- Registrado
- 9 de Jul, 2022
It seems like if you are a game developer of sufficient size in $CURRENT_YEAR, you have two choices for game engine:
Here's a current example from the trailer for the new halo thingie:
"This will be Halo graphics in 2014"-ass composition.
Like yeah it looks all cool and photorealistic and whatever the fuck but what was gained in individually texturing every particle of sand was lost in overall cohesion. It's impressive but contextually it's tone deaf.
A lot of remasters and triple A games follow this philosophy now and my theory is because middleware engines like Unreal create a lot of pressure that's hard to push back against. When the original Bungie guys were banging rocks together to create the Blam! Engine, they had fine-grained, domain-specific control over literally everything. They could individually tune everything down to the shading of Master Chief's bulging Spartan testicles because they had not only purpose-built their own graphics pipeline, but knew it inside and out as a result. They could make it look however they wanted and it's one of the reasons Halo CE's artstyle is so iconic and striking.
When you switch to an engine like Unreal, you're suddenly dealing with a rendering pipeline that is opinionated and biased towards rendering pretty photorealistic tech demos. This means that if you want to have an equally heavily opinionated artstyle like the one in the original CE, you have to do a lot of fighting with the engine, and if you're an Indian contractor hired by 343 to replace the 90% of the workforce they laid off last year it's easier to just play into the natural biased of the engine (weirdly chrome everything, overly damp surfaces, harsh contrast, etc.) Again, it makes for pretty screenshots but it homogenizes the shit out of everything.
Compare to another UE5 game, Borderlands 4. All of the Borderlands games have this distinct comic-book cel shading normally but you can still see the UE5 worms setting in:
Seriously, what is it with unreal and this bizarrely harsh lighting? This is supposed to be mid-day and yet every single shadow is as harsh as possible. Why the fuck are the patches of grass casting harsh blotchy shadows? It's also unoptimized to shit because of fucking course it is. I saw one reviewer with a 1440p monitor with a 5090 who was locked to 60FPS with DLSS enabled.
I could post more but you get the idea. It's like the artstyle of triple A games is cursed to be this ultra-realism shit that also runs like shit because nobody bothers optimizing anything on Unreal. It's depressing.
Thank you for reading this far and not immediately quoting the part where I implied Fortnite is a good game.
- If you want to make generic mobile phone crapware or make a shitty remaster of something your company did 25 years ago, use Unity.
- For literally everything else, use Unreal Engine.
Here's a current example from the trailer for the new halo thingie:
"This will be Halo graphics in 2014"-ass composition.
Like yeah it looks all cool and photorealistic and whatever the fuck but what was gained in individually texturing every particle of sand was lost in overall cohesion. It's impressive but contextually it's tone deaf.
A lot of remasters and triple A games follow this philosophy now and my theory is because middleware engines like Unreal create a lot of pressure that's hard to push back against. When the original Bungie guys were banging rocks together to create the Blam! Engine, they had fine-grained, domain-specific control over literally everything. They could individually tune everything down to the shading of Master Chief's bulging Spartan testicles because they had not only purpose-built their own graphics pipeline, but knew it inside and out as a result. They could make it look however they wanted and it's one of the reasons Halo CE's artstyle is so iconic and striking.
When you switch to an engine like Unreal, you're suddenly dealing with a rendering pipeline that is opinionated and biased towards rendering pretty photorealistic tech demos. This means that if you want to have an equally heavily opinionated artstyle like the one in the original CE, you have to do a lot of fighting with the engine, and if you're an Indian contractor hired by 343 to replace the 90% of the workforce they laid off last year it's easier to just play into the natural biased of the engine (weirdly chrome everything, overly damp surfaces, harsh contrast, etc.) Again, it makes for pretty screenshots but it homogenizes the shit out of everything.
Compare to another UE5 game, Borderlands 4. All of the Borderlands games have this distinct comic-book cel shading normally but you can still see the UE5 worms setting in:
Seriously, what is it with unreal and this bizarrely harsh lighting? This is supposed to be mid-day and yet every single shadow is as harsh as possible. Why the fuck are the patches of grass casting harsh blotchy shadows? It's also unoptimized to shit because of fucking course it is. I saw one reviewer with a 1440p monitor with a 5090 who was locked to 60FPS with DLSS enabled.
I could post more but you get the idea. It's like the artstyle of triple A games is cursed to be this ultra-realism shit that also runs like shit because nobody bothers optimizing anything on Unreal. It's depressing.
Thank you for reading this far and not immediately quoting the part where I implied Fortnite is a good game.
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