Halo's reportedly ditching its in-house engine and moving to Unreal Engine 5

IMO this is smart, Aside from their side project Fortnite, Epic concentrates mainly on constantly building and improving their engine and bringing out new cutting edge software technologies.
 
I support this.

If the gaming industry were able to all move towards more commonly used engines, we would have better support and maybe less bugs.

I get the its good to make your own engine to optimise your own features, but lets face it, Ubisoft, Dice and Bethesda release just awful titles now, with a buggy mess allowing your to exploit the games via the engines themselves.

It would put pressure on the main engine providers to ensure its optimised fully as much as possible.
 
It does limit the types of games that can be produced optimally. Sometimes creating your own engine is the smart thing to do. There's no such thing as a universal game engine despite how good UE has tried to become(tbf UE5 is quite impressive which is the reason for many big studios switching)

I say just be careful what you ask for! Never know how it will turn out
 
It does limit the types of games that can be produced optimally. Sometimes creating your own engine is the smart thing to do. There's no such thing as a universal game engine despite how good UE has tried to become(tbf UE5 is quite impressive which is the reason for many big studios switching)

I say just be careful what you ask for! Never know how it will turn out

We don't need universality though, just main engines e.g. like the phone industry has apple, android and ubuntu.

UE, Unity and one more would be perfect. Besides, Id rather see delays and bug quashed releases than what gets pushed out right now. Who knows, perhaps Anthem could have been better, Star Citizen may have been further along had it not tried using Amazon lumberyard only to drop it and switch, etc. Lets not even comment on how bad the Dice Engine is these days... the exploits you could do by manipulating graphic settings was comical.
 
I don't know. I'm not a fan of this "one engine to rule them all" mentality. But I understand it to a degree. Development costs are going up all the time and a well established engine can be a good way to save a lot of money. But we need diversity in game engines if we want to have unique games that run well on a wide range of systems. Can you imagine Doom 2016 or Doom Eternal running on a bloated UE engine? Or Hitman running on anything other than Glacier? It would be a disaster. Those engines are crafted for those games. That's the beauty of in-house purpose-built engines.
 
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We don't need universality though, just main engines e.g. like the phone industry has apple, android and ubuntu.

UE, Unity and one more would be perfect. Besides, Id rather see delays and bug quashed releases than what gets pushed out right now. Who knows, perhaps Anthem could have been better, Star Citizen may have been further along had it not tried using Amazon lumberyard only to drop it and switch, etc. Lets not even comment on how bad the Dice Engine is these days... the exploits you could do by manipulating graphic settings was comical.


Those are operating systems? Apple forces you to use certain software. No universality there. Android is more open but also not really. Ubuntu doesn't exist really. This is from past experience programming for both iOS and Android.


I understand the argument for having it, but Unity isn't great and UE is really the only large scale one. There's really very limited options available for mass use.

I attribute anything EA related to be the fault of EA management. I attribute Star Citizen to mis management as well. Went from Cryengine to Amazon Lumberyard (based off Cryenegine) to then switch again. Frostbite isn't really a universal engine it's been used for other genres but it's never been mainstreamed. It's bugs are really just long standing issues but the engine just doesn't get updates unless it's graphics because pretty graphics sells... Again management.


A lot of games in a certain genre could probably all run off a base engine designed for that genre. I could see that being more useful than a one size fits all. FPS is such a bland and tried and true thing that a one size fits all such as UE probably wouldn't be so bad and I wouldn't outright oppose.
Custom is always the best route. Just comes down to labor costs and expertise. Again I'm not saying it can't be done or not beneficial I just think people should be careful of what they ask for as it could always backfire into clones of similar games.
 
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Yeah I realised I probably used bad examples throughout, and even got the engines that SC used wrong. But my point was that the gaming industry have too many engines in use today or at least many trying to use their own proprietary engine, and for me, thats not the way to go.
 
I support this.

If the gaming industry were able to all move towards more commonly used engines, we would have better support and maybe less bugs.

I get the its good to make your own engine to optimise your own features, but lets face it, Ubisoft, Dice and Bethesda release just awful titles now, with a buggy mess allowing your to exploit the games via the engines themselves.

It would put pressure on the main engine providers to ensure its optimised fully as much as possible.

🤮🤮 I really hope not!
 
Like with any software project platform choice is informed largely by project objectives.

If an objective is not supported or actively discouraged by a platform developers are faced with two main options: rescope the project or work around the blocker.

This can lead to poor project outcomes, manifesting as bugs and poor user experience.

(I am using platform to broadly describe hardware environments, languages, SAS etc)
 
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