I think this is a bit of a myth. Unreal gets this criticism a lot, but it's usually because many studios choose to stick close to the rendering defaults, which does lead to a certain look.
To that point, it's probably a lot cheaper to configure Unreal or Unity into a unique "grain" than it is to develop your own engine. It's also possible to use custom physics instead of those built into the engine.
Unreal Engine managed to evolve and expand the engine to the point where it is somewhat game agnostic, crytech became lumberyard under Amazon and died, idTech became the engine solely for iD games (ie the same business model as every other game or publisher custom engine).
iD tech's rendering pipeline is focussed on the one AA game iD are publishing that year and making that one game run efficiently and beautifully on mid-high end PC and current consoles. UE5 is focussed on providing tools for anyone to (relatively) easily make good looking games and applications that can be published to a wide range of devices.
Compared to other engines, making a new material asset is easy for someone less technical to do willy-nilly.
The flip side is the artists loose control and cannot author custom materials.
...which is a good thing tbh. No game needs hundreds or thousands of custom materials.
It may have been great, and lapped the entire industry, but it wasn't getting used very much, even internally at Microsoft. So how much value was really bringing?
that's exactly the argument?
you can do anything if you put enough effort in - but effort is finite, so in aggregate the distribution will cluster around the defaults
(Not being snarky - legit question)
Netflix shows often have a "house look" to them, because they enforce specific camera requirements and have a standardized / commonly-reused lighting setup -
https://partnerhelp.netflixstudios.com/hc/en-us/articles/360...
https://www.esquire.com/entertainment/tv/a61878509/netflix-s...
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Marvel movies often reuse a particular pattern of color grading, that can give them a sort of 'similar grain' (see https://www.youtube.com/watch?v=hpWYtXtmEFQ )
hell most of these you can even guess the type of camera used even if you're a non pro.
0: https://agraphicsguynotes.com/posts/physically_based_shading...
As far as I know, the heaviest use of it is driving lighting volumes which by their nature are hard to notice fine details in.
Netflix enforces time-budget-nr of episodes per season and HDR tech spec requirements that seems to have lead to the single most recognisable “house style” in modern studios (a mix of tech specs and limited budgets I think).
So yes it’s possible.
Someone certainly could painstakingly replicate each badness of Unreal in Unity (and vice-versa), but until then, UE and Unity games often do feel like UE and Unity games. It's also rare to play a UE game that feels good and polished.
I think working around shader compiles is really tough in Unreal and you’ll struggle to get rid of the stutters even if you do everything you can there. But two games using chaos, UMG, niagara, GAS, and Mover can look and feel night and day different as long as that effort is put in. But it’s easy to not put that in.
> I’ve noticed AAA studios do less custom c++
Yeah - and I do think this is sad. You can take your custom C++ libraries and bolt them onto unreal quite easily, and it’s not an awful amount of work to expose an Unreal friendly API to it. 13 years ago I was tasked with replacing physx in Unreal, I can’t see (m)any studios wanting to spend 6 months on that endeavour these days.
I wanted to make a little editor utility (the UE editor is built in UE) that changed the way viewport selection was handled. I think I got to 5 layers of abstraction before I gave up. 5 layers, for a left-click object select.
People like to complain about the time it takes to ship AAA games and how huge the budgets have gotten... and then complain that the UE5 games all look the same. You either use some amount of systems 'out of the box' or customize/rewrite everything and burn $$$.
I open Microsoft Office on the web and the page reloads three times before showing me a list of files, then I open a document and it loads for 5 or 10 seconds, constantly reflowing, before eventually the entire page reloads again and eventually stabilizes, finally allowing me to browse and edit. After all of this, everything besides collaboration manages to function worse than what we had in Office 2003 two decades ago. This happened to all of software, not just Office. It happened to games, too. Delayed, over budget, underdelivered. No thanks.
You ask fair questions, but they're clearly loaded. Games are like any other project, and the desired scope for games has gotten enormous. If you don’t like those games there’s more indie and AA titles being released these days than there were AAA titles 25 years ago. An awful lot of that is down to Unity and Unreal.
> does it feel good to walk around in?
This isn’t a priority for every game. A bunch of the most beloved games have absolutely awful movement mechanics. It’s very often a deliberate choice to _not_ make player movement feel like either Titanfall or TLOU (partially because it’s an incredible amount of work to do that). Some really good examples are Witcher 3, RDR2, shadow of the colossus, the entire fromsoft collection. (And notice none of those are Unreal!)
> does it default to having a nauseating motion blur filter
Motion blur is super divisive. Anecdotally what I’ve seen is that most people just don’t care and there’s a very vocal minority who disable it. We had telemetry on a previous game and the number of people who opted out was minuscule. We gave an option for on/off on first launch of the game. It helps when frame rates are teetering on the edge of our budget which is often why we enable it.
> does it run at 40 FPS with minimum graphical settings on a $2000
What games do you have in mind there?
> even just "is this fun? challenging? interesting in any other way?"
This isn’t fair. Any game I’ve worked on has had the majority of the team playing every week, and the gameplay and design teams playing more often than that. You may not like the game, and that’s fine, and some games might be more vanilla than your liking, but those games are wildly popular. Personally - I think the praise Nintendo get for a simple platformer (which has excellent controls, admittedly) is way overblown, and people are willing to overlook that they’ve been shipping the same game for 20 years and charging more than most AAA games during that time frame. I also think BOTW and TOTK are wildly overrated - they’re padded out, clunky, with some of the worst mechanics in games (weapon stamina) on undercooked hardware.
But that doesn’t mean that other people can’t enjoy them.
Unless you shoot Fuji (where their absolutely incredible film emulation engine is one of the big differentiators), most serious-ish photographers shoot raw rather than jpeg, and do their own processing after, so the sooc jpeg look is largely irrelevant.
So your choices are to tweak the defaults (which are not bad, but generic and the same as everybody else's), or rebuild the whole renderer (like ARC raiders did for example)
There’s the whole forward renderer path you can use instead, which works well on lighter hardware. Or you can use baked lighting instead of Lumen, and some people have created other realtime GI systems as plugins.
You can’t really change the material-shader pipeline though without overhauling the entire engine.
There are also a ton of parameters and configuration options you can change. These can be quite obscure and this is where small studios struggle.
The problem is that companies are not willing to groom new engineers to get familiar with the code.
Meanwhile idTech certainly had issues, mostly in regards to dynamic levels, especially in older iterations, but "consistently rendering audio and video" was certainly never among them. It is well above the industry mean when it comes to the core of what a game engine is.
If that were the case then why do nearly all UE5 games suffer from the same engine stutter issues. And to OPs point, even if it can be optimized away, why isnt the engine in a state where the baseline performance for realtime rendering does not exhibit these stutter issues on the majority of games.
There are ways to make a player’s PC compile shaders before realtime play begins, but it takes some setup and smaller devs might not know how to do it. This is most likely the reason why stuttering happens.
On fixed hardware targets (consoles, Steam Deck) you can ship precached shaders as you know everything about the target hardware.
https://www.unrealengine.com/tech-blog/game-engines-and-shad... https://medium.com/@GroundZer0/what-unreal-doesnt-tell-you-a... https://therealmjp.github.io/posts/shader-permutations-part1...
This is just plainly not true anymore, as far as the current gen consoles (PS5, XBox Series X) go.
I just searched for every major/notable PS5 game built on UE5 specifically (i.e., no UE4), which wasn't super difficult, given there are 31 of them. I might be missing a few, but that sample should be representative enough.
TLDR: 28 out of 31 UE5 games on PS5 have a performance/60fps mode, making it a ~93% share.
P.S. For posterity, here is the list of games I used for this sample:
> Fortnite, Marvel Rivals, The Finals, Tekken 8, The First Descendant, Clair Obscur, Lords of the Fallen, Remnant II, Immortals of Aveum, RoboCop, Black Myth: Wukong, Silent Hill 2, Silent Hill f, Wuchang, MGS Delta, Oblivion Remastered, S.T.A.L.K.E.R. 2, Hellblade II Enhanced, Mafia: The Old Country, Talos Principle 2, Jusant, Still Wakes the Deep, Cronos, Until Dawn post-patch, Banishers, Fort Solis, Layers of Fear, Quantum Error, ARK, and The Casting of Frank Stone
Bundling and precompiling is not a fool-proof guarantee but it is very effective. Most often when a game has shader stutter the developers have not bundled or allowed the shaders to compile before gameplay starts (or it’s actually some other unrelated issue). The engine doesn’t do it automatically.
UE-powered games collectively earn 20+ billion worldwide annually each year. Unity-powered games also earn 20+ billion annually. This means that each year these "bad" game engines power more revenue than every YCombinator company combined.
Meanwhile, idTech, however technically amazing it may be, is so complicated to develop for that even id Software doesn't use it for every game.
There's a degree of toupee fallacy to this. It's hard to tell what engine something is on just from gameplay if the team invested in custom rendering and gamefeel.
I used to be able to pick graphics/physics engine by feel alone. PhysX and Havok used to feel very different. Quake 3/Half Life/Unreal used to feel very different. But that's all largely been paved over.
Actually I think I can still spot Crytek tbh.
Fair on the Unreal Engine part, but Quake 3 and Half-Life are basically built on sibling engines that share one direct common ancestor (though I fully agree with you that they felt different).
Quake/Quake 2 used idTech2. idTech3 for Quake 3 was built on top of idTech2, and GoldSrc for Half-Life was built on top of idTech2 as well (it was a heavily customized and modified version of it).
Ridiculous and provably false.
It's like saying "every novel written with a typewriter tends to produce stories with a certain theme and dialog"
Even the character actor can sometimes feel similar. Visuals are by far the most indicative thing of an engine. Don’t forget about unreal’s awful shader stutters.
calling that ridiculous is extremely strange. Feel free to prove it false I guess?
I certainly think there is was inflection point for Unreal’s inherent complexity moving to 5 that made it exponentially more difficult to customize when compared to 4 as far as implementing highly customized renderers (in particular) and overall customization in general.
>Ridiculous and provably false.
If you prefer a counterexample, a couple of years ago I noticed that Apex Legends was a Source engine game without external info, and that Source version is heavily modified. Of course one can modify the provided defaults to a point that even the most no-life individual couldn't guess the engine.
I watched a cool video about the whole "engine grain" thing recently with more examples. https://youtu.be/SOwYqwsEdXc
Rather, it's like saying that every academic paper typeset in Latex using the stock Computer Modern font face gives off the same sort of vibe. That doesn't mean that every paper typeset in Latex has identical value, but academic papers aren't trying to sell themselves based on first impressions, whereas games are.