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Evgenii Park
Evgenii Park

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The Story, Achievements, and Challenges of Unreal Engine

Unreal Engine is not just a tool for making games — it’s a true revolution in game development. Since its debut in the late 1990s, it has evolved from a niche engine for shooters into a universal platform used in AAA titles, indie games, films, and even virtual reality. In this article, we’ll revisit the history of Unreal Engine, its key milestones, and the innovations that made it indispensable. But we’ll also touch on its fifth version — the one that promises the future, yet currently gives players and developers quite a few headaches.

 Unreal Tournament 3

From a Teenage Hobby to an “Epic” Empire

The story of Unreal Engine began in 1995, when 24-year-old Tim Sweeney started developing it as a hobby project. A self-taught programmer, Sweeney had already released his first game, the text-based adventure ZZT, at age 20 and founded Potomac Computer Systems — the company that would later become Epic MegaGames. The commercial success of his next project, the platformer Jill of the Jungle, inspired him to aim higher: to create a tool for 3D shooters that focused on detailed textures and dynamic lighting.

The first version of Unreal Engine was released in 1998 along with the FPS Unreal — a game that shocked players with its graphics and atmosphere. It became a hit, selling over 1.5 million copies and marking the beginning of Unreal Engine’s commercialization.

Among competitors like id Tech 2 (first used in Quake II, released in 1997) and the popular cross-platform RenderWare, UE1 stood out for its visual revolution: it offered richer colors, detailed textures, volumetric fog, and realistic reflections, enabling developers to create atmospheric open worlds that looked impressive even compared to the stunning Quake II. BSP trees — a new method of optimizing 3D geometry — allowed developers to build complex levels without losing performance. UnrealEd, a real-time level editor, gave designers an intuitive tool for creating maps, while UnrealScript opened the door to modding, inspiring the community to experiment.


Unreal. Source: Rock Paper Shotgun

At the same time, UE1 had its share of issues — primarily optimization. Games built on it often suffered from low FPS on weaker hardware, while Quake II ran faster and more stably, especially in enclosed environments. In addition, UE1 relied heavily on the Glide API from 3dfx for improved visuals, making it dependent on Voodoo graphics cards and prone to compatibility problems on other systems, unlike the more universal OpenGL used by id Tech 2.

Still, UE1’s popularity grew rapidly: by the early 2000s, third-party developers were licensing Epic MegaGames’ technology more often than id’s Quake II engine. For example, when Legend Entertainment set out to create the fantasy shooter Wheel of Time with cutting-edge visuals, they chose Unreal Engine to make it happen.

In 2002, the engine evolved. Unreal Engine 2 became more versatile: it powered not only traditional shooters but also 3D platformers (Harry Potter and the Prisoner of Azkaban) and stealth action games (Thief: Deadly Shadows). It introduced realistic physics simulation via Karma Physics, which shined in Unreal Tournament 2004 and Brothers in Arms: Earned in Blood. The system modeled falling, tumbling, and object collisions with mass, inertia, and friction in mind; supported ragdoll animation with articulated skeletons; allowed for constraints — joints, springs, and motors for swinging doors or suspended structures; and even simulated vehicles with wheels, suspension, and drifting.


Thief: Deadly Shadows

However, performance was still an issue. id Tech 3 continued to outperform its rival in optimization for mid-range PCs and in multiplayer code, making it the preferred choice for competitive projects.

Conquering the Market

Unreal Engine’s true market dominance began with the release of its third version in 2006. Multi-platform and capable of producing highly cinematic visuals, it won over many developers right from the launch of Gears of War. Unlike, say, Source Engine — which was renowned for its modding tools and online features — UE3 offered superior console support and cinematic capabilities. And while CryEngine by CryTek could render more realistic environments, it lagged behind in licensing flexibility and overall toolset richness.

PhysX integration introduced GPU-accelerated physics, enabling real-time destruction and effects with minimal performance cost. The Matinee tool simplified cinematic scene creation, making UE3 attractive not only for games but also for early experiments in virtual film production.


Gears of War. Source: neogaf.com, Scotch

UE3 also featured multithreading support — one of the first in the industry — allowing it to take advantage of multi-core processors for parallel rendering and simulations, reducing latency in complex scenes. Its DirectX 9-based renderer introduced cutting-edge techniques such as HDR rendering for realistic dynamic range and accurate lighting, resulting in immersive environments with soft transitions and reflections.

It’s no surprise that by the late 2000s, dozens of major studios — from Rocksteady to Gearbox — chose Unreal Engine 3 for their projects. It powered hundreds of games. The only holdouts were indie developers, for whom a UE license was still too expensive — but Epic Games had plans for them, too.

In 2014, Epic released Unreal Engine 4 and… made it free for indie developers. A modest 5% royalty applied only after a project earned over a million dollars in revenue — a move that opened the door to game development for hundreds of small studios and solo creators. UE4 became the engine of choice for indie hits like Omno and Abzû, while major developers increasingly adopted it as well. By the 2020s, Unreal claimed between 16% and 30% of the market.


Source: Epic Games

This version also introduced Blueprints — a visual scripting system that allowed designers to create game logic without writing a single line of code, connecting nodes to quickly prototype gameplay mechanics. Epic kept improving this tool, and by 2025 it was integrated with AI to enable rapid testing of procedural content generation — from landscapes to NPC behavior.

But Blueprints weren’t UE4’s only innovation. The launch of MetaHuman Creator in 2021 gave developers a cloud-based tool for building hyperrealistic human characters in minutes: scan a face, tweak animations — and you had a nearly production-ready NPC. Niagara, the new visual effects system, brought GPU-accelerated particle effects like fire, smoke, and debris; Chaos Physics enabled real-time building destruction. World Partition and One File Per Actor simplified open-world creation, automatically streaming landscapes without visible seams.

All of this made Unreal Engine 4 the main alternative to Unity. AAA studios loved its scalability; indie developers appreciated how it saved them thousands in production costs without forcing graphical compromises. Players, too, embraced UE4 — despite early optimization issues, by the ninth console generation the engine delivered strong performance and stunning visuals. By 2025, Epic reported over 850,000 active developers using the engine monthly, and Unreal Engine even caught the attention of film studios.


Sea of Thieves. Source: GQ

This evolution reflects a journey from a garage project to a full-blown ecosystem where Epic invests billions in R&D, partnering with NVIDIA and AMD.

And then came Unreal Engine 5.

Photorealism and the Agony of Optimization

When Unreal Engine 5 launched in 2022, it instantly dominated gaming headlines thanks to two key technologies. Nanite — a virtualized geometry system — allowed rendering billions of polygons without traditional Levels of Detail (LODs), producing worlds with cinematic detail. Lumen added dynamic global illumination, eliminating the need for pre-baked lightmaps. There were other breakthroughs, too: MetaSounds for immersive audio design, World Builder for seamless open worlds, and advanced ray tracing and VR/AR support that pushed Unreal beyond traditional gaming — into metaverses and simulations. What wasn’t included, apparently, was anything to handle optimization.

We’re joking — but only partly. In recent months, UE5’s optimization issues have become impossible to ignore, especially after the release of the Switch 2. On Nintendo’s new console, games like Borderlands 4 suffer from FPS drops below 30 and limits on on-screen objects. Epic CEO Tim Sweeney, in an interview following Unreal Fest in Seoul, blamed “lazy developers” who target high-end hardware first and only think about optimizing for weaker consoles and older PCs at the last minute.

There’s some truth to that. Fortnite — optimized in-house by Epic — runs flawlessly on Switch 2, while Metal Gear Solid Delta or Wuchang: Fallen Feathers can overheat top-end GPUs. Why? Because UE5’s architectural innovations are resource-hungry.


Wuchang: Fallen Feathers

UE5’s breakthrough technologies are extremely sensitive to optimization: neglect it, and you’re in for memory overuse and stuttering. Nanite renders billions of polygons but causes frame drops on weaker systems because each object is streamed dynamically, overloading CPU and GPU. Lumen, which calculates real-time reflections, eats up VRAM — on an RTX 3060, you’ll see 30–40 FPS in complex scenes, even with DLSS. Experienced studios like Epic’s Fortnite team manage fine, but indie and mid-tier developers (like those behind RoboCop: Rogue City) spend months profiling, creating LOD hacks, and disabling features. As a result, games like Immortals of Aveum or Stalker 2 launched with severe performance issues and bugs — often requiring massive day-one patches before they were even playable.

Epic essentially traded stability for next-gen features, tuning the engine for ray-tracing GPUs and the latest consoles — while leaving behind the 70% of players with less powerful devices. The result? UE5 became an artist’s dream but a QA nightmare.

Sweeney has announced two measures to address this: first, Epic will roll out advanced training, consulting, and documentation for UE5 developers; second, future engine versions will feature automated optimization — Unreal Engine 5.6 already handles shaders and Lumen lighting much better.


RoboCop: Rogue City

Still, perhaps the time for mass transition to UE5 simply hasn’t come yet — and many developers jumped the gun. After all, the previous version, Unreal Engine 4, still looks fantastic and delivers stable performance without compromises.

Take Stellar Blade by Shift Up, for example. The game uses PBR for photorealistic materials on skin, metal, and fabric, plus GPU-accelerated Niagara particles for dust, sparks, and destruction. Thanks to soft-body physics, the heroine Eve’s clothing and hair react to motion, wind, and collisions in real time with remarkable detail. Yet the game maintains over 100 FPS on RTX 3060 in 1080p and 70+ on RTX 4060 in 1440p, with no shader stutter — unlike many UE5 projects, where similar systems cause frame drops even on top-tier GPUs.

Another case is South of Midnight by Compulsion Games, also running on UE4 and easily achieving 60 FPS on Xbox Series X|S and PC. Its power lies not in technical trickery but in art direction — the stop-motion-inspired animation and handcrafted textures give it a unique style that rivals UE5’s graphical showpieces. These examples prove that UE4 remains a mature, reliable platform for hits without the torment of optimization — and that rushing to upgrade isn’t always the right move.


South of Midnight


Unreal Engine remains the king of the industry, but UE5 serves as a warning: innovation without balance leads to disaster. Epic continues to evolve the engine, adding AI-assisted optimization, performance budgeting, and new learning tools — but for now, if you’re in game development, maybe it’s better to start with UE4 for stability and proven tools; risk UE5 only if you have a clear optimization plan for your target hardware from day one. Otherwise, you may end up with day-one patches, angry players, and months of rework — instead of the next-gen experience you were hoping for.

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