Reasonable said:
What I meant by buggy is that often, when developers take something like U3, and want to add code for extended features specific to their game (say I want it to underpin an RPG, for example) the end result always seems to be a game that shows the following traits vs pure FPS titles developed on U3, or titles developed by Epic
a) general performance of the engine is not on par with what it should be, due to the changes not sitting well with the underlying code of the engine
b) a more unstable product - i.e. a somewhat higher percentage of quirks and sometimes outright bugs
If you think about it Epic know every line of code in U3 in detail, but a developer who uses it tends to either bolt on code to the core or use the middleware tools without really knowing the underlying code inside out. Mostly this is okay but it is an environment much more likely to produce issues than someone developing on an engine they know inside out.
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That unstability has nothing to do with the engine. You can't use engines wrong. Either they work or they don't work. Bugs you are referring to are related to game logic and thats something that isn't in engine. Btw, doesn't Mass Effect use U3? (And Fatal Inertia, Fury, newest Larry, etc.) Of course you can use flat side of axe to cut down trees. It does work, but performance would be quite bad. :)
Spankey:
So it would be a good if in the future there would be PS4, which would use only Sonys engines for PS4 games, because making one would cost too much?
(Or if they would put similar hardware to PC, anyone could use just about any engine there has been made for PC.)
Dallinor:
Problem is that most developers use the default stuff that is in the engine and do not care about making anything own instead. For example that bloody screen that is just about in every fps today. Devs could easily disable it and make something more innovative.