Epic CEO Blames Unreal Engine 5 Issues on Developers
Unreal Engine 5, one of the most widely used game engines in the gaming world, has recently been in the news for its performance issues. Frame rate drops and stutters in recent releases like Metal Gear Solid Delta: Snake Eater and Wuchang: Fallen Feathers have reignited discussions about the engine’s technical infrastructure. However, Epic CEO Tim Sweeney stated that he sees the root of the problem not in the engine itself, but in the production order followed by developers.
Leaving Optimization Last in Unreal Engine 5 Is the Biggest Mistake
Speaking at the Unreal Fest event in South Korea, Sweeney stated that many studios prioritize high-end hardware while leaving optimization for lower-end systems until the very end of the development process. He believes this approach leads to performance issues for games at launch.
Sweeney stated that Epic has taken two steps to address this issue: the engine will gain more automatic optimization features and expand training for developers. “What needs to become standard now is early optimization,” Sweeney said, adding that Epic engineers will directly support projects if necessary.
Sweeney also noted that optimization expertise gained through Fortnite has been integrated into Unreal Engine 5, aiming to make games run smoother on low-end computers. This is especially critical for productions seeking to reach a large audience.
Still, experts point out that early optimization poses a significant burden for small independent studios and argue that Epic needs to further increase its training and technical support efforts. Ensuring that the high visual quality and complex systems offered by Unreal Engine 5 are sustainable for both large teams and small developers seems decisive for the engine’s future.