• MangoPenguin@lemmy.blahaj.zone
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    57 minutes ago

    Maybe I’m just wildly crazy here, but I think a $70 game from a big studio should run well.

    We’re not talking some $15 early access title here that lacks optimization because it’s like 2 guys making it in their free time.

  • Zozano@aussie.zone
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    10 hours ago

    Does borderlands really “need” some bleeding edge engine?

    Its not a terribly complex game? And nobody gives a shit if its a bit janky.

    Borderlands, like its movie, is the kid who gets an ant farm for his birthday, pulls out the tubes, shoves one end up his ass and starts sucking the farts out with the other.

    Yes, its entertaing, but nobody expects it to be high-class.

  • HatchetHaro@pawb.social
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    1 day ago

    unreal engine game developer here: it’s your fuckin’ responsibility to debug and optimize your game, not unreal engine’s.

    • filcuk@lemmy.zip
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      1 day ago

      You gave them a hammer and their nail has not gone in straight?
      Clearly your fault. And the hammer’s.

  • Echo Dot@feddit.uk
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    1 day ago

    If your engine is crap then you don’t get brownie points because it’s custom.

    After all, Starfield is on a custom engine, and it had exactly the same problems as Borderlands 4.

    • Alchalide@lemmy.world
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      1 day ago

      Starfield ran pretty good. The game was just not fun. I tried having for 120 hours. I really did try. The shipbuilding was nice tho.

      • filcuk@lemmy.zip
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        1 day ago

        Have to partly disagree. The loading screens, whilst usually brief, were very annoying.
        Elite Dangerous, No Man’s Sky or Space Engineers accomplish similar tasks without needing those, or having to limit the accessible planet area.
        I understand that those were limitations of the engine, but it could just be speculation.

  • MonkderVierte@lemmy.zip
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    13 hours ago

    Yeah, i could. Or you could optimize your assets and figure out how to add performance profiles instead.

    • Postimo@lemmy.zip
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      1 day ago

      Anything ever come of this creep and his “favorite magic tricks” usb drive?

        • redhorsejacket@lemmy.world
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          1 day ago

          more info than you could ever want about Pitchford’s porn habits

          In short, there was a legal dispute between Pitchford and a former counsel for Gearbox. As part of a pattern of suit-countersuit, the former employee alleged that Pitchford had left a USB stick at a local restaurant which contained proprietary company info as well as underage pornography. Pitchford confirmed that all of the above, with the notable exception of the “underage” part. Given nothing came of it, and he was remarkably candid about what type of porn was actually on the USB, I’m inclined to believe him.

  • zerofk@lemmy.zip
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    2 days ago

    Shade aside, I do think more developers should make their own engine. Yes it takes time and resources, but those are spent on exactly what you need instead of on getting what you want out of an engine that was made to do everything but focused on nothing.

    • Zexks@lemmy.world
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      9 hours ago

      This kind of thinking is what caused all the issues for cyberpunk 2077 release. You need people who can actually use the engine. If you have to train every dev that on boards on your custom engine and all its quirks and customizations youll mever be able to release on time. Its why theyve switched to working with unreal. You can actually get people who are familiar wirh all the systems without spending weeks or months training them.

      It also sucks for the devs trying to leave since youve now spent months or years working on systems and code that dont work anywhere else. So whoever hires you will again have to retrain you with their systems.

    • Echo Dot@feddit.uk
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      1 day ago

      I mean I sort of agree, but I’ve both used custom engines and seen people trying use custom engines and you have this problem where the engine was designed for a game, rather than for any game. So if the original game didn’t have a particular feature the engine has no capacity to do that thing, so every time you want to make a new game in that engine, you basically have to rewrite the engine.

      It works if you build an engine to be an engine, but as you say that’s extremely expensive and time consuming and you probably am not going to get any benefit out of it. You could try selling the engine, but you’re unlikely to make much progress unless there is a significant improvement over the other options already available.

  • TacoTroubles@lemmy.world
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    2 days ago

    Oh, I was unaware randy coded unreal engine all by himeself. I take back every negative thing i ever said about the fucking Twat

    • sp3ctr4l@lemmy.dbzer0.com
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      2 days ago

      Yeah, fucking what?

      What the fuck does that even mean?

      Randy is… what… when was the last time this asshat even wrote any code, much an less engine?

      20 years?

      No, seriously, when actually was the last time he wrote any code?

      He founded Gearbox in 99… and by 2005, they liscensed UE 3… prior to that, they’d been working with UE2… and Source…

      I think you have to back prior to Gearbox, to Duke Nukem 3D and Lo Wang, to find somewhere Randy may actually have contributed to game engine code.

      In conclusion: Fuck you Randy.

        • I Cast Fist@programming.dev
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          2 days ago

          To be fair, it seems only Epic themselves know how to fuck around with UE5 nowadays. That nanite lighting, temporal antialiasing and dithering everything makes everything look like ass. Games from 2016 look better

  • xep@discuss.online
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    2 days ago

    I have. Oddly enough, I don’t remember any Gearbox game with a Gearbox engine?

  • RizzRustbolt@lemmy.world
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    2 days ago

    Coffee Stain managed to get UE5 to keep window settings between sessions, but what do they know? Certainly not how to not fix an inventory screen bug that’s been in 4 games at this point.