Cyberpunk 2 will have to be smaller

+
Yeah :D
Red Engine 3 and Red Engine 4 aren't that different... Cyberpunk and The Witcher 3 have the same kind of issues/problems.
It's like another "famous" engine which evolved with games but still share the same issues/bugs/problems since more than a decade, engine which is named Creation Engine :giggle:

I have mixed feelings about the move from RE4 to UE5.X.

RE4 seems very mature at this point and a lot of bugs have been worked out. UE5.X seems to have performance issues in the games that use a lot of the advanced features...many UE5 games struggle to hit 60fps at 4k without turning detail or visual features down, even on very state-of-the-art hardware like a 4090 with DLSS, FrameGen, and other tricks. On my 4090 I can get 100fps in CP2077 with everything maxxed except Path Tracing, and 70fps with PT on. That's the CON -- possible loss of performance without a LOT of optimization and/or compromises by the devs.

The PRO is that without having to develop a game *and* a game engine at the same time, more effort is freed up to concentrate on the game itself. In theory this means for the same dev time we should get much further down the path of a completed game. But this more a future benefit than a current one, as the devs have to come up to speed on how to do the same things in UE that they know by heart in RE. Of course this could potentially be mitigated as some of the RE devs have left the company, and they can backfill those positions with UE-experienced people.

Time will tell how it will all shake out. I am cautiously optimistic, but I do have concerns.
 
RE4 seems very mature at this point and a lot of bugs have been worked out.
We don't know that, you only have the player experience, you can't work with RE4 and check the documentation, etc...

With UE5, even if the documentation isn't very great and up to date sometimes, you have thousands of devs around the world talking on forums.
And they aren't just using UE5 like any indy dev, they have a custom build, with an Epic team working for their needs, and their own tools.
 
What is the situation concerning AAA games using UE5 and mods? Except for texture swaps type mods I was under the impression that mods like new quests were very hard to do with UE ? Do other big games have mods now that are new quests?
 
I don't share OPs notions and some of the posts that came right after explain it well.
That said, I guess in simple terms: Let them cook :D
 
I was under the impression that mods like new quests were very hard to do with UE ?
Any game made with any engine, can be hard to mod if devs don't release a useful modding tool. It doesn't matter whether it's on UE or REDengine. CDPR can release their quest design tools in the form of a UE plugin for their UE games and that will enable the creation of quest mods for TW4 for example. Hogwarts legacy developers have recently released their custom tools as an unreal plugin and you can use those to make expansion-mods for that game.

CP2077's lackluster sales.
I don't agree with this. Cyberpunk has been selling faster than TW3 and I think this on it's own, is a success.
 
Last edited:
I like the size of the world. I don't think it's right to say AAA games are dead, or something is unsustainable. Anything can work, if it's managed properly. Problem is lots of things aren't managed properly in this day and age, and the controversy surrounding those mistakes does longterm damage. We all have the chance to do better, though. Maybe that's Cyberpunk 2.
 
A new concern I have seen some people online raise has to do with UE and large open-world games. Apparently while UE makes beautiful and highly-detailed environments the, engine and tool set is not well suited to large scale seamless open-world games, and that no such games have been released using UE. This could be a big problem as development continues. Maybe it can work fine and just hasn't been done yet, but it is a concern. I really hope CDPR doesn't sink thousands of dev hours into UE for Orion only to learn in the end that the engine isn't suited to the kind of game they are making. If they have to switch engines in the middle of the project that could cost years.
 
Apparently while UE makes beautiful and highly-detailed environments the, engine and tool set is not well suited to large scale seamless open-world games, and that no such games have been released using UE. This could be a big problem as development continues.
Not sure, but Stalker 2 is on Unreal Engine 5 as far as I know, it seems to be an open world and real good one. So personally, I do not really share people concerns :)
 
A new concern I have seen some people online raise has to do with UE and large open-world games. Apparently while UE makes beautiful and highly-detailed environments the, engine and tool set is not well suited to large scale seamless open-world games, and that no such games have been released using UE. This could be a big problem as development continues. Maybe it can work fine and just hasn't been done yet, but it is a concern. I really hope CDPR doesn't sink thousands of dev hours into UE for Orion only to learn in the end that the engine isn't suited to the kind of game they are making. If they have to switch engines in the middle of the project that could cost years.
Which is precisely why it was in Epic's interest to team up with CDPR. From Epic's perspective the most obvious rationale for the arrangement (which both parties call a "partnership") is to develop the engine to be able to do this.

Engines aren't fixed monoliths. They are worked on and adapted to each game, with custom tools and features developed for titles and/or studios, particularly at the scale of the games we're talking about. It's an open question, for instance, where Red Engine ends and Cyberpunk begins (and in some ways a meaningless question given that it was an in-house engine).
 
I've said this before somewhere else. The fact that something is bigger doesn't necessarily make it better. Very often, less is more. The next game doesn't have to expand in terms of raw size. Rather, it should focus on making the game deeper, more dynamic and more responsive to your actions.
 
If that means a way more detailed world with much more content, agreed. NC should have been way more interactive and with explorable building interiors, there's so few of those. An empty city filled to the brim with vending machines just doesn't cut it. And make no mistake I love the game, but it has so much more potential than what was given, and that's saying something because, despite all the things it could do better, I'm quite satisfied with the game as it is.

NO FUCKING LIVESERVICE tho
 
Last edited:
Which is precisely why it was in Epic's interest to team up with CDPR. From Epic's perspective the most obvious rationale for the arrangement (which both parties call a "partnership") is to develop the engine to be able to do this.

Engines aren't fixed monoliths. They are worked on and adapted to each game, with custom tools and features developed for titles and/or studios, particularly at the scale of the games we're talking about. It's an open question, for instance, where Red Engine ends and Cyberpunk begins (and in some ways a meaningless question given that it was an in-house engine).
I totally agree. If Epic and CDPR are working closely together they could do a lot to fix the large scale shortcomings of the engine.
Post automatically merged:

I've said this before somewhere else. The fact that something is bigger doesn't necessarily make it better. Very often, less is more. The next game doesn't have to expand in terms of raw size. Rather, it should focus on making the game deeper, more dynamic and more responsive to your actions.
I don't think Orion needs to be bigger in terms of map size, CP2077 is already quite large. But it should be *denser*, with more verticality, vehicles, people, things happening everywhere and more ways to interact with the environment.
 
a pool with hundreds of fish is better than a toxic sea barren of all and any kind sea life, it's not about size, it's density. With 2077, we got something somewhere in the middle, if not leaning towards to the sea allegory, but I'm satisfied with the game as it is, next title can sure be bigger, but it means it needs to be much denser.
 
Top Bottom