we learned nothing have we, the sooner we stop trying to unify virtually incompatible playerbases by having a game that caters to everyone the better, let the game be made with specific vision (knowing WE they’ll probably make the same mistake as aoe4 and go hardcore on ranked multiplayer with everything else being cut down for cost reasons) and have players choose it based on the game as is appealing to them instead of copy pasting mechanics from every single past game without consideration
i wanna add here, yes most if not all UE5 releases can be summed up under unoptimized disaster category, constant stutters, low framerate even on lower settings (scales down extremely poorly) but only blaming the engine won’t resolve anything
yes UE is at fault for plenty of issues, like the classic UE look thats the result of using 90s rendering passes (example they used since 90s being lambert) combined with extremely smeary TAA solutions and noisy effects due to skipping temporal accumulation in the effects themselves and instead doing it on entire frame as anti aliasing
UE5 look is basically above combined with very demanding and noisy lighting (i’ll go in depth about this in a bit) as well as temporal upscaling meaning you lose a ton of detail and ghosting goes out of control (they always use slow motion 30 fps demos with barely moving camera specifically to hide the hideous artifacting)
so on lighting, this is where i’d honestly blame complacent devs for not making their own fine tuned solutions and opting for hyper dynamic lighting system in lumen (which btw recalculates itself every single frame and is super noisy without extreme TAA smear to cover it up), lumen was specifically designed for fortnite and its destructible enviroments and even there simplistic art style was used to cover up artifacting and try to keep performance in check. What we see now in all “unoptimized games“ is devs using fortnite’s extremely dynamic lighting system on static enviroments and maps and wasting a shitload of your gpu power on it, as well as cpu power
nanite is another solution which only really benefits hollywood studios and should not be used in realtime rendering, its only superior to LODs if you didn’t optimize those at all, and the reason you get a big performance bump with even quality upscaling of any kind is simply due to quad overdraw being reduced by like 60% even by upscaling from 1440p to 4k, but nanite never performs anywhere near properly optimized LODs, those are a pain to make ofc but devs could at least try to develop some AI based tools, this is where AI should be used in gaming, generating optimized LODs devs can simply touch up after to reduce work
the traversal stutter issue is smt i think AOE5 won’t suffer from as you don’t need to generate an open world map for an RTS, you have a map with small scope and thats it
cpu wise UE5 is really poor, scales poorly on multiple cores so expect even modest looking aoe5 to demand a ton more cpu than any aoe thus far has
as for who benefits from UE running poorly, well, its hardware manufacturers who happily use UE5 for showing how much better new hardware is
luckily for us there is a bright light with UE5 as WE can’t use lumen for lighting due to it not working with RTS camera and epic not being interested in supporting it, nanite would be less of an issue but wouldn’t add much cuz not much LOD logic, what could happen is shader compilation stutter as in every damn UE game ever
do not however expect good performance, stormgate showed how not performant the engine can be even with simplistic graphics, and with how cpu heavy RTS is, expect cpu heavy scenes to bring even top cpus into trouble
if the good visuals plus good fps will happen its entirely dependent on compentence and willingness of the developer to deliver on it
just don’t expect epic to deliver those as defaults WE, epic engineers proved plenty of times they don’t know what looks good or runs well, they never choose good looking and well performing solutions, only what their nvidia overlords mandate out of them to make RTX cards look better than they actually are
I don’t agree with that. Tempest Rising looks stunning and runs very well.
Also, Xbox game Studios have a lot of experience with Unreal Engine 5. I really think next AOE5 will looks Amazing. And we also consider that next XBOX will be a PC.
well everything xbox put out using UE5 ran poorly at best, we’ll see on looks, art style will decide that imo, as for next xbox being a PC, once again expect less to avoid disappointment, it’ll be expensive, just cuz it doesn’t cost as much as non shit nvidia GPU doesn’t mean its not overpriced, it’ll be like those hp prebuilds, but with at least semi custom silicon so perhaps not that bad in the end
I was about to say the same, Tempest Rising is living proof you can make a RTS in Unreal.
If it´s nonperforming or ugly, that’s mostly just on the team developing it.
Yes, for me, it’s between those two periods. I’d go with the modern age, but since they lack the guts, they’ll go with Antiquity, even with AoE Online lurking around. But since it’s going to be photorealistic in UE5, they’ll call it AoE V/5…
Very boring game though. Graphics and engine aside. Maybe im not so easily impressed, but in a group of Red Alert/C&C fans, we all refunded and couldnt care less about that game.
Ok instead of making AOE5 they can add a 5th age to AOE4 gunpowder age.
I don’t think so, but it’s possible, so that Age of Empires 4 can cover events from the 1600s that Age of Empires 3 barely touches upon (historical maps) in Knights of the Mediterranean:
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The Thirty Years’ War (1618-1648)
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The Deluge (1655-1660)
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The Siege of Vienna (1683)
And that 5th age should be industrial theme with units are statisticly close to each other.Civs didnt exist that period should change to their future selfs.Like byzantium to greece.New advanced units in this age must cost lots of gold and for that all civs need to get mine building like Malians but this will gather faster.And so on battle for the gold resource will star.
Or maybe this is a bad idea and ruin the game.(because of the inbalance 5th age units will create)