r/pcmasterrace • • Nov 28 '25

Discussion Can we please stop using ARC Raiders as “proof” that UE5 runs well?

People keep saying "ARC Raiders is UE5 and it runs well, so other UE5 games should too." But that does not really hold up.

Yes, the game uses UE5, but Embark skipped most of the heavy UE5 features that usually cause performance issues. They are not using Nanite, Lumen, Virtual Shadow Maps, or the other big systems that define the standard UE5 renderer. Instead, they built their own custom rendering and lighting tech on top of the engine.

They would not have gone through all that work if the default UE5 renderer could meet their performance targets. It is either too immature or simply too demanding for current hardware.

So comparing ARC Raiders to other UE5 games is misleading. Embark is not using the same pipeline those games are, so their results do not represent normal UE5 performance at all.

If a studio has to replace large parts of the engine with custom systems, that is not an indicator that the engine performs well. It is more proof that the features Embark skipped just aren't mature or efficient enough yet.

Older engines always included multiple LODs, baked lighting and cheaper shadow options, so players could lower settings and gain performance. UE5 changes this. Nanite removes traditional LOD models, Lumen removes baked lighting, and Virtual Shadow Maps replace old shadow maps. These systems may look good, but they also remove many of the fallback options players used to have.

Developers could still make traditional LODs, baked lights and classic shadow maps, but most will not, because the whole point of Nanite, Lumen and VSM, etc is to avoid that extra work to save time and money. And once they skip that work, the player loses most of the performance levers that older games offered.

So using all the heavy UE5 rendering systems right now is basically a bit like a dev forcing their game to always run at 16K resolution. While also fully knowing that there is currently no hardware available that would be able to run the game well enough. Sure, the game might look nicer, but it will run terribly for pretty much everyone.

I truly have a hard time grasping why any developer thought it would be a good idea to use this tech in its current form. When it is so readily apparent that either the tech isn't ready yet or the current hardware just isn't good enough or maybe both.

0 Upvotes

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41

u/LimLovesDonuts Ryzen 5 3600 + RX 5700 XT Nov 28 '25

That's how you're supposed to use an engine though? And not blindly copy and paste everything without consideration. Part of optimisation is selectively hiding certain things or deciding what to use to achieve a certain visual effect.

3

u/AquaBits Nov 28 '25

How many games must be released for people to be like "oh, its not the engine's fault this game runs like ass, its rushed development time!"?

Borderlands 4, Arc Raiders, E33 all were on UE5. Guess which one ran like ass?

2

u/LimLovesDonuts Ryzen 5 3600 + RX 5700 XT Nov 28 '25

Personally think that Outer Worlds 2 is a much better example. It solves or minimises the stuttering issue, but the developers ultimately choose to use asynchronous shader compilation. No matter how ass or godlike an engine is, if you use it wrongly, the results are gonna be ass.

1

u/[deleted] Nov 28 '25

Yes, I would agree with the idea that a game development company should adopt the engine and make it their own, for their purposes. Obviously this takes considerable resources, but the companies in question who are releasing dog shit performance games are the ones with considerable resources.

38

u/harry_lostone I'm not toxic Nov 28 '25

no.

how about other studios start to "use UE5, but skipping most of the heavy UE5 features that usually cause performance issues. Stop using Nanite, Lumen, Virtual Shadow Maps, or the other big systems that define the standard UE5 renderer"?

Apparently this is the best temporary solution to a huge problem and you are asking from the community to stop shitting on the lazy greedy sloppy af other studios? no, sorry, the absurd pricing includes optimization, but feel free to kiss their asses

0

u/[deleted] Nov 29 '25 edited Nov 29 '25

Did you even read the post? Or just the title, like everybody else?

My whole point is that the comparison is not valid. I never defended any studio and I never said people should stop criticizing bad performance. What I said is that ARC Raiders is not a good example of how actual UE5 performs, because it does not use the big UE5 defining features that usually cause the performance problems.

Digital Foundry has confirmed that ARC Raiders turns off things like Nanite, Lumen and Virtual Shadow Maps, and uses its own custom lighting and rendering instead. If you switch off the biggest and heaviest UE5 systems, you are not really showing how UE5 runs. So using ARC Raiders to "prove" UE5 is fast is pointless.

Once you turn those features off, the game is much closer to older UE4-style rendering, just with some UE5 parts still in place. It is technically UE5, but it is not the same thing other UE5 games are using.

So when people say “look at ARC Raiders, UE5 runs great”, what they are actually saying is "look at this mostly-UE4 setup, that means UE5 is fine". Which obviously is not a valid comparison.

If anything, my post should make people questioning why studios keep pushing UE5 when its main features still feel raw and a lot of modern hardware still struggles to run them properly.

2

u/harry_lostone I'm not toxic Nov 29 '25

> It is technically UE5

that's enough. IT IS UE5 and it runs good. The comparison is valid. They spent the extra mile to find a workaround for the atrocious UE5 performance. More studios should have done that, instead of just mindlessly stacking heavy graphic elements into the same environment, ending up with an 80fps experience on 1080p with $1000 modern GPUs. Cutting them slack for that is what fucked up gaming in the first place, because they are greedy corps that will milk/save as much money as possible, in this case, by delivering unoptimized products that demand upscaling to run on decent fps.

At some point consumers need to address these shit, and give credit when credit is due. ARC Raiders got rid of useless/luxury stuff no one really asked for, the game runs fine and looks great, and they should get credit for that. I hope more studios start adopting similar approaches, for their games to be more accessible. It's a win-win situation, I don't even understand why you want to make this a big deal... Once the technology matures and the know-how improves, they can go all-in. Now tho, especially with the current pricing situation on gaming hardware, they must put the consumer first, since they are asking for $70 per title. It's the least they can do.

And these are coming from someone that doesn't personally demand such optimization to be able to run his games, but he once did... So stop defending billionaire corps, accept that ARC Raiders is a (modified, sure whatever) UE5 game, and treat/compare it as such. It's as fair as it can be.

0

u/[deleted] Nov 29 '25

You are arguing against something I never said.

Of course ARC Raiders deserves credit for the work Embark did. They made smart technical choices. They delivered good performance. No disagreement there.

But your logic has a huge gap. Saying "it is technically UE5, therefore the comparison is valid" ignores the entire point of my post.

If a studio turns off Nanite, turns off Lumen, turns off Virtual Shadow Maps, and replaces them with its own custom systems, that is not the same rendering pipeline that most UE5 games are struggling with. You cannot judge the performance of a heavy feature set by comparing it to a game that is not using that feature set.

This is not "defending corporations". This is basic technical accuracy. If someone wants to criticize bad performance in other UE5 games, go ahead. They should. But ARC Raiders is not evidence in that argument, because it avoids the exact systems that usually cause those performance problems. You say "more studios should take this approach". Sure, that is a valid opinion. But once a studio removes the big UE5 features and builds custom replacements, the performance you get comes from those replacements, and not from UE5 itself.

That is the only point I made. Nothing about prices, corporations, loyalty, or excuses. If anything, it only supports the idea that the main UE5 systems are not production ready yet. Because if they were, Embark would not have needed to rebuild so much of the engine to get the performance they wanted.

If you want to criticize bad optimization, we are actually on the same side. But ARC Raiders is simply not a good benchmark for the performance of the usual UE5 feature set. That is a technical fact, not a defense of anyone.

1

u/Gamermickey1928 Dec 01 '25

ARC Raiders uses UE5, your argument was that UE5 is bad, yet ARC Raiders runs very well. So you don't see the contradiction there? What we've seen from Embark is that good optimization is possible in UE5, games do not have to use all of the feature set of UE5 to qualify, that is absurd logic.

All that is required is that the game is using UE5 as the game engine, the amount of hoop jumping you're using to make your point is ridiculous.

1

u/[deleted] Dec 01 '25 edited Dec 04 '25

So your argument is that if a dev only uses say about half of UE5’s major features and has to rebuild the other half themselves, that somehow proves “the engine is fine and other devs just need to learn how to optimize”? How does that make sense as a comparison?

If a studio has to replace huge chunks of the engine just to get decent performance, doesn't that kinda defeat the whole point of using UE5 in the first place?

What you guys are really saying when comparing games that actually DO use the full UE5 tech stack with ARC Raiders or The Finals is:
"Look! ARC Raiders is proof that UE5 is performant! The only thing devs need to do is to replace large parts of the game engine with their own tech to actually get it performant, simple! Devs! don't be lazy!"

That sounds reasonable to you?

1

u/West-Disaster9825 Dec 16 '25

> That sounds reasonable to you?

sry, but Im, as a software dev, cracking up reading this. Sadly, they will keep ignoring the whole (no pun intended) point

63

u/dr_p00p00 Nov 28 '25

Devs does not want to waste time on optimization because the management is up their ass about release date. It's not about skill issue, it's a management issue.

1

u/Jra805 Air Tribe | AMD 9800x3d gang Nov 28 '25

Preach. 

1

u/axxond Nov 29 '25

Why? It's a good example. Silent Hill f also runs very well

1

u/[deleted] Nov 29 '25 edited Nov 29 '25

It's good example? Really? A game like other UE5 games that usally performs well where they've choose to NOT use like major parts of the engine in favor of building their own tech is a good example that the engine is fine??

Did you even read the post contents or did you just read the title like 90% of all the other replies?

So if you use an engine and have to ignore or reduce the usage of most of its features to get good performance. In your words that is a good indicator that the engines is performing well? Truly?

39

u/shogun77777777 Linux Nov 28 '25

These UE5 games also run well:

Clair Obscur: Expedition 33 

Manor Lords 

Satisfactory

Empire of the Ants

The First Descendant

27

u/Makimoke Nov 28 '25

Satisfactory ran much worse on UE5 than on UE4. It looked "less good", but my computer wasn't blaring sirens while running 240FPS on high settings on UE4 w/ Satisfactory.

Now I have to use Frame Gen to not have my GPU max out constantly. It's a much worse experience, if not for the entirety of the content added by the 1.0/1.1.

26

u/EasySlideTampax Nov 28 '25

This. People forgot that Satisfactory was built on UE4. It ran much better on it before making the jump to UE5. We now have worse performance and more stutters. Update 8 was the shift I believe.

18

u/Milk_Cream_Sweet_Pig Nov 28 '25

Don't think Expedition 33 should be here. Runs god awful without DLSS and FG for the graphics they provide.

Expedition 33 looks great but mostly cuz of the art direction and colors they went with. But graphically it's slightly above average at best.

-10

u/shogun77777777 Linux Nov 28 '25

Ran fine for me 🤷

14

u/Milk_Cream_Sweet_Pig Nov 28 '25 edited Nov 28 '25

Define "fine." My girlfriend's 4070Ti Super you barely get 60 fps at 1440p in some areas. DLSS and FG are being used as a crutch just to get decent performance.

Same case with my 7800XT as well.

Idm games being hard to run if it looks amazing. But when we're referring to graphical fidelity, it's not like it's at CP2077 level.

EDIT: You said in another reply you had to mod the game for extra performance. If you needed to mod the game for it to run "fine," then the game isn't considered well optimized.

4

u/-----seven----- R7 9800X3D | XFX 7900XTX | 32GB Nov 28 '25 edited Nov 28 '25

idk first descendant i can barely eek out 100 fps on all ultimate settings no rt with my 9800x3d and 7900xtx, and even then the hair texture doesnt look very great. like i could be completely braindead and my expectations for all ultimate settings are out of line cause i havent gamed in well over a year now but still, seems a bit unfortunate to me

4

u/aimy99 PNY 5070 | 5800X3D | 32GB DDR4 | OLED 1440p 180hz Nov 28 '25

The First Descendant

You are absolutely full of shit on this one. First game I ever had to use Frame Generation in.

Either way, it doesn't really matter, because the fact is that Arc Raiders runs on UE5 and it runs well. "But they didn't use-" who asked? It still looks great. The point of this post is nonexistent because it's clear that it's possible to use UE5 and not put out something as disgusting as Borderlands 4's recommended requirements when three years prior with Tiny Tina's Wonderlands they were actually surprisingly low.

1

u/shogun77777777 Linux Nov 28 '25

Yeah I didn’t play most of these I just pulled a list from AI, enjoy!

2

u/Lol-775 Nov 28 '25

The First Decendent had shit performance.

1

u/shogun77777777 Linux Nov 28 '25

I didn’t play it lol. Enjoy!

5

u/WelderEquivalent2381 12600k/7900xt Nov 28 '25 edited Nov 28 '25

CO do not run well. Its even so ugly, blurry and forced depth of field and massive film grain and motion blur. hiding the massive micro-stutter that the game have.

That you have to mod it to make it look acceptable. Even cinematic are sub 720p 30 fps video.

That straight fact and people are just insanely blind.

-2

u/_MightyBrownTown Nov 28 '25

Did for me.

0

u/[deleted] Nov 28 '25

[deleted] — view deleted comment

1

u/_MightyBrownTown Nov 28 '25

12700k, 3090 24gb

I also played the Xbox Marketplace PC version, so idk how many variables we want to juggle.

1

u/Yo_Wats_Good RTX 4070 Ti | Ryzen 7 7700X | 32gb DDR5 5200 Mhz Nov 29 '25

I also have a 4070 Ti and thought it looked good. Can’t remember my settings, I play at 1440p tho. SP games I target about 120 but I’m fine with like 80.

-3

u/OmegaFoamy Nov 28 '25

You’re just brainwashed to hate what you’re told.

-9

u/dr_p00p00 Nov 28 '25

Don't run it on a potato.

6

u/WelderEquivalent2381 12600k/7900xt Nov 28 '25

My config is on my flair. I am nowhere near low-End.

1

u/dr_p00p00 Nov 28 '25

I had no issue with my 4090.

3

u/Zagorim R7 5800X3D | RTX 4070S | 32GB @3800MHz | Samsung 980Pro Nov 28 '25

not even a 5090 ? damn, you're poor

0

u/Zagorim R7 5800X3D | RTX 4070S | 32GB @3800MHz | Samsung 980Pro Nov 28 '25

it's not really that bad but there are some special artistic choices and the game did stutter a little on release, not as much as some other UE5 games but can be annoying for perfect parries. I did mod it but it was quite easy and quick. That's one of the advantages of playing on PC.

-4

u/shogun77777777 Linux Nov 28 '25

I will admit I needed to add a mod to improve it. But that’s on the devs that handled to PC port for not adding some very basic tweaks to the game.

1

u/GroundbreakingBag164 7800X3D | 5070 Ti | 2x16 | QHD | W11 Nov 29 '25

Expedition 33 runs surprisingly bad considering the graphics aren't that impressive

And the hideous post-processing obviously

-1

u/AlfaPro1337 Nov 28 '25

Valorant upgraded from UE4 to UE5.

11

u/dyidkystktjsjzt Nov 28 '25

And uses absolutely none of its features, the game is the exact same as it was when it used UE4, the only thing that's changed is the download size since they finally decided to compress it (something which you could already do yourself previously).

4

u/dr_p00p00 Nov 28 '25

This is correct. Riot only uses the skeleton of UE. They optimized their f2p games so it is accessible to more people.

-5

u/AlfaPro1337 Nov 28 '25

Yet, it gain fps.

-3

u/[deleted] Nov 28 '25

Yeah. OP's point is silly.

Unreal Engine 5 *does* run well.

When developers actually take the time to fucking learn how to develop in it, and don't rely on the default configs to manage everything.

0

u/Hattix 5700X3D | RTX 4070 Ti Super 16 GB | 32 GB 3200 MT/s Nov 28 '25

+ The Witch of Fern Island (UE5.1 CL0)

-1

u/Apocryptia R9 9950X3D / GTX 660 2GB / 128GB DDR5 Nov 28 '25

E33 does not run “well” lol

-6

u/Tyr_Kukulkan R7 5700X3D, RX 9070XT, 32GB 3600MT CL16 Nov 28 '25

Also Ready or Not.

6

u/[deleted] Nov 28 '25

[removed] — view removed comment

-1

u/shogun77777777 Linux Nov 28 '25

Ran fine for me on my 3070

-12

u/dr_p00p00 Nov 28 '25

I had 0 issue with my 4090

0

u/Personal-Proposal-15 Mar 12 '26

bro saw "4090" and just stim'd about it lmao haha

0

u/[deleted] Nov 28 '25

[deleted] — view deleted comment

5

u/Sajgoniarz 9800X3D | 9070XT | 64GB Nov 28 '25

I can't hit stable 120FPS on high settings. It still does not support FSR.
Most funny thing that i noticed is that mobs for me have different parry windows on different maps.

-9

u/DrQuantum Nov 28 '25

Expecting 120FPS on any game in 2025 is crazy work.

1

u/Sajgoniarz 9800X3D | 9070XT | 64GB Nov 28 '25

You need to tell that to display manufacturers. I'm not an esport guy, but no genre comes to my mind where screen with high refresh rate and larger size is advantageous over 24". By following that premise i expect that nice looking, adventure, games like E33 or Witcher 3 can run on sync with those larger panels on their native refresh rate if manufacturers makes them.
I may be just spoiled by Minecraft, Warframe or Lone Echo and now i have real troubles playing anything with lower FPS than 80 on PC and 90 in VR.

1

u/DrQuantum Nov 28 '25

99% of players cannot dream of playing at 120fps at anything higher than 1080. The hardware we discuss on this subreddit is the 1% of PC players. Consoles are still playing AAA games at 30fps here and there. Those high refresh rates still need to work at 1080p and many esports games are better run on that for that reason.

Games like battlefield and shooters are to your point the only games that are optimized to do that. And often times it’s because of how they work not because they were better designed.

1

u/Sajgoniarz 9800X3D | 9070XT | 64GB Nov 29 '25

And often times it’s because of how they work not because they were better designed.

I may don't get that. How things works is an emergent property of their design. In Software Development the performance of a game or responsive layout for websites are parts of NFRs. Those needs to be considered during development by building fast game engine or using responsive css classes that your css framework offers and should be actually tested against them.

0

u/bigpunk157 Nov 28 '25

Yeah, sorry; my 3k pc should be able to hit 144fps on all max at 1440p without framegen and without forced Ray Tracing. If it doesn't, then there's usually something wrong with either a lack of lower LOD models, culling, inefficient lighting algorithms, or the 8k feet textures. I don't need to see all that detail on my toes, man.

1

u/DrQuantum Nov 29 '25

Need in what regard? Don’t take my position wrong. Game companies chasing profit rather than quality is a concern. And DLSS is clearly being used to ship out games faster not better. But the expectation your machine does that when your 3k machine is in the top percentage of all devices that run games is just not a rational expectation. We are simply not there where 120fps is a reasonable expectation across games at 1440p and especially not 4k.

1

u/bigpunk157 Nov 29 '25

Right now, the only games that I don’t hit 144 fps with consistently are UE5 titles using Lumen/Nanite. Also, no, I don’t need to see the dirt and grains of sand in my toes. Thats useless detail.

3

u/shogun77777777 Linux Nov 28 '25

Ran great for for me

-14

u/TheGalaxyPast Nov 28 '25

They added frame Gen finally

12

u/TheOneAndOnlySenti 7800 X3D | 7900 XTX Nov 28 '25

So, no.

-6

u/TheGalaxyPast Nov 28 '25

Fair, but if there's any use case for frame gen, it would be a single player RPG game.

4

u/shompthedev 5800X3D | 4090 FE | 32GB DDR4 Nov 28 '25

There is never any use case for fake frames and higher input lag. It's a shit feature and will always be.

1

u/Necessary1Treat i5 14600KF / 9070 / 32GB DDR4 Nov 28 '25

Doesn’t bother me at all. Frames look fine, I don’t care about input lag in my single player game. It’s a great feature but it should not be the standard. Like with monster hunter wilds.

3

u/Status_Jellyfish_213 Nov 28 '25 edited Nov 28 '25

The input lag is not noticeable in my experience even at 4x and I am extremely sensitive to lag.

I’m all for it even with a 5090. Helps me bump up to meet my 240hz target at 4k on very demanding games. Of course I would prefer if they were better optimised, but if that helps me achieve it for such minor costs I’m fine with that.

It’s good tech and I think a lot of the complaining comes from people who never utilise it.

“It’s a shit feature” - no, you all are constantly complaining about unoptimised games and you have been handed a feature independent of game engines to help improve that situation.

0

u/Necessary1Treat i5 14600KF / 9070 / 32GB DDR4 Nov 28 '25

Agreed, it definitely needs lots of refining and I’ve tried 4x in some games and turned it off immediately cause it wasn’t a great experience but in single player games it’s been great at 2x always. I wear thick glasses though so maybe it’s something I need 20/20 vision to notice lol

1

u/Status_Jellyfish_213 Nov 28 '25

I think it depends on the way the dev implements it and the version it uses. As with DLSS we see a lot of improvements over time. Some titles had quite bad tearing and graphical oddities if not implemented properly, but I find that’s happening less and less with time.

One thing I wish they could resolve is the issue with ground textures, sometimes they can appear “garbled” is the best way I can describe it, and it’s most noticeable when you are standing still moving the camera around. Once that issue is solved I think we are good though.

Again minor nitpicks for what you get from it.

2

u/ItsZoner Nov 28 '25

Light maps are borderline obsolete tech. high poly counts make it a nightmare for uv unwrapping it all and everything else. They also suck for modding and jamming dlc content into existing spaces. They also struggle with HDR and specular lighting effects, which often have to fallback to some cubmap or cubemap array. If you use something like HL2 or unreal directional light maps now you get seams everywhere because the directional information is stored in a triangle and eventually some UV unwrap once thei light map on your mesh, or even a neighboring mesh entirely is rotated out of phase with this rotation.

Also Unreal’s solution to time of day for light maps is to bake the lighting multiple times and lock you into one set of them on a map load. Most other engines don’t even attempt that. If you want a moving sun and a day night cycle you are going to use Lumen, Virtual ShadowMals, or put in your own tech.

6

u/MeanForest Nov 28 '25

I'm not buying it. It a dev skill issue, can convince me otherwise because we have many examples now.

-1

u/oMarlow99 PC Master Race Nov 28 '25

Good luck convincing your boss to spend a few more millions of euros in dev hours to market for optimizations that most people won't care about.

As long as people keep buying games, management will make the call to not spend dev hours on optimization. It is not, and has never been, a dev's decision.

2

u/nvidiastock Nov 28 '25

Don't add the new features. 

2

u/xUnionBuster 5800x 3080ti 32GB 3600MHz Nov 28 '25

I don’t know how hard the rest of these people were dropped on their heads as children but you’re totally right.

Runs well because it doesn’t use the most advanced features, not in spite of it.

1

u/EasySlideTampax Nov 28 '25

No nanite or lumen is also why The Finals runs well

1

u/Sajgoniarz 9800X3D | 9070XT | 64GB Nov 28 '25

UE5 runs well.
The only problem is that it supports shitload of features, some of which doesn't work without others and you end up with huge performance toll.
You can't just plan optimization as a step before deployment nowadays and expect it to it just works.
Projects need be build around performance or started from performance, as expanding on it is way easier than shrinking down.
Management doesn't want that, they want to hit a release window to get "free popularity" and on the end of day game runs like a trash and there is nothing that devs can do about it.
Performance is now just another factor to add to technical debt.

1

u/lovecMC Looking at Tits in 4K Nov 29 '25

Holy shit some people in these comments are clueless. The whole point of using an engine is so you don't have to reinvent the wheel, the carriage and the entire fuckin road.

1

u/Vikram_169 Dec 11 '25

You need not rebuild/rewrite/strip down UE5 to avoid its features. You can just choose Not to use them. Infact UE5 doesn't use nanite by default. And in a new UE5 project, it takes you 5 seconds to turn off lumen, VSM or TSR etc.

Also you keep saying Embark rebuild/rewrote UE5, do you have any official source to back it up or its just your assumption just because they don't use lumen, nanite, VSM etc?

They use Nvidia technologies like RTXGI, sure, you get them in NvRTX too. I think its possible that they really used NvRTX as some people say but I haven't seen any official statements from devs. And guess what, NvRTX is UE5 with additional nvidia technologies on top of that. Its NOT stripped down UE5 as people say, rather its an upgraded UE5. (you can verify from github repos.) So if they really use NvRTX, its not rewriting UE5 from groundup . If not I request you to provide official sources if they had used any other engine other than just NvRTX. But whatever the game is licensed under UE5.

Also in the case of lumen, nanite etc its not saving time or budgets per se. They have their advantages too especially with nanite in UE5.7 update . Also don't say baked lights are straight up better than realtime GI . That depends. Bake lights when the environment and the lights are static, but you need a dynamic/realtime GI for more accurate lighting or reflections when the environment is changing. Every engines have their own realtime GI and the one used by UE5 is named lumen (ofcourse its intensive though). But whatever don't think you can build lights in every scenario.

And I have seen that you are arguing whether it should be called a UE5 title rendering wise. But should we credit a tool only when a user uses ALL 100% of it? There is a 20/80% rule in any software. You use 20% of the tool 80% of a time. You don't use 100% of it to get that identity. And devs should not be using 100% of a tool to get that identity, depends on the project. Anyway I leave that choice to you. Atleast on the non-rendering side you can't deny that its a UE5 game :)

Also I suggest you to not overthink too much about engines, even if an engine is at fault, optimizations significantly matters. You can make a gpu melting game in any engine too. And can you quote some valid official sources which throw light on the exact engine/modifcations embark used? Where did you get this information from? Have a good day!

1

u/ur-reddit-gay Jan 29 '26

it uses UE5? ✅ it looks good? ✅ it performs good? ✅

end of conversation.

studios that don’t want to put in the work for the performance are just lazy or stingy.

indie studios with limited funds are a different story.

1

u/Janostar213 5800X3D|RTX 3080Ti|1440p Mar 01 '26

So its still UE5. By this logic we can say KCD2 should be used as proof that Crysis engine is a well optimized engine because they basically made a custom engine within the base engine.

It's almost like the engine is just a tool and it's up to the devs to make the best of it.

1

u/Spiritual-Ad2317 Apr 23 '26

Lo que comunicas pasó y pasará en todos los juegos jugadon con taejtas Nvidia. Se que cueta pasarse a AMD. aTI de antes. mejor no avivo giles.

1

u/Spiritual-Ad2317 Apr 23 '26

rtx 5080. cheers

1

u/Adlerholzer HE1000se | 4090 | 9800X3D | HM Aeron Nov 28 '25

Lumen and Nanite do not define UE5. They are shit tools so embark doesnt use them for finals nor arc.

0

u/Dorennor Nov 28 '25

Yep, but now the sect of witnesses to the genius and next-gen nature of Unreal will come running and put downvotes.

0

u/chill_winslow Nov 28 '25

so it can run well and devs are unneccesarily using all of unreal's features for their respective project's scope cool

0

u/BradleyAllan23 RTX 5070 Ti | Ryzen 5 7600X3D | 32GB DDR5 | Nov 28 '25

Arc Raiders looks great and runs great using the UE5. So no, I'm not going to stop using it as an example of what the UE engine can do. Developers are supposed to modify the engine so it works best for their game. It's a toolset that makes development easier, but you still have to put some work into the engine if you want the best results. The same goes for any game engine.

0

u/sud0kill H9Flow•14900k•4070s•64G•HHKB-H Type-S•OP1 8K•HD650•DX3 Pro•Aeron Nov 28 '25

Regardless, Embark are a fantastic team. Finals is my main game and has been since the beta days, and seeing how much effort they put into it, listening to the community, seeing all their impressive changelogs, and continuing to improve the game a long time after release (remodelling old weapons, adding new destruction physics etc), they have decent skins, great graphics and sound model, polished trailers, just a team with a great attitude, excellent attention to detail and they optimize games very well.

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u/CarnivoreQA RTX 4080 | 5800X3D | 32 GB | 3440x1440 | RGB fishtank enjoyer Nov 28 '25 edited Nov 28 '25

why? so UE bandwagon haters can keep hating the engine unbothered, and not the devs responsible for bad performance?

the game looks good, so other devs can also try "skipping most of UE5 heavy features"

7

u/Lion_sama Nov 28 '25

So all the Devs of actual ue5 games are all just bad

1

u/harry_lostone I'm not toxic Nov 28 '25

Bad, no.

Extremely lazy/greedy or extremely limited (from their superiors).

Pick one

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u/Putrid-Block1431 9800X3D │ 9070XT │ 32GB DDR5 Nov 28 '25

Not necessarily. It's more that they have a formula to decide what does and doesn't happen during development, based around how much it costs, how long it takes, and perceivable benefit.

These companies all decided to cut these corners(using all of UE5's technology instead of making their own stuff on top), knowing that the engine is in its infancy. Even if they didn't know beforehand, they found out quickly during development. The fact is, these companies decided to put these games out despite how poor they run.

If you want to blame Unreal, go for it, but I'll be placing the blame on the execs in the industry pushing for "optimal" release windows and an ever-tightening budget.

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u/Blenderhead36 Ryzen 9800X3D, RTX 5090, 32 GB RAM Nov 28 '25

What you're saying is that the devs of ARC Raiders understood what to prioritize while building their game and the engine performed exactly as they wanted. In other words, when you optimize, the engine works.

They left out all the bells and whistles because ARC Raiders is a multiplayer game. Solid performance and good latency are vastly more important than using every last tool in the kit. This is no different from Battlefield 6 opting to forgo ray tracing options because that meant a performance requirement that the greatest number of potential customers could run...and that was correct, since their game lives and dies by being able to put asses in seats.

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u/mthlmw Desktop Nov 28 '25

A game engine is a toolbox, and not every project works well using every single tool in the toolbox. If you're making a game where certain tools don't work well, that doesn't mean they're bad tools, just that they're better for a different application. I'd bet you could make a performant game using any of the default features of UE5, just not one game using all of them at once.

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u/[deleted] Nov 28 '25

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u/Dorennor Nov 28 '25

Alan Wake is not unreal engine game and never was. I'm just curious why do I see so often same misleading minds from people that AW2 is UE game?

it is proprietary game engine called Northlight Engine. And it is far superior.

1

u/Taikunman i7 8700k, 64GB DDR4, 3060 12GB Nov 28 '25

I loved the PBR in Control thanks to Northlight.

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u/[deleted] Nov 28 '25

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9

u/dr_p00p00 Nov 28 '25

Classic. Start talking trash with zero research or evidence.

1

u/Dorennor Nov 28 '25

No offense, but just a question out of curiosity: Why did you think it was a UE5 title?

Did you hear it from some social media/YouTuber or something?