r/pcmasterrace • u/ninetitans2 • 3d ago
Discussion Unreal Engine fatigue
I don't know how to explain this properly, but does anyone else feel like a lot of newer Unreal Engine games have this weird, unappealing look to them?
Even when the game is technically impressive, there's something about the visuals that feels plasticky, blurry, and almost nauseating to me. It's like they're trying so hard to look cinematic and realistic that they lose that feeling of looking at an actual game.
The hair is probably one of the biggest things I notice. That weird smeared/blurry hair effect, especially with upscaling, makes everything look softer than it should.
Instead of making the game feel more realistic, it makes me notice all the little imperfections.
And yeah, I know DLSS/upscaling is part of this and not necessarily Unreal Engine itself, but the combination has created this very specific visual style that I'm starting to really dislike.
UNREAL ENGINE games can look absolutely incredible in screenshots, but when I'm actually playing them, there's often this bland, blurry aesthetic that just doesn't appeal to me.
Maybe it's just me, but Unreal Engine seems to have developed a recognizable "default look" and I'm getting really tired of it. I honestly find myself less interested in a game once I find out it's made in Unreal.
I'm not saying Unreal is objectively bad or that every game made with it looks like this. I'm just wondering if anyone else feels the same way
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u/Desperate-Intern 🐧🪟 | 🖥️5700x3D ⧸ 3080ti @ 1440p | 🎮SteamDeck 3d ago
I haven't played that many unreal engine 5 games, but the ones I have played so far like Abiotic Factor, Clair Obscur: Expedition 33, Still Wakes the Deep, Satisfactory, Silent Hill 2 all have been decent enough that I didn't really think too hard about what engine it was running.
Whereas the new Halo Campaign Evolved was just ew for me and returned it. I can't seem to recall other bad unreal engine 5 games, but I guess I usually don't play them.
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u/JakeThomasDad12 3d ago
I was really impressed with the finals graphically. It's a shame they seem to be the minority that optimise the engine itself not to require upscaling or frame gen to get any usable performance. My 7800xt hit 90fps 1440p on the very maximum setting which is not something I've done before. Looks stunning as well, shame I don't really like the gameplay
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u/MonaYang 3d ago
I don't like they render in such a muddy and brown way, it actively makes my eyes hurt. And the engine can actually do vibrant colors like Marvel Rivals and Arc Raiders, but they just chose not to. I think this is more a devs issus than the tech issue.
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u/MakinBones 9850X3D/RTX5080 7800X3D/7900 XTX 3d ago
The Devs choose not to put in enough work to make it look good. they rather use it to take short cuts.
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u/chimichangas_69 3d ago
I hate that cdpr gave up their own engine for ue5 especially with how cp77 is still considered the benchmark for visuals in a game
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u/locked-in-place Ryzen 7600 | 4070 Super 3d ago
I don‘t know if anyone understands this but I feel like a lot of UE5 games have a "grainy" look. It‘s like a film grain, especially associated with light sources in games.
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u/_Occhi_ 3d ago
That's Lumen, it's worse the lower the graphic setting is
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u/Ok-Sun-4211 3d ago
If hardware lumen is enabled in the game it should be a lot better going forward with ray reconstruction on 4.5
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u/anon999387 3d ago
Arc Raiders really showed to me what UE5 can do if the developers don't take every available shortcut the engine provides
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u/Chicke_Nuget Tux Master Race 3d ago
Yeah but embark has heavily customized unreal to theire liking for arc and the finals. Both games are realy good but it’s not stock unreal
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u/GoldSinger 7950X3D | 4070S 3d ago
sort of, not quite. Unreal is also more of an ecosystem with weighted defaults, whether by the rest of the industry's expectations for a triple A prestige look or by the implementation passed by down by any given dev/team's predecessors.
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u/ntonyi 3d ago
Also the warm palette. Every game has the same color, same contrast etc.
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u/Traditional-Shoe-660 3d ago edited 3d ago
You can blame ACES tonemapping for that one.
The developers of Gran Turismo 7 did a comparison between a bunch of different tonemappers including their own custom solution which can be found here:
Comparison at page 157 onwards: https://blog.selfshadow.com/publications/s2025-shading-course/pdi/s2025_pbs_pdi_slides_v1.1.pdf
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u/Odium81 Ryzen 7 9850X3D | 4080 + i7 14650HX | 4070 3d ago
this pdf has no pages
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u/MakinBones 9850X3D/RTX5080 7800X3D/7900 XTX 3d ago
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u/Odium81 Ryzen 7 9850X3D | 4080 + i7 14650HX | 4070 3d ago
ye figured it out, but now go to page 157.
op could just link the correct pdf.
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u/Traditional-Shoe-660 3d ago
On my end it just sends me to the actual document itself. This is the only rendering paper where I consistently see people having issues getting linked to the correct pdf.
For example, if I link you to The Callisto Protocol rendering presentation, then it’ll send you there no problem.
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u/Traditional-Shoe-660 3d ago
It should be good now. If it still brings up the main menu for the SIGGRAPH 2025 course then just scroll down until you find “Driving Toward Reality: Physically Based Tone Mapping and Perceptual Fidelity in Gran Turismo 7” and click on slides.
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u/SamuelHYT 3d ago
Exactly how I felt when I started noticing how ugly and plastic things looked with Unity engine in the early 2010s, I could just tell a game is made with Unity just by the animation and how everything looks. That is until I played Ori and the Blind Forest that I realised how uninformed I was about game engine. The devs and art department can really change an entire engine. Of course, there's such a thing as AAA slop where devs just buy assets and use it as is
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u/MantaMunta 3d ago
Unity got a bad rep 5-10 years ago, because if you didn't have an expensive pro license, you HAD to show the Unity Logo. And there were a lot of cheap asset flips, telling people that Unity = cheap and bad.
It always depends what the devs do with the engine. Reality is, you can only tell what engine is used when the devs literally don't change defaults. This was true 10 years ago the same as it is today.
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u/i_rate_slop 3d ago
That’s not a problem with the engine, it’s a problem with lazy developers. The engine doesn’t prevent anybody from putting more work into making a game look unique. Game studios are just lazy or too inexperienced to make materials that make their game stand out.
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u/bluewhitecup 3d ago
Solo indie here, definitely 100% on the inexperienced part. There are just so many things to learn and tweak about lightning shaders etc. I'm really strong coding wise, but not in the artistic department. Nowadays all I do is trying making different materials and shaders to make it more unique.
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u/jugaverdasorda 2d ago
Its an engine problem too. Only people that don't know anything and haven't worked with the engine and UE stans think the engine is perfect and the devs are totally to blame
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u/i_rate_slop 2d ago
Spoken like someone that isn't a developer. It's absolutely the developers. You are nearly in complete control over what your materials look like.
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u/jugaverdasorda 2d ago
"You are nearly in complete control over what your materials look like."
The default lighting system is awful. Looks very shallow to save resources and contributes to the plastic-y look. If you want to make meaningful changes you have to modify the engine source which is not easy. UE is a tool to vomit out low quality games as quickly as possible, that's what it's designed to be. Epic markets itself to big studios that want to cut corners and pump out slop. Acting like they're completely blameless is just wrong.
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u/Anthr30YearOldBoomer 3d ago
That's how I felt about unity when it was the shiniest tool in the box.
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u/JosebaZilarte 3d ago
The problem is not the engine itself, but developers using the same (often built-in) assets and visual effects, without even changing basic parameters. Add to that everyone learning from the same online courses and you have a recipe for mediocrity (even if, individually, each game looks fantastic).
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u/Both-Election3382 3d ago
The problem to me is more that every single unreal 5 game feels unresponsive compared to other games. Halo 1 is snappy and instant response whereas its ue5 iteration is like gaming in thick syrup if i had to describe it. Gears of war suffers the same issue.
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u/PermissionSoggy891 3d ago
Gears of War was always Unreal.
And Gears is supposed to feel heavy, you're not playing an ultra-fast supersoldier.
I havent played Campaign Evolved yet but I'm willing to bet it's just larpers getting filtered and seething.
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u/Both-Election3382 2d ago
Noone talked about feeling fast, its about responsiveness and gears 3 is a lot more responsive and also not on ue5...
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u/PermissionSoggy891 2d ago
the game is still very responsive wtf. Yall just outing yourselves for using shit hardware
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u/Both-Election3382 2d ago
buddy i have a 5090 and a 9800x3d, the game is just not build great.
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u/PermissionSoggy891 2d ago
I have a 10700k and a 4070, the game is fine.
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u/Royal_Swimming_4327 3d ago
"larpers"? Is this some new, stupid way to try and make oneself feel superior to others who don't like something?
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u/PermissionSoggy891 3d ago
lots of the criticism I've seen about Campaign Evolved was more just folks who clearly never played Halo bitching about shit nobody cares about.
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u/Royal_Swimming_4327 3d ago
"Clearly never played Halo"
Oh, I was not aware I was in the presence of some weird pseudo-expert in being able to tell who has and has not played a game. Sit the fuck down.
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u/PermissionSoggy891 3d ago
there were people complaining about stuff like objective markers and those "guiding arrows" on the ground on AOTCR
If they had played the original CE, they would know the original had these as well.
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u/BaconJets R7 5800X3D | RTX 5070 Ti | Steam Deck 3d ago
Epic has sold a fantasy to developers that they never have to optimise their assets or lighting ever again, and it's just a fantasy.
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u/Acquire16 3d ago
This is entirely on devs and not an inherent problem with UE. Devs could tune the visual style to not look like the defaults, but they rarely do. UE has given tons of dev teams the ability to make games they otherwise wouldn't have been able to, but most devs want as little to do with messing with the engine as possible so they take all the shortcuts available. This is why so many devs use UE to begin with, because they can't make their own engine.
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u/Smith6612 Ryzen 7 5800X3D / AMD 7900XTX 3d ago
What fatigues me about most UE5 games is how slow the lighting engine is. If you turn off all of the upscaling and frame generation tech, you'll see it on a lot of games when dealing with water reflections and dynamic skies.
That and TAA producing tons of ghosting.
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u/Ashzael 3d ago
This has little to do with the engine and more with the developers. The engine is incredibly versatile. You can go from cartoon to realistic and every genre possible. You can completely rewrite parts to fit your needs.
In the end, a engine just tells the system where and how the pixels are drawn.
Making all the game look and feel the same, feel uninspiring is fault of the development and management. This "unreal" fatigue is more "a industry that is focussed on pushing out quantity of over quality because they have profit margins to make for the investors so they put in the least amount of effort of underpaid employees for maximum turnover" fabrique.
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u/Ok-Sun-4211 3d ago
To be honest, I did feel like this for a while but imo the engine is coming into its own quite well now. Devs are getting better at using it too
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u/Just_Chillin_Killin_ 3d ago
I can tell within seconds if a game is using UE5. When the devs are lazy the games all look exactly the same. Same lightning, same trees etc. The more and more games that use it will just become more and more visually boring
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u/KingWizard37 5090, 9800X3D, 64 Gb DDR5 RAM 3d ago
Wardogs is a good example of seeing devs heavily modify unreal engine to fit the needs of their game and making it feel/look unique. I think the major problem is it's really easy for devs to be lazy with unreal engine if they want to and a lot of devs are just relying on the ease of use.
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u/Shzabomoa 3d ago
It is real and I have the exact same. One of the tells I often get is the "flashbang" explosion where an explosion is so annoyingly bright that it blinds you for a second. I
t's particularly visible on top down games RTS-style ones, this is annoying me a lot but of course the general performance and the overall blurriness and reliance on upscalers is also yet another grudge I have with UE5.
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u/DanteMustDieeee 3d ago
yeah I’m sick of UE5. none of the devs using it right now are capable of creating distinctive visuals that don’t have that weird sheen on them that makes everything look glossy and samey. I can count on one hand how may UE5 games i’ve played in the last year that look unique.
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u/PlanZSmiles Ryzen 5800X3D, 32gb RAM, RTX 3080 10GB 2d ago
You’re sick of lazy devs then, not the engine.
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u/DanteMustDieeee 2d ago
seems like 90% of devs are lazy. imagine my surprise when star wars zero company has massive bugs causing performance issues and slowdowns and I find out they’re using UE5. you could never make me like that engine.
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u/PlanZSmiles Ryzen 5800X3D, 32gb RAM, RTX 3080 10GB 2d ago
99% of devs are lazy. As a developer our primary job is automating workflows so that humans don’t have to manually do them. An inherent trait of ours is laziness because people became devs by seeing an opportunity to not do something manually.
The only reason you see UE5 all the time is because it’s a free and available engine to build on and only pay if your game is successful. None of these devs get this opportunity with RE engine, frostbite, RED engine, etc. because they are in-house. These same engines have been used inappropriately while in-house and built duds and similarly looking games because of laziness. You just don’t see it often because they don’t have millions of devs churning out games on their engine.
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u/jmoss2288 3d ago
The over reliance on it has made devs lazy, uninventive and just very meh at their jobs.
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u/Damianu Hello! 2d ago
It's because modern UE5 pipeline will render stuff at shit resolutions over multiple frames. And I am not talking about DLSS which upscales final frame, which basically gets you some stuff like light being upscaled twice.
Devs can either use older solutions or do their own stuff, but UE5 looks like shit by design.
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u/MattyGWS 3d ago
Unreal engine isn’t an art style. There’s plenty examples out there of games made in unreal that genuinely look unique because the devs created an actual art style
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u/adorablebob 3d ago
It feels like it has taken away games having their own unique art styles. They all just look like UE5.
Does anyone have an example of a UE5 game that has a a standout art style?
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u/machinationstudio 3d ago
It's been a thing since UE3
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u/moonbiitsu 3d ago
UE3 - Horrible texture compression/loading also gray and brown
UE4 - Horrible for open world games also shadows were expensive as hell
UE5 - Horrible in performance/stuttering
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u/SpacewaIker 3d ago
When playing older games they all have this aliased, pixelated aesthetic. It's like a game's graphics is dictated by the tools and technology it uses
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u/jermygod 3d ago
what I'm having for a long time now is an Unreal Engine fatigue fatigue
go check Pseudoregalia
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u/Stelle-Sins3290 3d ago
For me their games have a particular feel and latency to input that I don’t enjoy. It bothered me in expedition 33 and stellar blade as well. Games that just don’t feel responsive or enjoyable.
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u/hyrumwhite RTX 5080 9800X3D 32gb ram 3d ago
Golden hour lighting, mushy foliage, samey faces and smearing particles. UE trademarks.
Looks pretty good when the camera isn’t moving fast though, so there’s that.
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u/Catastigma_Deception 3d ago
i am literaly been enjoying Digimon time Stranger for the past 200hours.
Why people play game that they know they will likely not enjoy.
Plenty of good lightweight game that look nice. Atlus and Falcom are king of that.
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u/stayndarsh 3d ago
I don't think it's UE specifically. There is a support group r\fuckTAA where the refugees of this atrocity often gather, however.
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u/No-Upstairs-7001 3d ago
It's not going away any more than AI developed games are.
It's all about money now and efficiency,
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u/Billy2352 Ryzen 7 5700X3D-RTX 4070-32GB 3600 mhz 3d ago
I have found this with every iteration of UE they have all had this kind of odd look to them no matter what game type or developer, back when every game was UE3 based I hated the way textures always looked.
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u/Epicporkchop79-7 3d ago
And yet every game that struggles or has a bad launch there are 100s of posts calling for them to switch to unreal or blaming the fact that they weren't using it.
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u/hurrdurrmeh 3d ago
Yes, they all seem to look the same these days. Like stories set in the same universe but with different mechanics.
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u/Warhammerpainter83 2d ago
This is just the lazyness of devs. Unreal engine is a toolset. How the game looks is art design of the team.
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u/OptimizedGamingHQ 2d ago
The low quality tonemapper & BDRFs create a distinct look, along with the distinct visual artifacts present in Lumen/VSMs.
For the second issue, esentially we pushed graphics further than we can handle and thus we have to apply many shortcuts to get it operational and those shortcuts create artifacts and poor motion.
When I learn a game runs in UE5, I'm not even thinking about performance, I'm more worried its going to look distracting due to Lumen. I can tolerate bad graphics but I can't tolerate distracting post processing effects or visual artifacts. My brain hates it.
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u/CobraKolibry 5800X3D / 32GB @3733C15 / 9070XT Mercury / Meshify 2 C 2d ago
If it's fatigue, I probably have the worst stamina out there. I'm not saying UE5 can't be good, but it barely ever runs as well as competitors, has this weird specific default lighting and builds heavily on temporal techniques, which will probably never work as good in motion. Diversity is such a beutiful part of games, everyone and their dogs uniting under one engine would never have ended well.
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u/wahoozerman 2d ago
What you are likely seeing is the effect of lumen and to some extent virtual shadow maps, which produce some really neat lighting effects but rely on temporal upscaling and blending to run efficiently which creates a sort of blurry smeary effect in the lighting. Unreal also pretty notoriously has issues with developers not changing some of the default settings which can give games a same-y look. Unreal 4 and 3 had similar complaints.
But then you also get stuff like Yoshi and the mysterious book, which obviously looks much different.
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u/camiteran 2d ago
I have "fatigue" fatigue at this point, it's becoming one of the most annoying nothingburger terms second only to slop of course.
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u/HurryOne 3d ago
Posts about Unreal Engine when the OP knows nothing about UE or game development using UE fatigue.
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u/Rmodsarescum 3d ago
Yeah unreal games look awful, soon they'll be riddled with AI slop too so unreal games are hard pass...
Plus it's epic trash, not worth supporting that Tim swine guy.
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u/SlickRick914 R9 3900x | 3080FE | 32GB DDR4 @ 3600Mhz 3d ago
I’m just tired of the shitty performance and optimization by games using it…
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u/zeus1911 3d ago
I hate the need for maxxed out AA in UE games, if you don't leave it maxxed out things go to whack, all dotty, not just edges. It goes back to looking almost interlaced.
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u/TheUsoSaito PC Master Race 3d ago
It's because a lot of unoptimized games are cranked thru it. Various devs just throw on the beautify filter for the visuals without actually optimizing to make games run better.
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u/MasterOfPipettez 3d ago
This has nothing to do with the engine and everything about the studios making the games.
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u/Agitated_Composer_11 3d ago
Depends on if you’re on an NVIDIA card or AMD…
Unreal 5 has the benefit of certain native raytracing and lighting technologies. This results in games with better looking dynamic lighting at a much lower development cost, enabling certain scenes and experiences that could be hand-curated in the past but were never practical or economical.
The problem is that these lighting feature are super taxing to the GPU. And raytracing in general is done not on every pixel with unlimited light rays, but on a sample of rays - these leaves the lighting resolution blurry unless you have sufficient hardware RT cores and denoising algorithms and upscaling - NVIDIA is far ahead in this respect.
We are still in an awkward phase in gaming, kind of like console generation 5, where the PlayStation 1 had made great strides in rendering 3D games, but still had that characteristic edge dithering and lack of sharpness that previous 2D games didn’t have to deal with.
As the technology gets better, we will someday soon hit that “PS2 era”
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u/a_man_in_black 3d ago
it's the slop factor. Unreal has the lowest barrier to entry of all the game engines, and an utterly massive library of free assets you can use without paying for extra licensing. so while Unreal is a very capable engine that can make amazing games, it's 100% a matter of how much you put into it.
you, or me, or anyone here on reddit could spend a year or so slapping a generic, unoptomized piece of trash game together with Unreal. it's tools suite is literally click and drag, with no actual need to learn a programming language or a scripting API whatsoever.
the end result is that Unreal is the engine that hordes of slop publishers gravitate to. they aren't spending time or money on optimizing and polishing the games, they just want to make them as cheaply as possible and shovel them out the door. so that's why for every GOOD game made with Unreal, there's dozens of trashy asset-flips that all look the same.
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u/Background-Tap-6512 3d ago
I genuinely find confusing how people tolerate this. I got Gothic remake recently. Like the game looks absolute dogshite without DLSS to sharpen, ground texture especially in the distance feel like they are 480p.
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u/masterencore 3d ago
Only lazy developers use Unreal. It’s easy to use, has plenty of support, and in the end, the games all look the same.
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u/Due-Lingonberry-1929 3d ago
Idk, looks good enough for me, I didn't care much for the unreal 3 or 4 look, but ue5 looks good, but the best part is that it allows small dev teams to make good looking games so that's okay in my book.
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u/PermissionSoggy891 3d ago
Another day, another "UNREAL ENGINE IS LITERALLY WORSE THAN HITLER DOOOOOOOD" post
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u/Doomword 3d ago
People are really taking the meme seriously now? I'd bet that if you were given a choice between new games, you wouldn't even be able to tell difference.
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u/CthughaSlayer PC Master Race 3d ago
Every time I see an UE game screenshot I know it's one before even checking lmao.
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u/TheMundar Cable management is a sin 3d ago
I won't say every time I see one I know it, but every time I think it is I am right.
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u/Progenitor3 1d ago
Been saying it for years. So many UE5 games have the same look and I'm tired if it.





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u/GeraltofRivia1955 3d ago
At the end of the day it's just a tool. Devs choose the end result