that his game was in fact real and not just real life video which is absolutely insane.
there is more to a game engine than visuals, its how it creates those visuals and how efficiently it does so and what methods it employs to accomplish this.
every engine has their strengths and shortcomings. java for example, has a lot of shortcomings, in its early age though it was a web based code base that could do a lot of things. minecraft being the big staple of its capability, and its limitations.
UE5 is simply capable of more than things like unity, and there is always licensing fees and the like. the rest is the developers experience with a particular engine. those coming off UE4, might have an easier time with UE5 for example as a lot of calls and functions will be similar. in terms of knowledge to making cash speed, this is a no brainer.
if anything, to understand it a bit better, i recommend doing one of those learn basic code free courses online just to grasp the complexity of code base, how they vary, and how long it really takes to start to understand just one of them. perspective is everything.
as for what i know, i took a Visual basic course 15 or so years ago and decided code wasn't really for me. but i got a basic grasp of the concept. its also one of the easiest program making software to learn as in the name it implies, its very visual based. i programmed battleship as a basic concept. from 0 knowledge to enough knowledge it took a lot longer than i thought it would.
There more to game engines than visuals. UE5 has a lot of features that dont impact visual fidelity that are useful. For example it has better animation tools and improved work flow in general. Also dont forget that the devs are running a business and investing in the future is an important part of developing a business. UE5 may be a better engine for the things they have planned in the future and so it makes sense to gain experience producing a game in that engine as early as possible.
UE5 is also considered to be better at handling large open worlds than unity now but it was not always the case.
Mate... I'm poor. My computer is six years old, and its newest parts are only just over minimum specs. It would take me so long to save for a computer that could run something with that kind of visual parity properly that I would likely have to write the game off entirely until close to the end of the decade.
I'd much rather they port their product to a new engine without changing its graphics quality (as they did) than beef it up so high that only people with the money to afford higher-end computers can actually run it. This isn't a triple A title, you don't need that kind of graphical parity.
Here is your personal takeaway: A tool is just as good as the craftsman using it.
A craftsman may have that one old school tool he can handle better than any modern tool would do for him. Now imagine a random layman want to know better. No offense.
Its just the game is an unreal engine 5 but it doesn't look like one, game could've used much more lighter engine since the Unreal Engine 5 use is unnecessary though understandable since the Unity tragedy.
The real question of why I made this post in the first place is the usage of Unreal Engine 5 specifically
Why Unreal Engine 5 but not something like Godot which I heard is a simple video game engine or just Unreal Engine 4. What is the advantage that makes the developers chooses Unreal Engine 5 over Unreal Engine 4.