raytracingfan
Newcomer
The ultimate takeaway is that making seamless open world games is technically challenging no matter what engine a studio chooses. Dragon's Dogma 2 is a great example of how an engine that had excellent performance on titles with constrained maps struggled with an open-world RPG. You need highly-efficient asset streaming and occlusion culling, mechanisms to imperceptibly spawn and de-spawn entities in the game world, NPC AI that can navigate the open-world, simulation logic that gracefully works alongside those mechanisms, etc. It gets even harder if you want a genuine "living, breathing, world", in which case the simulation still needs to handle the behavior of de-spawned entities.I pretty much agree with everyones points above, I still want to see more idTech games and I think it over ue5 for halo would turn out a better result as i'm not sure traversal stutter will ever be solved on pc just look at fortnite, if they can't fix it in their own game/engine good luck to everyone else.
I've just had a really bad run on ue5 lately and honestly it's not really Epics fault. Firstly I need to stop buying early access games or if it do buy them refund straight away when the performance isn't to my liking. Remnant 2 was fine although it doesn't use lumen and their optimization patch was just disabling vsm's and hellblade 2 was fine but it was a very slow moving game in regards to actually moving through the world so maybe that masked traversal stutter.
One thing I didn't give myself time to think about last night is as you's have mentioned talent wins in the end and maybe some of that talent isn't using ue5 so the devs using unreal are probably less expeienced than the ones who opt not too because they have the skills. A good example is Nightingale and Enshrouded (could probably use valheim here aswell) both open world crafting survival games although enshrouded is a proper open world where Nightingale is just large maps you load into. Nightingale uses ue5 and it has issues where enshrouded is a custom voxel engine and runs almost flawlessly with way more world interactivity. This circles back to what you guys said, if the enshrouded guys used ue5 they probably would have had the talent to make their game perform good seeing they have the ability to make their own engine.
And that's on top of the fact that your QA team and playtesters now spread thin trying to find bugs and performance issues across every single inch of the open world under a variety of different game states and conditions.