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CD Projekt quest designer discusses the "challenge" of developing Cyberpunk 2 for Unreal Engine

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Submitted ⁨⁨1⁩ ⁨year⁩ ago⁩ by ⁨Goronmon@lemmy.world⁩ to ⁨games@lemmy.world⁩

https://www.rockpapershotgun.com/cd-projekt-quest-designer-discusses-the-challenge-of-developing-cyberpunk-2-for-unreal-engine

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  • scrubbles@poptalk.scrubbles.tech ⁨1⁩ ⁨year⁩ ago

    I understand why they are, but now that CP2077 is more stable I’m going to miss red engine. It gives night city such a unique feel, and I worry unreal is going to make it feel like all the other unreal games. I’m not a game engineer so I’m assuming that will be much easier, but still, will miss it

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    • Tattorack@lemmy.world ⁨1⁩ ⁨year⁩ ago

      The only reason why an Unreal game looks like an Unreal game is because the developers just use the default settings for environmental lighting and LUTs.

      If your intention is to make a game with a specific look you can absolutely create your own lighting and LUTs. You can make an Unreal game look like whatever you want.

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      • Nutteman@lemmy.world ⁨1⁩ ⁨year⁩ ago

        Case in point the first Dishonored. Unreal engine, and yet one of the most stylish games I’ve ever played.

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    • Knocturnal@lemmy.world ⁨1⁩ ⁨year⁩ ago

      Unreal games can feel unique it’s just that most use generic default stuff.

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  • kromem@lemmy.world ⁨1⁩ ⁨year⁩ ago

    Aka “we don’t know the engine well enough yet to be aware of bottlenecks during our concepting phase and that’s challenging.”

    They haven’t even seriously started on implementation with the engine yet for Cyberpunk. This is somewhat of a nothing article that’s trying to get clicks by making a very normal thing seem like a potential controversy.

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    • Goronmon@lemmy.world ⁨1⁩ ⁨year⁩ ago

      I don’t see where it’s trying to make it sound controversial. Switching game engines isn’t a “normal” thing developers usually do very often, especially after releasing such high-profile games with an in-house engine.

      And with how often you see gamers demand developers “just use a different engine” to solve some specific complaint I think it’s reasonable to remind people why that isn’t usually a good idea.

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      • c0mbatbag3l@lemmy.world ⁨1⁩ ⁨year⁩ ago

        It’s not completely uncommon for a company to transition to a new engine between games when one fails to provide a sufficient solution for where they want to take the sequels.

        Or just if daddy EA decides everyone needs to use Frostbite.

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  • Hypx@kbin.social ⁨1⁩ ⁨year⁩ ago

    There's an old adage in programming that you should almost never rewrite everything: https://www.onstartups.com/tabid/3339/bid/2596/Why-You-Should-Almost-Never-Rewrite-Your-Software.aspx

    Going from their existing RED engine to Unreal is basically the same idea. Almost nothing from the original Cyberpunk game is going to be easily translated to the new platform. I think CDPR just set their development timeline back by at least 3 years or more.

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    • yesman@lemmy.world ⁨1⁩ ⁨year⁩ ago

      set their development timeline back by at least 3 years or more.

      This is based on the assumption that they’ll finish the game before releasing it.

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    • Dark_Arc@social.packetloss.gg ⁨1⁩ ⁨year⁩ ago

      To be fair, in this case there is increased value because eventually the engine work requirements will be significantly reduced.

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      • Hypx@kbin.social ⁨1⁩ ⁨year⁩ ago

        Given how massive their game is, I'm doubtful. So much of what they did in the first game will have to be rebuilt. Compared to just reusing most of the original assets and code, this sounds like a lot more work.

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  • ImaginaryFox@kbin.social ⁨1⁩ ⁨year⁩ ago

    In terms of performance if the game has the same visuals does Unreal do better in that department than red engine?

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