Digital Foundry Article Technical Discussion [2024]

That's why I mentioned that there are undoubtedly advantages to UE5 game engines, which mostly applies to development. As I mentioned earlier, now that game developments based on such a modern GPU driven pipeline are appearing in large numbers, the difference is obvious. It sounds good that there is almost infinite geometry in the picture, but it is not so good that this graphic developed with huge amount of geometry is displayed on the console in too low image resolution, taking into account the general size of today's TVs.

You mentioned that the Nanite technology cannot currently be scaled down, that is, it only works as an on/off switch and therefore requires a lot of power when turned on. Is there a way to change this in the future? Are there any improvements in this direction that could benefit cheaper console hardware?
There has been a lot of optimization to nanite (and lumen) in UE 5.1 to 5.5 and they continue to optimize further. But of course we are in diminishing returns territory unless they have an eureka moment. Skeletal meshes becoming nanite might help since "nanite culls nanite" which means that skeletal meshes will be able to cull environment more aggressively and in turn the skeletal meshes themself will be culled more aggressively by the environment as well as well. But if this is a net win only time will tell.

But honestly my take on UE5 is that the engine has a lot of overhead because it's a general purpose engine. Epic has a lot of toggles in place to disable some of these features but the more toggles you add the harder the code will be to maintain so it's a balancing act for Epic. I bet there is some low hanging fruit in there (for instance the G-buffer of UE was pretty fat the last time I looked at it. But that might have changed now I haven't looked at it recently). The small teams that use UE just don't have the man-power, experience or time to dive deep into the engine code and identify the features that add to this overhead that they themself don't need. Also because the engine has to many features and use cases it's harder to modify as more system might depend on each other.

But the problem is not only UE, Unity has the same problems. Remember City Skylines. The dev's used a middle-ware for the characters. That middleware produced very high-poly characters, including teeth (who needs teeth in a top-down city building game). It's a simple thing but the team missed that (and they missed more other stuff too) and shipped. The point is, smaller teams without custom engines have less in house tools and use middleware (and of course the engine itself can also be seen as middleware) that they don't understand fully. All middleware is general purpose and will add overhead. You need to fully understand it and have time to optimize that. But most smaller teams without a custom engine will have less engineers while teams that have a custom engine also have in-house engineers who understand the tech and can educate their artists. Another thing that does not help is all the lay-offs, teams form and fall apart and each time they need to start from almost scratch. There is an upside to all this, thanks to these easy to use engines there are more devs making games than ever so you now have a choice. If a game runs bad just don't buy it as there are now more games coming out than you have time to play anyway.
 

DF Direct Weekly #187: Concord Dead, Indiana Jones Hands-On, Horizon PC Tested, 'Disaster Remasters'​


0:00:00 Introduction
0:01:13 News 1: Concord developer shuttered, game not coming back
0:18:16 News 2: Indiana Jones previewed!
0:31:56 News 3: Mario & Luigi: Brothership evaluated
0:42:47 News 4: Horizon Zero Dawn Remastered analyzed on PC
0:55:00 News 5: Shadows of the Damned is a ‘disaster remaster’
1:05:32 News 6: Alex’s Star Citizen update
1:21:01 Supporter Q1: Do you still think mid-gen enhanced consoles are unnecessary?
1:28:29 Supporter Q2: Will PS5 Pro owners typically own 120Hz VRR panels?
1:34:43 Supporter Q3: Could the Series X support a form of ML-based upscaling?
1:37:23 Supporter Q4: Why did Call of Duty abandon ray tracing?
1:40:57 Supporter Q5: Why has checkerboard rendering disappeared from most modern games?
1:43:33 Supporter Q6: What has John contributed to the upcoming EGM Compendium?
1:47:02 Supporter Q7: Will Capcom adopt a more PC-centric approach in the future?
1:51:45 Supporter Q8: Will Nintendo pioneer revolutionary uses of RT on Switch 2?
 
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