this post was submitted on 31 Dec 2025
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Cyberpunk 2077

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[–] SARGE@startrek.website 17 points 5 hours ago

This is only kind of related, due to elevators, but I love when I see objective markers in a game, and take an elevator and the marker just smoothly slides away instead of staying steady for a second and popping up in a different location.

It just makes the elevator feel like an elevator instead of a loading buffer.

[–] kora@sh.itjust.works 20 points 7 hours ago* (last edited 7 hours ago) (2 children)

If the engine is indeed a "miracle", then why ditch it for UE5?.

Not holding the person accountable, it's probably a shortsighted "management" decision to ditch an engine that had been improved an order of magnitude since the launch.

All is see is more costs and money down the drain to get the the developers up to speed and as productive.

Can someone in game dev enlighten me, please?

[–] FooBarrington@lemmy.world 8 points 4 hours ago (1 children)

All is see is more costs and money down the drain to get the the developers up to speed and as productive.

Maybe in the short term, but long term it will save costs and speed up developers. If they keep their own engine, they have to continuously spend money to keep developing it, and every developer has to be trained to use this engine.

So while switching does cost money, staying on their custom engine will cost far more in the long term.

[–] AnyOldName3@lemmy.world 1 points 47 minutes ago

It can be more of a mixed bag than that, though. If your employee retention and training is good enough that you have plenty of people who wrote the engine or at least understand it really well (which doesn't seem to be the case at CDPR since Cyberpunk's crunch), it can be much faster to alter it than to figure out the equivalent guts of Unreal Engine. That won't end up making a difference if you stick to well-trodden paths that lots of games from lots of studios use, but if you want to do something that Unreal doesn't support out of the box, it can be quite hard to wrangle.

[–] CheeseNoodle@lemmy.world 14 points 5 hours ago (2 children)

To make it short: UE5 has a ton of pre-existing talent and CDPR lost some people experienced with REDengine in the fallout from the initial cyberpunk 2077 crunch.

The result is that future titles will be much easier to develop for though UE5 has some serious performance issues, those issues CAN be fixed via a combination of in-engine settings and making a few manual changes but it remains to be seen wether CDPR will make the effort to customize the engine to suit their needs.

[–] popcar2@piefed.ca 3 points 1 hour ago

but it remains to be seen wether CDPR will make the effort to customize the engine to suit their needs.

From what I remember they're doing so many changes to UE that one of their biggest changes is being merged into UE5 itself. Just because they're moving to the other engine doesn't mean they don't also have engine developers working on it. It'll likely be much more optimized than your typical unreal engine game.

[–] Steve@communick.news 6 points 3 hours ago

I remember an interview where one of the lead devs mentioned UE5 needs to be optimized as you go.

Apparently, you can't just build first and hope to optimize everything later. It becomes far to complex to do it that way, and that's the way most studios are used to working. They often even have two seperate teams and seperate development phases.

So it's a little encouraging that they've changed their workflow to prioritize optimization and engine efficiency.

[–] nostrauxendar@lemmy.world 37 points 8 hours ago (2 children)

Cyberpunk is absolutely full of loading screens, they're just not ONLY in the elevators. Part of the reason they're saying the engine is a miracle is because of the way it loads.

Basically, if you have a webcam, the game tracks your eyes and every time you're not looking at the screen (e.g. you're distracted, you blink, etc.), the game quickly flashes to a loading state and loads of bunch of assets in.

The real smart stuff comes when you don't have a webcam though! The engine figures out where in the world your pc/console is, and then uses a bunch of meteorological data from that region to calculate how often you'll need to blink, on average. For instance, it'll work out how dry or humid the air is, and whether there's a high pollen count. It'll figure out how hot your machine is running, and use that to estimate whether you're in a dusty home or not.

It really is a technological marvel. That's why it was so buggy on release for a lot of players; the loading hadn't been fine tuned yet so it was just going haywire and loading all the time.

[–] ElectricWaterfall@lemmy.zip 26 points 8 hours ago (1 children)

Is this some kind of copypasta?

[–] nostrauxendar@lemmy.world 9 points 8 hours ago (1 children)
[–] DmMacniel@feddit.org 24 points 7 hours ago

In any case a nice shitpost. Kudos.

[–] Tarquinn2049@lemmy.world 18 points 7 hours ago* (last edited 7 hours ago)

Well, when you think about it, all the megabuilding elevators that would need to do the most work as a loading screen if that was the case, are see-through... so it's not much of a stretch to assume the simpler ones that do actually close off visually, but lead to less impressive areas don't need to be load screens either. I mean has anyone checked their PC resource usage during one? Is it acting like a load screen?

[–] theunknownmuncher@lemmy.world 2 points 9 hours ago (1 children)

Of course not, that would be smart

[–] denial@feddit.org 12 points 8 hours ago

How? There are no loading screens entering or leaving buildings.