I’m not gonna watch the whole video, so apologies if this is addressed in the video.
It’s not necessarily a problem of the engine. Sure, there are bugs, compatibility problems, regression, etc that will happen from time to time, setting back development milestones or simply just break existing games until they are patched.
But, the cause here is the people using the tools: AAA-studios have laid off so much staff that experts regarding UE(5) aren’t involved anymore. Plus, QA, and by extension optimization, has been hit hard too.
So you got developers who don’t fully know how to use the engine to its fullest, and a gutted QA department that won’t be able to get all the issues reported, tested and prioritized anymore.
As long as people keep buying this slop and as long as game studios don’t have strong unions, things will continue to degrade.
I used to work in game development as a Designer, Programmer and even QA. Definitely missed the industry at times but seeing the state it’s in now, I’m glad I left. I’m fortunate to have experienced it around the time of PS3’s launch, it all went downhill after that it seems.
The key theme I see associated with UE5 and bundled technogies like nanite is acutely poor in-game performance
I’ll take good art direction over realistic graphics any day of the week. I just replayed Bioshock infinite and for all I care it looks far better than your average AAA of choice.
I don’t think any of the Atelier games use UE5 and if they do they aren’t hurt by it
I’m sure those who know more about this stuff will roll their eyes at this question but like, I’m about 9 minutes in and why do almost all the examples the guy’s using have white pixels flashing on and off around the edges of the screen? Around 8m25s in particular it’s evident. I thought maybe it was a snow or rain effect, but I don’t think so. It looks like an artifact of some kind.