I also don’t see the exact same bugs in unreal 5 that I did in unreal 3.
Creation engine 2 has the same bugs I saw in fallout 3, and the same limitations. They’ve updated it to use 64 bit so they can cram in more shitty scripts, and they’ve updated it to use modern rendering techniques. The underlying issues with quest triggers, npc spawning, and collision are all still present.
That’s only a problem if you’re gonna release the same game 6+ times on the same engine with slight upgrades and expect the modding community to keep up.
Overhauling the engine to fix long standing bugs won’t necessarily change the fact that it’s a plug-in based engine.
There’s only one company I know of that has done that exact same scenario. Sounds like a problem they made for themselves.
I also don’t see the exact same bugs in unreal 5 that I did in unreal 3.
Creation engine 2 has the same bugs I saw in fallout 3, and the same limitations. They’ve updated it to use 64 bit so they can cram in more shitty scripts, and they’ve updated it to use modern rendering techniques. The underlying issues with quest triggers, npc spawning, and collision are all still present.
Changing engines would destroy the modding community, it's as simple as that.
Without Creation engine, Bethesda games would not feel like Bethesda games.
That’s only a problem if you’re gonna release the same game 6+ times on the same engine with slight upgrades and expect the modding community to keep up.
Overhauling the engine to fix long standing bugs won’t necessarily change the fact that it’s a plug-in based engine.
There’s only one company I know of that has done that exact same scenario. Sounds like a problem they made for themselves.