Palworld
Is it true that this game is made in Unreal Engine 5?
I don't mean to be rude to the developers and Im not a experience game developer at all that works with various game engines like Godot, Unreal Engine, Unity, etc. Or any computer languages like C++, C#, or Java but Is it true that this game is made in Unreal Engine 5?

If its true that it was made in Unreal Engine 5, I don't really see any signs of this game being made in Unreal Engine 5. Visually it doesn't look like an Unreal Engine 5 nor it does run like one, it kind of buggy the last time I've played it. Since it is a Unreal Engine 5 game that doesn't offers the quality of the engine, it runs pretty poorly too. I even have saw content creators not getting that much frames, still 60+ but if you look at this game both visually and the gameplay nature of it, it shouldn't be too demanding.

I understand if it were a game like Stellaris and especially X4: Foundations since both games are pretty heavy on the CPU side, especially X4: Foundations, it is a game requires heavy CPU and GPU since you render ships and its graphics, etc.

What prevents the developers from using any other video game engine like Godot, Asperite, or even make their own game engine? I know Stardew Valley developer develops his own engine though not recommended.
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I LOL'd, especially at mention of Asperite, but SV was a nice touch. :lunar2019laughingpig:
Αναρτήθηκε αρχικά από Chief Redpill:
I LOL'd, especially at mention of Asperite, but SV was a nice touch. :lunar2019laughingpig:
Eh Asperite mainly made for 2D sure, but the Unreal Engine 5 one is weird like why.

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.
If what I heard is true the devs were given an engine they never even touched before, given little to no training and knocked out a game that has had 25 million unique players so, I think they did well enough.
Αναρτήθηκε αρχικά από Halvos:
If what I heard is true the devs were given an engine they never even touched before, given little to no training and knocked out a game that has had 25 million unique players so, I think they did well enough.

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?
The things in UE5 that you are associating with a "look" are features that dont have to be used in a game thats developed in that engine. Like Lumen for instance.

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.
Αναρτήθηκε αρχικά από Halvos:
If what I heard is true the devs were given an engine they never even touched before, given little to no training and knocked out a game that has had 25 million unique players so, I think they did well enough.
Its nice they did well enough but a much more lighter engine would fit better yes.

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.
Αναρτήθηκε αρχικά από simon:
The things in UE5 that you are associating with a "look" are features that dont have to be used in a game thats developed in that engine. Like Lumen for instance.

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.
If visual fidelity is not the main focus of the game which is both possible and understandable, why on earth they use Unreal Engine 5 for? I understand the tragedy of Unity but is that truly the main reason why they go to the Unreal Engine 5 route?
newer game engine =/= omg best graphics

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.
they changed game engines becase they got a really big game dev to join them but he only made game's with UE5 so they switched to UE5
Αναρτήθηκε αρχικά από WE HAWT:
Αναρτήθηκε αρχικά από simon:
The things in UE5 that you are associating with a "look" are features that dont have to be used in a game thats developed in that engine. Like Lumen for instance.

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.

If visual fidelity is not the main focus of the game which is both possible and understandable, why on earth they use Unreal Engine 5 for? I understand the tragedy of Unity but is that truly the main reason why they go to the Unreal Engine 5 route?

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.
Τελευταία επεξεργασία από simon; 14 Απρ 2024, 0:40
Αναρτήθηκε αρχικά από WE HAWT:
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.

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.
Αναρτήθηκε αρχικά από WE HAWT:
Unreal Engine, Unity, etc. Or any computer languages like C++, C#, or Java[...]
From that sentence alone I can easily see you have no idea how development is working. You seemingly barley know what the accurate difference between 'language' and 'engine' is. Your sentence reads so vague. Gamers often have the misconception in mind you have just to press 'that one magical button' to port any game, or you can outperform any problem with enough hardware, or you get specific benefits from certain engines like you think.

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.
Τελευταία επεξεργασία από Makoto; 14 Απρ 2024, 4:37
Also, touching back on the fact that a lot of Pocketpair's hires for this team were new to game design when they started working on the game... unity was probably their learning environment. Coding, from experience, is about as unintuitive as it gets; most of the tools/environments for learning/using it are ass, and anything you do become familiar with you can more or less just mark down as successfully being stockholmed into being able to use correctly. I wouldn't be surprised if they just learned the bare minimum they needed to to port the game over in preparation for release, and honestly? I wouldn't blame them.
Αναρτήθηκε αρχικά από Makoto:
Αναρτήθηκε αρχικά από WE HAWT:
Unreal Engine, Unity, etc. Or any computer languages like C++, C#, or Java[...]
From that sentence alone I can easily see you have no idea how development is working. You seemingly barley know what the accurate difference between 'language' and 'engine' is. Your sentence reads so vague. Gamers often have the misconception in mind you have just to press 'that one magical button' to port any game, or you can outperform any problem with enough hardware, or you get specific benefits from certain engines like you think.

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.
Ofc I have no idea what game development is, I have mentioned it in the literal first sentence of the post. The only thing I know is engines is similar to something like a framework or library even and the languages among other things like the assets are used inside the development of games within the engine but not all of them are used.

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
Τελευταία επεξεργασία από Wong Jowo Hunter; 14 Απρ 2024, 6:33
Αναρτήθηκε αρχικά από Wolfguarde:
Αναρτήθηκε αρχικά από WE HAWT:
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.

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.
Im not saying the game should have AAA games graphics, Im just trying to understand the use of Unreal Engine 5. Arguably one of the biggest if not best advantage of Unreal Engine 5 at least for us people who plays them is the visual fidelity.

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.
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