Comment by formerly_proven
Comment by formerly_proven 3 days ago
Unreal and Unity would be less problematic if these engines were engineered to match the underlying reality of graphics APIs/drivers, but they're not. Neither of these can systematically fix the shader stuttering they are causing architecturally, and so essentially all games built on these platforms are sentenced to always stutter, regardless of hardware.
Both of these seem to suffer from incentive issues similar to enterprise software: They're not marketing and selling to either end users or professionals, but studio executives. So it's important to have - preferably a steady stream of - flashy headline features (e.g. nanite, lumen) instead of a product that actually works on the most basic level (consistently render frames). It doesn't really matter to Epic Games that UE4/5 RT is largely unplayable; even for game publishers, if you can pull nice-looking screenshots out of the engine or do good-looking 24p offline renders (and slap "in-game graphics" on them), that's good enough.
The shader stutter issues are non-existent on console, which is where most of their sales are. PC, as it has been for almost two decades, is an afterthought rather than a primary focus.