Cyberpunk 2077 Is Amazing… So Why Switch To Unreal Engine 5?



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40 thoughts on “Cyberpunk 2077 Is Amazing… So Why Switch To Unreal Engine 5?”

  1. Unreal engine 5 has so many advantages that its a nobrainer to work in. Making massive worlds by a click of a button once you have made a small themed area as a reference. and being able to rearrange and the engine adapting the surrounding by itself accordingly. and in the future not needing to bake in shadows, lighting and reflections. saving lots of time. the more studios who move to unreal the better. there will be more games and larger gameworlds and the standard for graphics will be much higher even from indie studios. with more games out, the prices gotta drop too.

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  2. I mean sure the game does look great most of the time and i cant comment on the technical side of the engine but if it doenst produce a good product im out and the popin and distant LODs suck really bad on red engine and i run super high end system so to me make that better i dont care about cpu performance as nothing is ever going to max mine out

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  3. Look at that matrix demo in UE5 imagine cyberpunk done in that environment would be impressive. Their new games are coming in what 3-5 years? Based on what nvidia has been doing with dlss. The game will most likely be twice as big and 2 times the visual fidelity. Yes UE5 is taxing on todays hardware but 3-5 years from now 👍🏾. Well….. hopefully 🙏🏾

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  4. I don’t know… Cyberpunk looks incredible, but to me it’s just another example of a pretty shiny world with lackluster physics, ai for npc’s and mediocre special effects… moving to UE down the road I think will allow for them to expand upon these mishaps. I don’t care as much for incredible graphics when they are filled with robotic npc’s and cheap lackluster physics…

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  5. Technicals well yes but what about RPG design ? RED engine was designed to create RPG games. There are systems and tools in RE to help you with creating multiple dialog options and entire quests for RPG game and this is something that CDPR games were best in – RPG design and quests. Hope they can bring it along.

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  6. They are only switching because that is where technology is advancing, to advance their be cannons do it on their own that where a a team comes in. I think the idea is to make unreal engine better that how it is with the huge team

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  7. simple, cause on every one of their releases, the red engine has failed them. it's time for them to have a stable and running engine that is perfect from START to finish. Don't forget what happened in the beginning. much as I love their fixes and overhauls of the game, this can't be the trend for the company.

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  8. Unreal has always felt and looked like shit compared to other engines like Source & Red Engine, even Cry Engine felt better. Games made in Unreal always feel like they are made of plastic & rubber.

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  9. If they're switching then it's possible that they don't have enough engineers/resources to allocate to the development of their proprietary engine. This isn't a bad realization on it's own because IF they didn't switch, the proprietary software could get incredibly neglected over time. There is nothing worse than working with proprietary software that is out of date because clueless leadership refuses to offer the resources needed for development.

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  10. The fact that I don't see any shader compilation stutters on Red Engine, even though it doesn't pre-compile anything, makes me dread the shift to UE5 a little.

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  11. "Next Gen" update's tech side was done completely by Saber from what i've heard. Move to UE was mostly to be able to easily hire people to work on games, instead of having to train them to use RedEngine tools

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  12. Pathtracing is tech that will need at least 2 more generations of GPUs to become a viable feature. We are not even at a point where we can play with raytracing without having to use fake frames and scaling. It is going to take another 4 to 6 years until this will be viable. GPU manufactorers will use little steps to sell more rather than bumping GPU capability.

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  13. bruh yall hated CDPR when Cyberpunk released hate after hate after fucking hate, bet there was hate for the engine too but now they moving to UE5 and you starting to hate epic what the fuck is wrong with yall fuckin trolls

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  14. My only worry in UE5 despite struggling in optimization especially on consoles is the lack of interactivity of UE (or at least, what devs show us until now since other old UE projects till this day). I mean, on the beta of Cyberpunk, we see a game that you can supposed to have interactions with almost anything in the sense of roleplay and items (even on the currently Cyberpunk 2077 game that we have, things like turn on the shower, more dinamic npc conversations leading to choices and animated things they will do, light on the fire to cook, turn on tv, sit on the couch and pick a beer and turn on the tv and chill, pick a high number of objects in the world, use things, play dice, play guitar, on-off lights, energy etc, I think you understand) in the same way the UE is amazing in movie-like scenary, props, combat and particles but lack BIG time in interactions and animated things to do.

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  15. It should be no surprise they're moving to Unreal Engine unless you have short memory. They already hit engine related issues during Witcher 3 developments. And Red Engine was one of the main reasons behind Cyberpunk's botched release. The engine needed a lot of work after Witcher 3. During development of Cyberpunk, the game often needed features which weren't in the engine yet. In the words of one of the developers, making Cyberpunk was like riding a train on a track that hasn't been built yet. While there are merits to a lot of the things they've done visually, their implementation of RT is inconsistent and in many scenes hard to appreciate during actual gameplay, nevermind the massive disparity between AMD and Nvidia GPUs. The game has lots of very plain geometry, low res textures and aggressive LOD. And path tracing is something that vast majority of people can't even use and it'll be at least two generations of GPUs before most people can at least try it out while having a playable experience.
    Likewise, Cyberpunk's CPU utilization wasn't there from the beginning and for quite some time Cyberpunk even had major issues with multi-threading. The improvements we're seeing now took years. And it is especially ridiculous to see people praising the Red Engine after everyone used to trash it just a few years ago.

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  16. We all learned the lessons with Unity, having custom Engine means have a lot of people who develop you engine which you can change without any big problems and licensing , don't get me starting on licensing. Unreal well means they will give some percentage from theirs profits. So why CDPR selected Unreal ? I don't know, it looks kind of cheap way to say we cant code our own engine , well then do something useful meaning creating good games.

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  17. It’s the right decision as their games consistently release buggy. And in cyberpunks case it released in a colossal, and almost unmatched, utter mess for a triple A game of that much hype. Mindblowing tbh.

    And I think the devs would’ve made their case for why to switch to it. They had an outrageous amount of time to develop cyberpunk and still couldn’t release it as a quality, polished product. Now it’s a great game…. But it’s STILL buggy as hell! I’ve had loads of bugs on 2.0. Clearly this engine needs to be left in the dirt and the devs are telling us that by still being unable to fully fix their game.

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  18. ue5 is just unoptimized as a whole. people blame it on devs, and that is often true, but even demos like matrix awakens and stuff are way too cpu bound for almost any system to run very well. Devs switch to it bc it's easier to use. It's just lazy at this point

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  19. One factor I think influences the move is that CDPR does not develop enough games for the in-house engine to be cost-effective. Compare them to say, Capcom. Capcom created the REngine, and they release a FUCKING SHITLOAD of games. The REngine was launched with Resident Evil 7, back in 2017, and since then, it's been used to develop REmake 2, REmake 3, REmake 4, RE Resistance, RE Re:Verse, RE VIllage, DMC5, Capcom Arcade Stadium 1 and 2, Ghosts N' Goblins Resurrection, Monster Hunter Rise, Street Fighter 6, the Ghost Trick remaster, Exoprimal, Dragon's Dogma 2, Pragmata and Kunitsu-Gami. An average of three games a year made on the engine is a very robust number, enough for an in-house engine to be cost-effective. Meanwhile, CDPR does a major game release around every 4 years on average.

    I also suspect that CDPR's engine might be pretty specialized, while from what we've seen of the REngine, it is VERY flexible and easy to optimize, with games from very different genres being released with it and them running fantastic regardless of hardware. I bought REmake 2 on a vanilla day 1 PS4, and that game runs so fucking great on that system it borders on witchcraft. Trying to flex the engine past what it was designed to do would lead to situations like what happened with Frostbite, where EA forced their in-house studios to use it regardless of what genre of game they were making and it caused unnecessary grief in development and substandard performance when running games it was never designed to develop for.

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  20. If CDPR moved to UE5 in order to make it easier and cheaper to hire/outsource to new devs that brings up a lot of red flags for the studio, no wonder they jumped on the ESG train. "/watch?v=QU-db73BAFI" Cant imagine the turnover they had after Cyberpunk.
    Never expected CDPR to fall so spectacularly.

    As for the fanbois, if CDPR was doing well or "Cyberpunk sold/did well" there would be no need for such big restructuring and changes to the way they work on things.

    Truly sad overall and im also worried for Witcher 4 and Cyberpunk sequel both in the technical and creative departments.
    Its so rare for companies like that to learn from past mistakes and actually do better.

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