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Kweeb Dec 31, 2024 @ 10:00pm
How come unreal engine four and five games feel like tech demos
Unreal engine is used for graphics tech demos nowadays, they're always unoptimized stuttering messes..

Unreal engine 2 and 3 feel a lot better and seem to have better functionality...
Every single unreal engine 4 and 5 game feel the same
Last edited by Kweeb; Jan 1 @ 9:39am
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Showing 16-24 of 24 comments
Just to give a great example of the power of in-house engines, I remember everyone being marveled in 2014 with how amazing Alien: Isolation looked and performed on average hardware. I replayed the game this October, and it still looks amazing, all on the custom Cathode engine that Creative Assembly designed for that game. The incredible attention to detail and immersive environments of that game show the benefits of having truly talented programmers on the staff who are great their craft and focused on the right thing.
Originally posted by admiral1018:
Just to give a great example of the power of in-house engines, I remember everyone being marveled in 2014 with how amazing Alien: Isolation looked and performed on average hardware. I replayed the game this October, and it still looks amazing, all on the custom Cathode engine that Creative Assembly designed for that game. The incredible attention to detail and immersive environments of that game show the benefits of having truly talented programmers on the staff who are great their craft and focused on the right thing.
There are alsol many example where it is not the case. Its money thing most likely, its way way cheaper to just by a licence.
Tazor Jan 2 @ 2:21pm 
I have a lot of issues with UE 4 and especially 5. I keep on rambling so many times over them. Performance, TAA, lighting, LOD, physics, visual clarity, mod support, netcode, input lag, outsourcing. With fanboys foaming at the mouth denying everything.

But by far the biggest overall issue I have is homogenisation. All games end up looking and feeling the same. There is no more distinction. When you played GTA 4 or Max Payne 3 they felt like Rockstar games. When you played Serious Sam it felt like a Croteam game.. When you played Starcraft 2 it felt like a Blizzard game. All UE games feel the same.

♥♥♥♥, not even RTS games are safe from the UE slop era with the dead on arrival Stormgate.
Last edited by Tazor; Jan 2 @ 2:22pm
Kweeb Jan 2 @ 3:04pm 
Originally posted by Tazor:
I have a lot of issues with UE 4 and especially 5. I keep on rambling so many times over them. Performance, TAA, lighting, LOD, physics, visual clarity, mod support, netcode, input lag, outsourcing. With fanboys foaming at the mouth denying everything.

But by far the biggest overall issue I have is homogenisation. All games end up looking and feeling the same. There is no more distinction. When you played GTA 4 or Max Payne 3 they felt like Rockstar games. When you played Serious Sam it felt like a Croteam game.. When you played Starcraft 2 it felt like a Blizzard game. All UE games feel the same.

♥♥♥♥, not even RTS games are safe from the UE slop era with the dead on arrival Stormgate.
I usually modify the engine file to increase the distance of shadows and LODs, and get rid of all the useless post processing effects...
Last edited by Kweeb; Jan 2 @ 3:06pm
Kweeb Jan 2 @ 3:10pm 
Originally posted by Tazor:
I have a lot of issues with UE 4 and especially 5. I keep on rambling so many times over them. Performance, TAA, lighting, LOD, physics, visual clarity, mod support, netcode, input lag, outsourcing. With fanboys foaming at the mouth denying everything.

But by far the biggest overall issue I have is homogenisation. All games end up looking and feeling the same. There is no more distinction. When you played GTA 4 or Max Payne 3 they felt like Rockstar games. When you played Serious Sam it felt like a Croteam game.. When you played Starcraft 2 it felt like a Blizzard game. All UE games feel the same.

♥♥♥♥, not even RTS games are safe from the UE slop era with the dead on arrival Stormgate.
this might be overkill but typically i put this in the engine ini file...

[/script/engine.localplayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV

[SystemSettings]
r.UseLegacyMaintainYFOVViewMatrix=True
r.FullScreenMode=0
t.MaxFPS=60
r.MaxAnisotropy=16
r.ContactShadows=1
r.ViewDistanceScale.FieldOfViewAffectsHLOD=1
r.ViewDistanceScale.SecondaryScale=5.0
r.ViewDistanceScale.SkeletalMeshOverlay=5.00
r.CalcLocalPlayerCachedLODDistanceFactor=1
r.ViewDistanceScale=2
r.LightMaxDrawDistanceScale=5.00
r.DistanceFields=1
r.DistanceFieldShadowing=1
r.MaterialQualityLevel=2
r.MotionBlurQuality=0
r.SkeletalMeshLODBias=-1
r.StaticMeshLODDistanceScale=0.0001
r.Streaming.MipBias=0
r.MipMapLODBias=0
r.HLOD.DistanceOverride=2
r.HLOD.DistanceOverrideScale=2.5
r.CapsuleMaxIndirectOcclusionDistance=450
foliage.LODDistanceScale=2.5
foliage.DensityScale=10.00
foliage.CullDistanceScale=5.00
grass.CullDistanceScale=5.0
grass.densityScale=10.0
r.BloomQuality=0
r.SceneColorFringeQuality=0
r.FilmGrain=0
r.Streaming.PoolSize=4096
r.ReflectionMethod=1
r.DepthOfFieldQuality=0
r.DetailMode=2
r.Shadow.DistanceScale=3
r.Tonemapper.Quality=0
r.ToneMapper.Film=0
r.PostProcessAAQuality=3
r.TemporalAASamples=0
r.TemporalAACurrentFrameWeight=0
r.HZBOcclusion=1
sg.ViewDistanceQuality=50
Originally posted by Kweeb:
Originally posted by Tazor:
I have a lot of issues with UE 4 and especially 5. I keep on rambling so many times over them. Performance, TAA, lighting, LOD, physics, visual clarity, mod support, netcode, input lag, outsourcing. With fanboys foaming at the mouth denying everything.

But by far the biggest overall issue I have is homogenisation. All games end up looking and feeling the same. There is no more distinction. When you played GTA 4 or Max Payne 3 they felt like Rockstar games. When you played Serious Sam it felt like a Croteam game.. When you played Starcraft 2 it felt like a Blizzard game. All UE games feel the same.

♥♥♥♥, not even RTS games are safe from the UE slop era with the dead on arrival Stormgate.
I usually modify the engine file to increase the distance of shadows and LODs, and get rid of all the useless post processing effects...

You likely never noticed the post processing since it's in the background, creating a backdoor to the future.

This way the computer see one version of the game and you see another.
Tazor Jan 3 @ 5:06am 
Originally posted by Kweeb:
Originally posted by Tazor:
I have a lot of issues with UE 4 and especially 5. I keep on rambling so many times over them. Performance, TAA, lighting, LOD, physics, visual clarity, mod support, netcode, input lag, outsourcing. With fanboys foaming at the mouth denying everything.

But by far the biggest overall issue I have is homogenisation. All games end up looking and feeling the same. There is no more distinction. When you played GTA 4 or Max Payne 3 they felt like Rockstar games. When you played Serious Sam it felt like a Croteam game.. When you played Starcraft 2 it felt like a Blizzard game. All UE games feel the same.

♥♥♥♥, not even RTS games are safe from the UE slop era with the dead on arrival Stormgate.
this might be overkill but typically i put this in the engine ini file...[/script/engine.localplayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV

[SystemSettings]
r.UseLegacyMaintainYFOVViewMatrix=True
r.FullScreenMode=0
t.MaxFPS=60
r.MaxAnisotropy=16
r.ContactShadows=1
r.ViewDistanceScale.FieldOfViewAffectsHLOD=1
r.ViewDistanceScale.SecondaryScale=5.0
r.ViewDistanceScale.SkeletalMeshOverlay=5.00
r.CalcLocalPlayerCachedLODDistanceFactor=1
r.ViewDistanceScale=2
r.LightMaxDrawDistanceScale=5.00
r.DistanceFields=1
r.DistanceFieldShadowing=1
r.MaterialQualityLevel=2
r.MotionBlurQuality=0
r.SkeletalMeshLODBias=-1
r.StaticMeshLODDistanceScale=0.0001
r.Streaming.MipBias=0
r.MipMapLODBias=0
r.HLOD.DistanceOverride=2
r.HLOD.DistanceOverrideScale=2.5
r.CapsuleMaxIndirectOcclusionDistance=450
foliage.LODDistanceScale=2.5
foliage.DensityScale=10.00
foliage.CullDistanceScale=5.00
grass.CullDistanceScale=5.0
grass.densityScale=10.0
r.BloomQuality=0
r.SceneColorFringeQuality=0
r.FilmGrain=0
r.Streaming.PoolSize=4096
r.ReflectionMethod=1
r.DepthOfFieldQuality=0
r.DetailMode=2
r.Shadow.DistanceScale=3
r.Tonemapper.Quality=0
r.ToneMapper.Film=0
r.PostProcessAAQuality=3
r.TemporalAASamples=0
r.TemporalAACurrentFrameWeight=0
r.HZBOcclusion=1
sg.ViewDistanceQuality=50
The problem with disabling TAA as you do there is that UE games are not designed to run without it. This isn't Skyrim where Bethesda made sure it will look right with and without TAA. What is going to happen is that you end up with transparencies. Especially noticeable on vegetation. So you either end up with a blurry image or transparent objects.

No amount of .ini tweaks can fix all the fundamental issues under the hood. Some do help like disabling depth of field.
Last edited by Tazor; Jan 3 @ 5:07am
Kweeb Jan 3 @ 9:28am 
Originally posted by Tazor:
Originally posted by Kweeb:
this might be overkill but typically i put this in the engine ini file...[/script/engine.localplayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV

[SystemSettings]
r.UseLegacyMaintainYFOVViewMatrix=True
r.FullScreenMode=0
t.MaxFPS=60
r.MaxAnisotropy=16
r.ContactShadows=1
r.ViewDistanceScale.FieldOfViewAffectsHLOD=1
r.ViewDistanceScale.SecondaryScale=5.0
r.ViewDistanceScale.SkeletalMeshOverlay=5.00
r.CalcLocalPlayerCachedLODDistanceFactor=1
r.ViewDistanceScale=2
r.LightMaxDrawDistanceScale=5.00
r.DistanceFields=1
r.DistanceFieldShadowing=1
r.MaterialQualityLevel=2
r.MotionBlurQuality=0
r.SkeletalMeshLODBias=-1
r.StaticMeshLODDistanceScale=0.0001
r.Streaming.MipBias=0
r.MipMapLODBias=0
r.HLOD.DistanceOverride=2
r.HLOD.DistanceOverrideScale=2.5
r.CapsuleMaxIndirectOcclusionDistance=450
foliage.LODDistanceScale=2.5
foliage.DensityScale=10.00
foliage.CullDistanceScale=5.00
grass.CullDistanceScale=5.0
grass.densityScale=10.0
r.BloomQuality=0
r.SceneColorFringeQuality=0
r.FilmGrain=0
r.Streaming.PoolSize=4096
r.ReflectionMethod=1
r.DepthOfFieldQuality=0
r.DetailMode=2
r.Shadow.DistanceScale=3
r.Tonemapper.Quality=0
r.ToneMapper.Film=0
r.PostProcessAAQuality=3
r.TemporalAASamples=0
r.TemporalAACurrentFrameWeight=0
r.HZBOcclusion=1
sg.ViewDistanceQuality=50
The problem with disabling TAA as you do there is that UE games are not designed to run without it. This isn't Skyrim where Bethesda made sure it will look right with and without TAA. What is going to happen is that you end up with transparencies. Especially noticeable on vegetation. So you either end up with a blurry image or transparent objects.

No amount of .ini tweaks can fix all the fundamental issues under the hood. Some do help like disabling depth of field.
Is there a way to make The games used MSAA instead of TAA?
Kweeb Jan 3 @ 10:10am 
i settled with this .

r.DefaultFeature.AntiAliasing=2
r.PostProcessAAQuality=4
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All Discussions > Steam Forums > Off Topic > Topic Details
Date Posted: Dec 31, 2024 @ 10:00pm
Posts: 24