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So is your comment.
I'll outline the major benefits of UE5 based on its notable features and improvements for you!
Nanite Virtualized Geometry: This technology allows for film-quality source art comprising billions of polygons to be directly imported into UE5, and it can be streamed and scaled in real-time without the need for manual baking of detail to normal maps or manually authoring LODs (Levels Of Detail).
Lumen Global Illumination and Reflection: Lumen is a fully dynamic global illumination solution that immediately reacts to scene and light changes, thus erasing the need for baking lighting. This is especially useful for dynamic game worlds where environmental conditions can change, and offers more flexibility for designers and artists.
World Partition: This system revolutionizes how UE5 manages game worlds, making it possible to automatically divide a level into a grid and only load the necessary cells based on player location, enabling the creation of vast open worlds with greater efficiency.
Improved Animation and Physics: The Chaos physics and destruction system, first introduced late in UE4's lifecycle, are now more integrated into UE5, offering more realistic simulations. The new animation tools allow for more intricate and detailed character movements.
MetaSounds: UE5 introduces a completely new audio system, MetaSounds, offering more control and dynamism in audio processing, which is similar to how shaders work for visuals.
UI Refresh: UE5 has a more streamlined and modernized user interface compared to UE4, simplifying many processes for creators.
Open World Enhancements: Beyond just the World Partition, UE5 offers additional tools for creating more detailed and expansive open-world environments, such as the ability to handle vast numbers of objects in a scene without a performance hit.
Interoperability with Film and TV Production: Epic Games has put a lot of focus on ensuring that UE5 is not just a game engine but also a tool for filmmakers. This is evident from their push into virtual production tools, making the transition between game development and film/TV production more seamless.
Optimized for Next-Gen Hardware: UE5 is designed to take advantage of the latest gaming hardware, including the PlayStation 5, Xbox Series X, and high-end PC components. This means better performance, more detailed visuals, and more immersive experiences for players.
Backward Compatibility: Projects developed in UE4 can be moved to UE5, which is beneficial for developers who are in the midst of a project but want to take advantage of UE5's features.
Better Collaboration Tools: UE5 aims to offer improved tools for real-time collaboration between team members, making the game development process more efficient and collaborative.
More Flexible Licensing: Epic Games continues to offer favorable licensing terms, making UE5 accessible to both indie developers and larger studios.
Remember, the realm of game development technology is constantly advancing and improving. Thus, labeling "Unreal Engine 5 as hot garbage" may not take into account its potential evolution and enhancements in the future and yes, this game should have adopted it.
I think the more apt point that you are glossing over is Bethesda Game Studios own experience and familiarity with leveraging and extending Creation Engine ( or Gamebrio
and NetImmerse before that) for more than two decades. It is not just about licensing which is the only aspect you're considering. Obviously they have the competence to learn a different tool set like Unreal Engine or Unity, but that would also take more time and resources for any game they would work on in a different engine.
they switch to UE5 and then what? sure the game might look/work better, but Bethesda isn't a developer known for pushing a good vanilla game out, all their games enjoyed longevity because of the modding community enriching the base game with content that exceeds that of the original.
so in short, if Bethesda adopts a new engine that isn't based on the Creative Engine architecture: they will lose out of a large part of their mod scene, and Bethesda games need that mod scene to thrive because without it the games are pure ass.
i mean have you tried playing vanilla Fallout 4? i had more fun pissing a lego sized kidney stone right out of my ♥♥♥♥.
But people are getting good at modding games in all engines. I would argue that moving away from Creation Engine would just weed out the people who make low effort/low quality mods that just clutter things up.