@kmsakinyala @Zane_Zebes @DaytimeCoder @jasonschreier So, a specific studio releases very large and complex, sandboxy open world games, and because they tend to be buggy it must be because of the tools they're using? I would be willing to bet they'd be even more buggy if they were made on some "general-purpose" engine like Unreal.
@kmsakinyala @Zane_Zebes @DaytimeCoder @jasonschreier Those games have been built different then. It's generally not the engine that determines the performance, it's a matter of how and for what you use it.
@kmsakinyala @Zane_Zebes @DaytimeCoder @jasonschreier Because they're tools generally intended for some specific purpose. Requirements change, so modifications and new engines are sometimes needed. I do somewhat agree that there are some engines that could be called objectively worse in some regards ...
@kmsakinyala @Zane_Zebes @DaytimeCoder @jasonschreier ... but to me it seems just incorrect to assume e.g. Creation Engine is bad because you Bethesda games are arguably buggy. The engine generally doesn't cause the bugs, it's how the stuff is built using the engine.
@kmsakinyala ...So you're saying Arkham Knights looked and ran better because UE3 is a better engine than UE4? As opposed to it having to do with e.g. the latter game using lighting/shading/postprocessing techniques that are heavier, higher-quality models/textures and whatnot?