Video summary

Asmongold Reacts to My Video – "How Modern Game Engines Degraded"

Main summary

Key takeaways

Gaming

Core thesis

Older, purpose-built engines (Source, CryEngine, RenderWare, etc.) were simpler to master and allowed dramatic technical leaps and well-optimized games. Modern “universal” engines (Unreal Engine, Unity) made many tasks easier and became huge ecosystems, but introduced new complexity, de-skilled developers, and created incentives that can produce poorer optimization and technical chaos.

Historical timeline / technical highlights (examples)

  • Half-Life 2 (Source, 2004) Integrated physics, lighting, and animation; Havok-like physics tied into the renderer; atmospheric sky rendering. Ran well on modest hardware and scaled across Valve projects.

  • Far Cry (CryEngine 1, 2004) and Crysis (CryEngine 2, 2007) High-fidelity visuals, automatic LOD systems, streaming textures, and aggressive runtime detail management—enabled many visible objects while keeping stable FPS.

  • GTA III / Vice City / San Andreas (RenderWare) Sector-based loading: only sectors in view are loaded, enabling seamless open worlds on limited hardware.

  • Frostbite (DICE) and proprietary/studio engines (e.g., Decima/Kojima, internal studio engines) Engines tailored to specific goals delivered large-scale features and strong optimization (examples cited include Battlefield 6 and Death Stranding 2).

  • Modern engine systems (notable examples) UE5 features like Nanite (virtualized geometry) and Lumen (real-time GI) promise automation but can create heavy, hard-to-optimize systems in practice.

Main causes of perceived degradation (technical and systemic)

  • Engine complexity and legacy code Massive codebases (Unreal still carries legacy code back to UE2) are hard to master and optimize.

  • Overreliance on engine automation Built-in systems reduce need for bespoke engineering but can be inefficient for specific needs.

  • Poor multicore scaling Some simulations still run on single cores, creating bottlenecks.

  • Runtime costs and unpredictability Real-time shader compilation, streaming, and other runtime systems can be heavy and non-deterministic.

  • Business/ecosystem effects Engines acting as platforms (Epic/Unreal, Unity) — with grants, online services, platform lock-in — push studios toward defaults rather than tailored solutions.

  • Industry pressures and practices Faster release schedules, hiring approaches, and management decisions deprioritize deep optimization and engineering craft.

  • Economic/market decisions Example: Unity’s 2023 per-install fee controversy shows how engine companies’ business choices can break trust and drive industry change.

Consequences described

  • De-skilling More developers act as “users” of an engine rather than engineers who build or deeply adapt technology.

  • “Patch wait” mentality Studios sometimes defer solving problems and wait for engine vendor fixes.

  • Widespread suboptimal performance While top-line visuals are achievable, many modern releases ship poorly optimized—even on high-end PCs.

Proposed remedies / suggestions & implied tips

  • Invest in early optimization rather than postponing it to patches.
  • Don’t rely exclusively on engine defaults; tailor systems (LOD, streaming, lighting) to the game’s needs.
  • Consider proprietary or specialized engines when a project requires unique performance or features.
  • Create incentives for optimization (suggested idea: a “best optimized game” award to push studios to care).
  • Preserve engineering expertise and invest in dedicated engine/tool teams.

Asmongold’s reaction / viewpoints (high-level)

  • Nostalgia for past big graphical leaps (from 2D → early 3D eras and console highlights).
  • Agreement that multiple factors cause degradation: technical complexity and systemic issues (hiring, deadlines).
  • Likes UE5’s visuals but sees it as a “Swiss Army knife” that’s hard to make excel at everything.
  • Believes bad developers will produce bad optimization regardless of engine; supports rewarding optimization.
  • Thinks a return to proprietary engines is possible but doubts a large-scale shift will happen—expects poor optimization may become an accepted part of game quality.

Concrete technical features and practices mentioned as positive examples

  • Integrated physics and rendering pipelines (Source).
  • Automatic LOD and streaming systems (CryEngine / Crysis).
  • Sector-based world streaming (RenderWare / GTA).
  • Studio-built engines tuned for a specific target (Frostbite, Decima, other internal engines).

Games and technologies referenced

  • Games: Far Cry (2004), Crysis (2007), Half-Life 2 (2004), Portal, Left 4 Dead, CS:GO, GTA III / Vice City / San Andreas, Kingdom Come: Deliverance 2, Crimson Desert, Monster Hunter (Wilds), Battlefield 6, Death Stranding 2, Expedition 33, Star Citizen, World of Warcraft.
  • Engines / tech: Source, CryEngine, RenderWare, Havok physics, Unreal Engine (UE5), Nanite, Lumen, Frostbite, Decima, Unity, Epic Online Services.

People, studios, and sources mentioned (as in subtitles)

  • Asmongold (reactor / commentator)
  • Original video creator (author of “How Modern Game Engines Degraded” — unnamed)
  • Valve (Source engine)
  • Crytek (CryEngine / Crysis)
  • Rockstar (RenderWare / GTA series)
  • Ubisoft, Bethesda (mentioned re: render/streaming approaches)
  • DICE (Frostbite / Battlefield)
  • Epic Games / Tim Sweeney (Epic CEO)
  • Jeff Keighley (Game Awards, mentioned)
  • Kojima (referenced in connection with Decima / DS2 — spelled “Kajjima” in subtitles)
  • Unity (company and its controversial 2023 policy change)
  • Other projects/studios: Sandfall (example of a well-run dev), Star Citizen (server tech comparison)

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