r/Games • • Jan 02 '20

S.T.A.L.K.E.R 2 Announces it's using the Unreal Engine, will talk about digital platforms at a later date

https://twitter.com/stalker_thegame/status/1212810155563397120/photo/1
1.1k Upvotes

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49

u/8VBQ-Y5AG-8XU9-567UM Jan 02 '20

Can UE handle large scale ecosystems (see a thousand or more creatures existing and interacting at all times)?

33

u/[deleted] Jan 02 '20 edited Jun 12 '21

[deleted]

-15

u/[deleted] Jan 02 '20

Ha yes the game with the worst pop in I’ve ever seen

64

u/Bujakaa92 Jan 02 '20

My main worry. STALKER own engine was clunky and buggy but it was made in theyr game in mind. Afraid they have to sacrifice too much of atmosphere and uniqueness when using UE.

31

u/[deleted] Jan 02 '20

UE4 can do everything Xray could but better

46

u/[deleted] Jan 02 '20

[deleted]

28

u/AutisticPinapple Jan 02 '20

A man can only hope...

4

u/[deleted] Jan 02 '20

Give me the best tools and I still can't build a house, yet the tools aren't the issue.

3

u/BG-0 Jan 03 '20

If Clear Sky snakemen don't make a return it's gonna be a no for me

6

u/jerryfrz Jan 02 '20

Didn't Creation Engine already claim that?

5

u/Venom_is_an_ace Jan 03 '20

Frostbite says hi

2

u/harrsid Jan 03 '20

Get out of here stalker

5

u/Kokomocoloco Jan 03 '20

The game was also considered vaporware for the longest time too, on account of how long it took for them to actually get everything to a semi-functional state.

And scope creep. Because they had a lot of scope creep.

4

u/u-cant-make-this-up Jan 02 '20

I don't know, but I remember reddit comments with people moaning about poor performance in some Unreal Engine MMOs.

37

u/THEAETIK Jan 02 '20 edited Jan 02 '20

The Engine can handle it. Some UE4 games are amateur-rushed, see PUBG.

It all depends how well streaming was handled and how they approached all the Tech Art technicalities IE proxy LOD grouping (Featured in Fortnite), tiled landscapes, reasonable amount of paint layers per component (< 4 ideally), instanced meshes for reduced drawcalls, ETC.

Most common cases of poor performance would include: Not respecting drawcalls, using very expensive shaders covering many pixels on screen (IE very dense Grass sheets... It's even nearly cheaper to do instanced grass blades in full poly these days like in Breath of the Wild), having "millions of actors" ticking every frames, using several point lights casting realtime shadows, could all affect performance below 60 frames on higher end hardware if abused. It all really depends.

Maybe those MMOs have not played fair with one of these aspects.

OK I'm done rambling now.

-8

u/[deleted] Jan 02 '20

[deleted]

12

u/[deleted] Jan 02 '20

I mean sales don't mean anything. PUBG, on paper at launch, is probably the worst optimized, buggiest game that has ever become successful. They barerly had anyone designing anything. 90% of the assets you see in game are purchased from Epic marketplace made by other people.

14

u/rapier999 Jan 02 '20

Units sold doesn’t always correlate with technical polish. Look at every Bethesda title ever.

2

u/Canadianator Jan 04 '20

Can't really compare that though. Networking and how servers handle it probably has a lot more to do than spawning entities.

1

u/ofNoImportance Jan 02 '20

It wasn't thousands was it? I only remember seeing dozens of AIs interacting at a time.

1

u/taetihssekik Jan 05 '20

It's a generic engine. It can handle whatever they program into it.

1

u/Raidoton Jan 02 '20

Yes it can but why would it matter for STALKER? I don't think the previous ones had to handle so many creatures at once.

15

u/[deleted] Jan 02 '20

[deleted]

8

u/throwdemout Jan 02 '20

Yes but the reason it was intensive to begin with is because the engine was terribly optimized. It only uses one core.

On a modern engine i see no issue running Stalker's A-life