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That doesn't seem fair in this case.

The demo has input. The video shows them modifying the world at several points, it's not on rails. It's more like a mini game (except maybe at the end).

UE's game creation tools are very good. The toolset is a huge part of their value prop. And this demo is very explicit in focusing on the fact that artists can now use movie-level tools instead of needing to spend a lot of time on optimisation and game-custom art assets. That's one of the two big leaps they're promoting here - it's partly about an increase in graphics quality, but clearly what they feel most proud of is the increase in tooling and asset flexibility the new capabilities give content creators.



No, it is fair in my view.

The person that shows the demo can for example choose to move and look and perform actions that are known to not cause performance trouble.

In a game a lot of unpredictable stuff can happen (for example, a bunch of people can cast a spell or drop a grenade at exactly same time). Or you may decide to quickly turn around causing a bunch of texture and geometry data to be loaded.

Game must take it into account and make sure the performance is acceptable with whatever input is allowed and lots of action around and not only when the guy walks slowly in a straight path and slowly pans around.

It doesn't mean it happens in this case but AFAIK it is fair to say that most engine demoes are put together to highlight strengths and hid weaknesses of the engine.


The GP was talking about the demoscene, not the UE5 demo.




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