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.