@beardalaxy Making a game and criticising rendering pipelines are two different things. Nevertheless, he's asking for $900,000 to fix Unreal Engine, something that he could fork himself and contribute upstream to.
Unreal Engine was made to be pulled apart. It's just that the defaults are insane and teams, who just want to make a game and not bother about the tooling, will just use it as-is and end up releasing things in an absolute state.
Kingdom Come Deliverance 2 released without much instability because the tooling was sane, with CryEngine being customised to fit the needs of Warhorse. Need for Speed 2015 was able to look good and run well running on Frostbite. You shouldn't need twelve teraflops to achieve what was already possible with two, but I concede that the Achilles heel of the previous gen were weak CPUs. Perhaps the stagnation was understandable somewhat.
At the end of the day, it's the people that matter more than the tooling itself. I am, however, frustrated that the majority of Unreal Engine games use whatever comes with the engine by default, from motion blur to temporal anti-aliasing. The best results come with effectively rewriting parts of the rendering pipeline to suit its intended purpose. Most don't have the manpower or resources to do this, hence the stuttering blurry messes that I have experienced in games of the last decade or so.
As was once common in enterprise software, throwing more hardware at the problem doesn't solve it.
Unreal Engine was made to be pulled apart. It's just that the defaults are insane and teams, who just want to make a game and not bother about the tooling, will just use it as-is and end up releasing things in an absolute state.
Kingdom Come Deliverance 2 released without much instability because the tooling was sane, with CryEngine being customised to fit the needs of Warhorse. Need for Speed 2015 was able to look good and run well running on Frostbite. You shouldn't need twelve teraflops to achieve what was already possible with two, but I concede that the Achilles heel of the previous gen were weak CPUs. Perhaps the stagnation was understandable somewhat.
At the end of the day, it's the people that matter more than the tooling itself. I am, however, frustrated that the majority of Unreal Engine games use whatever comes with the engine by default, from motion blur to temporal anti-aliasing. The best results come with effectively rewriting parts of the rendering pipeline to suit its intended purpose. Most don't have the manpower or resources to do this, hence the stuttering blurry messes that I have experienced in games of the last decade or so.
As was once common in enterprise software, throwing more hardware at the problem doesn't solve it.