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It's totally not the case for the RE team or the DMC team.
It doesn't have anything to do with the engine.
lmao are you speaking out of your a$$ ?
i played dmc 4 on a potato laptop 10 years ago at great fps
DMC4 was one of the best optimized games at the time, It could run on what was considered a potato even back then.
Tbf most people tend to think if a game doesn't run on their PC & they perceive it to look better/worse than another title it must be badly optimized.
When optimization literally means using - as much as possible - the resources available to you. So multi-threading etc etc. MT Framework was a pretty god-tier engine & if MH World had any issues it was because although the engine had already been used on Monster Hunter Titles and had tools built in to make it, it was basically pushing it to the edge in terms of what the engine could do.
The only reason MH World wasn't developed on RE Engine was because MT Framework already had the tools for a Monster hunter title built in and moving to RE would've increased dev time & Costs. Next main MH title uses RE Engine.
RE Engine is a little more forward-looking than UE4. That's not exactly correct but its like the photogrammetary (idk how to spell it lol) is largely going to be the future of games in a way. Its funny because originally Capcom weren't going to make MT Framework, they were going to use Unreal Engine 3 as their Xbox 360/PS3 Gen engine. But at the time Epic had no documentation for UE3 in Japanese and no Japanese studio to offer support, which is why they made MT Framework and then RE Engine.
Then with UE4, because Unreal Engine became like the industry standard third party engine, Epic opened offices in Japan and wrote documentation so the support is there.