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https://archive.is/haYsA
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>>737734168
You say it like the first game didn't look like a UE4 game
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>>737734327
The first game was notorious for being extremely well-optimized (on PC).
This new game will run like shit thanks to using this dogshit engine.
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>>737734168
test
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>>737734327
Cathode was made just for that game, way better than using any UE. With their own engine the devs knew the ins and outs of it and it showed.
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Well that's pretty obvious
Unreal has patented its ugly ass volumetric fog and once you've played a game or two you'll immediately be able to tell what engine a game uses from the trailers alone

Also the tonemapper is just plain ugly. It looks like fortnite with the unrealistically saturated colors at times, all while trying to paint a grimy look which they so fail at
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>>737734939
>This new game will run like shit thanks to using this dogshit engine.
kek cope poorfag
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>>737735120
I don't mind dlss and fg but if those two features weren't available the sneed would be mega loud. It happened with the first ever ue5 games which were remnant 2, lords of the fallen and immortals of aveum. People were calling expedition 33 unoptimized too until the devs patched in frame generation.
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>>737734168
Why not CryEngine, or idTech?

UE5 is the shitties pile of fucking puke one can imagine.
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>>737735875
>CryEngine
Is a bitch to work with and has very poor documentation.
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>>737736005
A:I is a fucking walking sim with dark corridors. Even Pajeets wouldn't need that much documentation.

OK, then Chrome Engine. Dying Light from 2013 still looks great and runs smooth as hell. These dev people are lazy as fuck. Sure, let's make everything on the same dogshit engine, that's how you make the industry bloom.
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>>737735875
>CryEngine
It's double dead, as a crytech project and as Amazon's fork. Only a few studios who hopped on it during ce3 era still using it
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>>737735092
You're not wrong about the “UE look” but half of that is devs just slapping the default post-process stack on and calling it a day.

UE5 out of the box has that grey-blue fog soup + crushed blacks + oversaturated mids because nobody bothers to actually tune the tonemapper or lighting model. Lumen especially loves that dusty volumetric haze everywhere. It’s not “patented fog,” it’s just lazy art direction combined with the stock settings.

Fortnite colors only show up when studios lean into that high-contrast LUT garbage. You can absolutely get a grimy, filmic look out of UE if your lighting artists aren’t interns speedrunning a trailer for shareholders.

The real issue isn’t the engine, it’s that every AA/AAA studio uses the same marketplace assets, same shaders, same TAA blur, same chromatic aberration, same everything. Of course it all blends together.

Cathode had identity because it was purpose-built and the team actually crafted the rendering around the aesthetic. UE can do that too - most devs just won’t.

If AI2 comes out looking like a foggy Fortnite dungeon then yeah, we riot. But I’m blaming art direction before I blame the engine.
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>>737734168
I stopped playing that game once I realized that this game is using rubberbanding, in other words the alien always knows where you are but decides to pretend to search you. As if you were 3 years old and playing hide and seek with mommy, but she always sees you and pretends to look for you.
I remember the alien getting into a room right in front of me and me hiding behind some cleaning supplies next to a vent. The alien checked out the vent, went away, then came back to check the vent THREE times until finally deciding to look the other way and end me. Later when I was hiding in a closed and the alien just straight up came for me and killed me I uninstalled.
Whats the fucking point of a game that is essentially hide and seek but the enemy knows where you are anyways? Fuck this game, Amnesia did it better



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