Cyberpunk 2 devs say Unreal Engine is a "challenge"
Cyberpunk 2 devs say Unreal Engine is a "challenge"
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Cyberpunk 2077's lead quest designer Pawel Sasko has shared a few thoughts on the next Cyberpunk game, the mysterious "…
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Cyberpunk 2 devs say Unreal Engine is a "challenge"
Cyberpunk 2077's lead quest designer Pawel Sasko has shared a few thoughts on the next Cyberpunk game, the mysterious "…
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Despite the hype from gamers unreal 5 is far from an automatic "make the game good" button. It does some things well, but has plenty of short comings, including networking and physics from what I know.
The source interview section to the time stamp: https://youtu.be/4b_o5ueZRF0?si=IZzMan9sVQOV4Qq6&t=4797
Main short comings(for the parts I know and working with):
Let me talk about the 2 things you mentioned:
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I definitely have experienced the moving target issues firsthand. It felt like you couldn't count on them actually maintaining or developing features that were advertised. Unity has the same problem.
X-Wing had a decent approach decades ago, where only player inputs were sent, and everyone independently ran identical simulations. Obvious shortcoming: latency driven by the worst connection, every single frame. But I wonder if rollback netcode would make that tolerable now.
running identical sim requires some setup that decouple physics and render/game thread. Rocket League is a good example even though it only simulate 6 player controlled box with cosmetic cars render in place. RL is server authoritative, so your local sim is just there until server ask your client to sync up.(with modern rubber banding interpolation across frames basically.) Any game with frame rate dependent physics(Unreal is still kinda frame rate dependent) can't approach running sims on all client and hope them to sync up. cause their delta will not be the same. And if they do have a fixed delta physics engine, then like you mentioned, the slowest client will affect how the server can progress the clock. It's a good enough implementation pre dedicated server era, but for modern approach with anti-cheat in mind, it's no longer adequate.
I think for multiplayer game, there are a couple things are in current "trend":
Sheer overhead. It's not a general purpose game engine, it's a hotrod FPS engine with all the visuals crankABLE to 11. But if you're not pushing for the high end pc/console FPS, adapting it to your game's flow and perf reqs can be challenging. And it's not the easiest engine to develop AR/VR or other new tech on, requiring hyper optimization and throttling lot's of the engine's gorgeous visuals. It'll be interesting to see where it goes from here though, unity has fucked themselves 8 ways from sunday on developer confidence and their own fragmented shit show outside the board room didn't generate lots of confidence either.
I'm playing with godot a lot these days lol.