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23 May 2009

Unreal Engine 3: Epic’s Fail

The Unreal Engine 3.0 (UE3) is, without a doubt, one of the biggest middleware engines powering games this console generation.  It even eclipses past console generation’s middleware engines, like Renderware and Unreal Engine 2.  UE3 is a great engine, but it worries me how much developers rely on this engine to make their games.  I know it makes things easier when programming games for consoles; but what are the drawbacks of using one engine excessively?  I, for one, feel it is time to retire UE3.  It has been a double edge sword for the 360, and a jagged dagger in the back of the PS3

UE3 has been a major benefactor for Microsoft’s console this generation.  It has been the catalyst for a major portion of 360’s exclusive games such as: Gears of War 1 & 2, Bioshock (yes, I know it was timed), Mass Effect, Lost Odyssey and The Last Remnant.  These are all great games graphically; they even fueled early arguments that, maybe, Sony was feeding gamers a bunch of BOLOGNA with their claims that the PS3 is the more powerful console.  I mean, come on, early in both of the consoles life cycles it was hard to argue that the PS3 was better graphically than the 360 when nothing stacked up to the titan, Gears of War. Though as of late evidence has been building that Sony may have been telling the truth.

Another benefit that UE3 provides the 360, is providing an advantage with multiplatform games.  There hasn’t been a single UE3 powered game that runs better on the PS3 with the exception of Mirrors Edge.  I’ll mention a few examples for you: Tom Clancy’s Rainbow Six: Vegas 1 & 2, Tom Clancy’s Endwar, Stranglehold, X-Men Orgins: Wolverine, Unreal Tournament 3, Army of Two, Brothers In Arms: Hell’s Highway, Bioshock, Black Site: Area 51, Destroy All Humans, Fatal Inertia, Medal of Honor: Airborne, Mortal Kombat vs. DC Universe, Turok and The Wheelman.  There are more games, but I just gave you 16 examples; all of which to show you the slant that UE3 provides the 360 when it comes to UE3 powered multiplatform games’ performances.  The slant in differences is so steep that when I see a head to head comparison of multiplatform games using UE3, I automatically know the outcome; the 360 version will be the winner. The reason for this is because the 360’s architecture is similar to a PC’s, where middleware engines thrive because there are so many different types graphics cards available in the PC market. Combine the previously mentioned reasons with the PS3 having a completely foreign architecture, then you a recipe for a downgraded port.

Above, I listed the good, but, now, it’s time to delve into the bad side of UE3 for the 360.  First, Microsoft needs to stop using UE3 as a crux for the majority of its exclusive games, because, to be honest, I know that the 360 would be better off with more proprietary engines instead of relying so heavily on UE3 with the majority of its exclusive games.  I mean, look how Halo 3, which was built on a proprietary engine to take advantage of the 360’s architecture, out shines Tom Clancy’s Rainbow Six: Vegas 1 & 2, which both run on UE3 (What you should also take notice of is that Halo 3 and Rainbow Six :Vegas 1 & 2 are 1st person shooters, hence the reason I didn’t use Gears of War 1 & 2 in my comparison, because they are 3rd person shooters.  I just wanted to stay as fair as possible).
Middleware engines, like UE3, never take full advantage of the hardware they are utilizing.  I mean, think about it. PC’s use middleware engines because they have to.  It’s just not feasible for a PC developer to make a games engine based around one graphics card.  ATI and Nvidia have so many different cards available with different architectures and graphical performance limits.  Also, 3rd party developers use UE3 in order to get multiplatform games running in parity on both the PS3 and 360.  This same concept doesn’t apply to 360 games when they are exclusive.  An exclusive game should be taking full advantage of the hardware its running on.  One point in having a game be exclusive is to not worry about another console’s architecture.  Besides, the more Microsoft relies on UE3 for exclusives the further they lag behind graphically to the PS3’s 1st party games that utilize proprietary engines.  The fact that Microsoft relies so heavily on UE3 for their exclusive games saddens me because the 360, and its gamers, might never see the 360 reach its full graphics capabilities.

And PS3, I haven’t forgotten about you. The benefits that UE3 provide the PS3 are……(crickets!) Oh! That’s right! UE3 really hasn’t done any favors for the PS3, except the buzz that it caused for Sony at E3 ‘05, which is ironic; because it was touted to showcase the PS3’s graphics when the engine debuted, but it’s definitely done more for 360 in the graphical argument.

Honestly now, UE3 has constantly slapped Sony’s face this generation.  There was the constant delay of multiplatform games that used UE3 on the PS3.  This gave the 360 a de facto timed exclusive, and also branded PS3 with the nickname, The Delaystation 3.  Then when said multiplatform games arrived, they looked and ran worse on the PS3.  UE3 made many gamers doubtful, some still are, of Sony’s claim that the PS3 is more powerful than the 360, because the majority of games that use UE3 run better on 360.  Really this isn’t any surprise to gamers in the know.  Middleware engines tend to run better on the 360 because the architecture is closer to a PC’s, which is where middleware engines originated.  Kind of seems obvious as to why the UE3 doesn’t play well with PS3; when you consider the PS3 and its unique architecture, which hardly resembles traditional PC game development environments.

UE3 delivered yet another slap to Sony with the ex-King of Graphics, Gears of War, running on rival console, the 360; and trumping anything on PS3 from a graphical standpoint in its first year.  Many gamers and press were led to ask what the $600 price tag was for.

One thing is for certain and that is it might be time to retire the Unreal Engine 3.  There are still more problems with the engine such as: rampant pop in issue with textures loading in late on characters and the environments, that weird haze that most UE3 games have around objects in the background, and other technical issues I won’t get into for sake of length, but yea, it’s time for us, as gamers, to move past the UE3.  Think about it.  It’s holding back the 360 and its games, because  it’s being used as a crux for too many of the exclusive games which is leading  to the 360’s graphical growth becoming stagnant. Its not helping the PS3 and its games because the engine just doesn’t operate that well with the PS3’s architecture, which has led to less than stellar ports and numerous delays for PS3 games (The Last Remnant anyone?).  Well gamers, what do you guys think?  Is UE3 past its prime, or can developers still squeeze a little bit more juice from this engine before it is inevitably put to rest?

Also to further elaborate my points here are some screenshots. I’m doing these screenshots to give gamers a visual reference point of how I arrived at my thought and to further elaborate on them as well.

Ubisoft Haze? It certainly sucks like it!

The first two screenshot are of my beef with Unreal Engine 3 and its weird blur effect. Notice the Backgrounds in both screen shots have that weird haze effect in the distance.

Screenshots form www.Gamespot.com and www.ign.com

928234_112906_screen001

unreal-tournament-iii-20080415103018757_640w1

Texture pop-in

The next graphical error I hate from the Unreal Engine 3, and it’s well documented ,is the texture pop in issue. Notice in the 360 screenshot made the guys over at The Lens of Truth that the boot’s texture hasn’t quite popped in. Also another source with games documenting the texture pop in is provided by Giant Bomb.

Screenshots from www.lensoftruth.com

h2h_xmen_01_john

The graphical hold back of 360’s exclusives to PS3’s
Also just so 36o gamer can see that Unreal Engine 3 lags behind Sony’s and Microsoft’s  first party Engines. Here you go. Screenshots from
www.lensoftruth.com and  http://kineticninja.blogspot.com/2009/01/naughty-dog-realtime-graphics-and.html

3180443830_8e8c6e163713183761873_212bfab6da

Microsoft Halo’s vs.UE3’s Rainbow Six: Vegas 2
12048677391

halo-3

Multiplatform:

And here are some screenshot to showcase the slant that Unreal Engine 3 provides 360 over PS3 when it comes to multiplatform games. Notice the higher resolution textures on Bioshock. Also notice the better lighting in the X-Men Origins: Wolverine Shots

h2h_bioshock_10

h2h_bioshock_12
h2h_xmen_13

h2h_xmen_18

Well that’s it for the screens guys.

Please leave your comments below to let us know what you think!

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Tags: 360, Engine, epic, Gears of War, pc, ps3, Uncharted, Unreal

This entry was posted on Saturday, May 23rd, 2009 at 11:00 am and is filed under General. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

  • Devin
    I totally agree, the U3 engine was great the first year 360 came out but a lot of other game that don't use the engine look way better. RE5, Far Cry 2, Dead Space, Lost Planet 2, and most PS3 exclusives. U3 engine games haven't improved much graphically since Gears 1 which prevents the natural progression of graphics that SHOULD occur over the generation. It's sad that a lot of my 360 games barely look better than games that came out 2 years ago....
  • korean-monk
    IMO the Unreal Engine 3 is the ugliest and most overrated Engine of alltime !!!
    the Lightning Effects, explosions, character modeling and the poor performance in the MOST of the games that uses this Engine IS JUST LAUGHABLE !!! THAT F-KIN Engine RUINED THE LAST REMNANTS !!!!

    IF I WERE A GAME DEVELOPERM I WILL USE MY FAVORITE CAPCOM'S MONSTER ENGINE MT FRAMEWORK THE (OVERALL) PERFORMANCE OF THAT ENGINE IS INCREDIBLE !! THE NEW VERSION OF THAT ENGINE LOOKS INSANE !!!
  • Itachi
    Well that was enlightening.
  • Del
    I'll explain why you are wrong.

    YOU are blaming bad looking games on the engine when it is often the art of the actual game.

    You are failing to factor in the fact that each game has to have diffuse maps, normal maps, specular maps, emissive maps, shaders, and ambient lighting all made from scratch and set up before it even reaches an engine.
    You mention things like "rampant pop in issue with textures loading in late on characters and the environments" when that has nothing to do with the engine, but with the compression of the disc to fit the game on a DVD and "that weird haze that most UE3 games have around objects in the background" which is just post production bloom that can be turned OFF when making the game (Lost Odyssey for example doesnt use it)

    Many of the issues your talking about are hardware issues not 'engine-related'. Like for example a lot of the screenshot differences are because of the way the hardware relates to the texture maps. They could look relative identical if the game artists set them up equally but doing so takes a long time and isnt cost effective.

    Also the Xbox 360 has hardware based scaling of images to scale images to whatever resolution is needed on the fly. Since this is done in a dedicated chip this leaves the Xbox 360 CPU and GPU free to work on the game. The PS3 requires that all graphics scaling to be done in software by the CPUs. Granted it has a lot of CPU power but hardware based graphics scaling is a much more elegant way of rendering 3d images at multiple resolutions. This is another reason why ps3 has 'glitchy' textures in games which has nothing to do with the 'engine'.
  • sklorbit
    what he said. u actually know what ur talking about unlike the guy who did this article
  • Nate
    I like to think that I know a little bit about game development and graphics technology myself, and I would say this is a fairly well-written article that raises some valid points. And then puts it in plain layman's terms that any average Joe-fanboy can understand.
  • Chewrafa
    UT3 better in 360? are you serious? Stranglehold? Wolverine? You've noticed the HIGH texture popin in EVERY UE3 360 game. Thoose issues NOT present in Ps3 in many cases, even in some cases the ps3 version has less object popin. Well, it's only my opinion, but UE3 doesn't run better on 360 'cause it's similarities with PC architecture. The reason it's that 360 has been lead platform for most games (except for UT3 that was Ps3 and then ported to 360) and then ported to Ps3 with no effort to adapt tech of the games to the ps3 architecture details.

    Damn, both systems are POWERPC, that's completely different architecture from a regular Pc. No, the reason are the software tools on 360 that are really similar to the Pc developing. 360 it's based on Directx tech (xbox = directx box) with some variations, and THAT'T the real advantage AND failure. Advantage to those Pc developers that use directx for their developings (Epic and Valve are the most obvious), but failure because 360 will always use middleware (directx it's middleware, a collection of libraries or methods to communicate with the gpu). In the Ps3 you can write directly to the gpu (this is what Guerrilla has done in KZ2, they don't use the Ps3's OpenGL).

    More evidences of the failure? Well, ALL developers on the 360 must use directx. In the Ps3 that's not the case, you can code your own libraries or middleware (Insomniac launched some moths ago a project to share his Ps3's tech with other Ps3 developers, so you can use their code for communicate with gpu and cell).

    UE3 games will always look slightly better on 360 because it's an engine more based on directx (in the past it was equals to OpenGL but now it's not the case) and the 360 it's a box with directx. Everytime a developer chooses UE3 has to rewrite parts of the code for the PS3's OpenGL, but they only rewrite the essential, with no optmization.

    Also I agree with the statement that UE3 it's a thing from the past, but Epic, as every company, wants to take higher profit from it, in therms of licensing to other companies. And for the other companies it's more cheaper to buy an engine license than develop their own engine. It's a shame, but few games will take advangate from the 360 power because using UE3 it's like a religion or an epidemy. GeOW2 it's the BEST the engine can afford in the 360 and it's an impressive game with impressive visuals, but not as impressive as first Uncharted is, in therms of visual quality. But it's not hardware's fault, it's engine's fault. I hope than Alan Wake's tech and others in the future can use the great visual power on the 360, but it means to drop UE3 forever and ever.

    P.d.: sorry for my english ^^U.
  • kenshin
    its the engine in the end.. beause the 360's architecture is similar the pc. UE3 has been mostly for pc's. they would have to probly build an engine specifically designed for the ps3. prime example the new UFC undisputed they build an engine from the ground up and it acually looks a little better on the ps3. when an engine is design for that system thats when you will get the best results. why do you think sony exclusives look so good. engine designed for that system its really that simple
  • kevo
    i dont know what del is talking about with how the ps3 has glitchy graphics has ha played killzone 2 uncharted and developers deff need to make engines for their specific games and use the for awhile all naughty dog did for uncharted 2 was upgrade naughty dog engine 2 to naughty dog engine 2 easy enough isint it ?
  • Safado
    Lol.... uh.... Naughty Dog used the Unreal Engine for Uncharted. Not the "naughty dog engine". And you make it sound sooo simple for a developer to just 'throw together' an engine for their game. You know, there's a reason developers pay loads of money to license the UE3, it's so they don't have to make their own, because it's expensive and time consuming!

    And Del, the pop in is DEFINITELY a problem from UE3. It happens in EVERY GAME EVER MADE WITH THE UE3 ENGINE! If it's a "hardware problem" like you said, how come I don't get pop in while playing Metal Gear Solid 4? Or Killzone 2? oh yeah, because they don't use UE3.
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