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Guilty Gear and Hi-Fi Rush are both Unreal 4 games and a lot of the comments in this thread are about the Lumen+Nanite ‘grain’ that seems very present in Unreal 5.

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.

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I don’t think anyone was claiming that it was impossible. Unreal is literally source-available so of course
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