
Unreal Engine 5 is the most popular game engine of 2025. Of course, it has its flaws, particularly concerning Nanite and Lumen, but the Epic logo is prominent among the most popular titles. Recent hits to feature UE5 include Clair Obscure, Oblivion Remastered, Runescape, Delta Force, Fragpunk, Split Fiction, InZOI, etc.

Unreal Engine 5 is proving to be the kryptonite of Sony Interactive Entertainment's mid-gen console, the PS5 Pro.
And you know who's fault it is, not only on console on PC to, it's you people the buyers who keep giving money to developers and supporting UE5 games. Only one way to force their hand stop buying UE5 games, they will have no other choice but to change game engines. I'm doing my part on PC not buying anything with UE5, I wouldn't even take any UE5 games for free😃

Epic Games CEO Tim Sweeney has blamed the developmental focus on top-tier hardware for the Unreal Engine 5 optimization issues seen in games.
I mean who is the company marketing all their new features, ray tracing, textures, AI, etc… on RTX 5090s at every tech demo…….
It’s a great engine, but it’s power hungry right now and requires top-tier hardware to take advantage of the features it offers. It doesn’t mean it’s a bad engine, it just means there needs to be a UE5-lite version or UE4-Pro version which implements some features of UE5 while keeping it user and developer friendly.
I believe him. I’ve seen varying degrees of success with games using UE5 and some pull it off.
The headline is a bit click-baity. But his words of wisdom here are essentially: “they keep leaving optimization for last” (paraphrasing).
In well-developed studios like DICE, Epic Games, Kojima Productions, and Rockstar Games, optimization starts happening during feature implementation. First, features (Well thought out & R&Dd) are added, then once they work, the optimization process begins right away.
It is not an easy method. It takes time, but the results stand.
This is an old workflow. The newer generation of developers often work fast and dirty far too often.
A comparison here:
"Modern" approach:
Dev Adds Feature > Dev Moves to Next Set of Features > Milestone is Hit > Dev Adds Feature > Dev Moves to Next Features > Milestone is Hit > Dev Begins Optimization > Dev Still Optimizes > Dev is still in Optimization??
By the time optimization starts, you already have so many systems relying on old shit workflows you wrote, what did you expect to happen? Of course shit starts to chug, stutter and break.
Older approach, adopted by some I've listed there:
Dev Adds Optimized, Well-Thought-Out Feature > Dev Further Optimizes > Dev Adds Optimized, Well-Thought-Out Feature > Dev Further Optimizes > Milestone is Hit > Rinse and Repeat
It's the engine, UE4 did not have this many issues as UE5. ID Tech always made the better engines. I'm sure developers can make it work for open world games, and there would be no stuttering issues.

Former Returnal developer Ari Arnbjörnsson is currently working alongside CD Projekt Red to eliminate stuttering issues in Unreal Engine 5.
Daily reminder that almost ALL Stuttering issues are caused by common bad development practices and are not inherent to the engine.
Would have been nice if they choose Decima over UE5 but I understand it was likely a decision based on resources. There's likely more devs familiar with UE5 over Decima so it'll be easier to get the help required to make this (hopefully) massive game.
That's one long sitename