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Kweeb 2024년 12월 31일 오후 10시 00분
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
Kweeb 님이 마지막으로 수정; 2025년 1월 1일 오전 9시 39분
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admiral1018 2025년 1월 2일 오후 2시 07분 
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.
oldirty` 2025년 1월 2일 오후 2시 19분 
admiral1018님이 먼저 게시:
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 2025년 1월 2일 오후 2시 21분 
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.
Tazor 님이 마지막으로 수정; 2025년 1월 2일 오후 2시 22분
Kweeb 2025년 1월 2일 오후 3시 04분 
Tazor님이 먼저 게시:
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...
Kweeb 님이 마지막으로 수정; 2025년 1월 2일 오후 3시 06분
Kweeb 2025년 1월 2일 오후 3시 10분 
Tazor님이 먼저 게시:
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
talemore 2025년 1월 2일 오후 3시 11분 
Kweeb님이 먼저 게시:
Tazor님이 먼저 게시:
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 2025년 1월 3일 오전 5시 06분 
Kweeb님이 먼저 게시:
Tazor님이 먼저 게시:
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.
Tazor 님이 마지막으로 수정; 2025년 1월 3일 오전 5시 07분
Kweeb 2025년 1월 3일 오전 9시 28분 
Tazor님이 먼저 게시:
Kweeb님이 먼저 게시:
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 2025년 1월 3일 오전 10시 10분 
i settled with this .

r.DefaultFeature.AntiAliasing=2
r.PostProcessAAQuality=4
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모든 토론 > Steam 포럼 > Off Topic > 제목 정보
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