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It really isn't. If it was fine, most games which use it would run fine, but 99% have serious performance issues.
There are two issues the way I see it -
1 - Epic have little to no interest in fixing their engine
2 - Re-engineering Epic's engine, as a third party licensee, is simply not practical or likely even possible in a vaguely realistic timeframe.
It isn't going to be fixed. It's difficult to avoid UE games as they're so commonplace, but my goodness when a game does come out on custom tech and it's a game you're interested in, buy it. Support the dev, support custom engines. (which is to say, buy the next Doom!)
Maybe educate yourself before you say stuff like that. And stop spreading misinformation lil buddy. The best GPU in the world cant handle SH2 @4k res which is ridiculous. Seems like you can't handle the truth. Your 25 yester awards on your profile tell us a lot about you.
Here just for you, because it seems like you have no idea how engines work and why UE5 is cancer for gaming.
https://youtu.be/j3C77MSCvS0
https://youtu.be/07UFu-OX1yI
https://youtu.be/h-Bv8fQ0sK8
Companies choose UE5 because it allows for faster development and ease of use. It’s much simpler to onboard someone new to a project with UE5 than with a proprietary engine. Fast development is the most important factor for companies. AAA games are extremely complex projects, often involving multiple studios across the globe, and every additional year of development incurs huge costs - just in salaries alone.
This kind of approach for the engine obviously has drawbacks, but the alternative is fewer games on the market. Big corporations seem to struggle to understand that you can’t just build every game using the default UE5 package and expect great results without creating custom solutions on top of the engine.
You're right about dev costs, onboarding and so on, but you're wrong to shift the blame onto devs for games which are not performant. The engine at it's core is broken in numerous ways, and short of pulling it apart at a very fundamental level they're unfixable.
UE5 is a disaster on PC, but it's arguably even worse on console. (in contrast to UE4, which was mostly okay on console, but completely broken on PC). Look at the levers devs have to pull on console to scrape 50-60fps out of it - 720p with FSR, or frame gen from 30-60fps with huge amounts of lag. It's a total mess.
Contrast that with a game like Indiana Jones on IDTech which is a solid 60fps even on a Series S with RT GI. And with no stutters on both PC or console.
I don't think I'm shifting the blame on devs, if anything I'm shifting the blame at whole corporate structure. It mostly the higher-ups at companies with unrealistic expectation based on yapping from salesperson in Epic.
UE4 was misused on consoles as well, prime examples Jedi Survivor and Hogwarts Legacy, both run abysmally on consoles. In general I don't think blaming everything on the engine is smart because you can absolutely build game in UE5 that's running perfectly fine on both PC and consoles, you just have to know there ar obvious limitations.
Also when I said, UE5 was build mostly for consoles space, it's definitely true but with a small caveat, I don't think Epic expected that console market shift into 60fps gaming. So the target for UE5 on consoles was mostly 30FPS.
And IMO biggest issue with UE5 right now it's the default CPU performance and stutter. GPU side of things scales pretty good, considering most UE5 games run with software raytracing.
That why they need a 5090 minimum
Also they're just really lazy, not good at their jobs and companies crunching and underpaying, really just terrible all around on every level of things in the industry.
That's what I think is a large part of the problem, maybe theres more too it or something else entirely.