He's just mad that he's not as good at making game engines like Id, Valve and even Epic did.
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unreal engine game developer here: it's your fuckin' responsibility to debug and optimize your game, not unreal engine's.
You gave them a hammer and their nail has not gone in straight?
Clearly your fault. And the hammer's.
Oh, I was unaware randy coded unreal engine all by himeself. I take back every negative thing i ever said about the fucking Twat
Yeah, fucking what?
What the fuck does that even mean?
Randy is... what... when was the last time this asshat even wrote any code, much an less engine?
20 years?
No, seriously, when actually was the last time he wrote any code?
He founded Gearbox in 99... and by 2005, they liscensed UE 3.... prior to that, they'd been working with UE2... and Source...
I think you have to back prior to Gearbox, to Duke Nukem 3D and Lo Wang, to find somewhere Randy may actually have contributed to game engine code.
In conclusion: Fuck you Randy.
If your engine is crap then you don't get brownie points because it's custom.
After all, Starfield is on a custom engine, and it had exactly the same problems as Borderlands 4.
Starfield ran pretty good. The game was just not fun. I tried having for 120 hours. I really did try. The shipbuilding was nice tho.
Have to partly disagree. The loading screens, whilst usually brief, were very annoying.
Elite Dangerous, No Man's Sky or Space Engineers accomplish similar tasks without needing those, or having to limit the accessible planet area.
I understand that those were limitations of the engine, but it could just be speculation.
God this guy is so impossible, hes a fucking cartoon character.
Anything ever come of this creep and his "favorite magic tricks" usb drive?
Maybe I'm just wildly crazy here, but I think a $70 game from a big studio should run well.
We're not talking some $15 early access title here that lacks optimization because it's like 2 guys making it in their free time.
Randy Bitchford cries about a problem he created, More at 11.
I can't believe I've somehow never seen 'Randy Bitchford', but that's his new name now, christ what a fucking diva.
I've been calling him that since he got all whiney about the Duke Nukem forever flop, Glad that there are now 2 of us.
Yeah I'm pretty sure for $70 a functional engine should be the bare minimum.
What a fucking chode.
I have. Oddly enough, I don't remember any Gearbox game with a Gearbox engine?
Gonna keep repeating it until it sticks:
Don't touch Gearbox shit. They showed their true colours when they embezzled Colonial Marines.
Pitchford's brain dead takes killed any chance that I was going to play Borderlands 4.
Yeah, i could. Or you could optimize your assets and figure out how to add performance profiles instead.
Now watch as some determined lunatic codes a new engine and somehow ports all of BL4 to it.
I've read reports that people can't get more than 30fps on low settings on 4000 series cards. I'm definitely not one to expect sweet 120fps on ultra on launch day, but a 4000 card not even getting low settings? They failed. Hard.
Hey guys, you know what we really need for a IP property that is famous for a rather simplistic cel shaded art style?
The most complicated realtime lighting and rendering engine in the world.
... I could smack him with a fucking book, holy shit this is so stupid.
I wasn't going to buy this game at all, but now I really won't buy it.
What an ass.
Shade aside, I do think more developers should make their own engine. Yes it takes time and resources, but those are spent on exactly what you need instead of on getting what you want out of an engine that was made to do everything but focused on nothing.
This kind of thinking is what caused all the issues for cyberpunk 2077 release. You need people who can actually use the engine. If you have to train every dev that on boards on your custom engine and all its quirks and customizations youll mever be able to release on time. Its why theyve switched to working with unreal. You can actually get people who are familiar wirh all the systems without spending weeks or months training them.
It also sucks for the devs trying to leave since youve now spent months or years working on systems and code that dont work anywhere else. So whoever hires you will again have to retrain you with their systems.
I mean I sort of agree, but I've both used custom engines and seen people trying use custom engines and you have this problem where the engine was designed for a game, rather than for any game. So if the original game didn't have a particular feature the engine has no capacity to do that thing, so every time you want to make a new game in that engine, you basically have to rewrite the engine.
It works if you build an engine to be an engine, but as you say that's extremely expensive and time consuming and you probably am not going to get any benefit out of it. You could try selling the engine, but you're unlikely to make much progress unless there is a significant improvement over the other options already available.
I don't need to be a three star Michelin chef to realize that the plate of shit I have just been served is in fact a plate of shit. Similarly, I also don't need to be a game developer to see that the buggy mess of a game gearbox just released is not worth my time.
I don't need to personally be an engineer to call out a train wreck when I see one...
I'm not a pilot, but if I see a helicopter upside down in a tree I'm pretty sure someone fucked up.
Cheaping out on optimization is one thing, telling customers to basically eat shit if they have a problem with it is… something that‘s not gonna have any major consequences nowadays, I guess lol
What a time we live in
Coffee Stain managed to get UE5 to keep window settings between sessions, but what do they know? Certainly not how to not fix an inventory screen bug that's been in 4 games at this point.
Take your own advice? What games do they have not on some other developer's engine? Other than their initial expansions for Half-Life, which are basically mods for Half-Life, all the games I know they have done were built on various iterations of Unreal Engine.
this is unreal
Randy pitchfork is a piece of shit that needs to stfu
I did
^It^ ^sucked,^ ^but^ ^I^ ^won't^ ^buy^ ^your^ ^game^ ^regardless^
My friend with a RX 7900 XT can barely run it.
At 1080p.
On Medium.
Shove it up your ass, Gearbox.
Randy, you molest your employees with that mouth?!
Does borderlands really "need" some bleeding edge engine?
Its not a terribly complex game? And nobody gives a shit if its a bit janky.
Borderlands, like its movie, is the kid who gets an ant farm for his birthday, pulls out the tubes, shoves one end up his ass and starts sucking the farts out with the other.
Yes, its entertaing, but nobody expects it to be high-class.
Takes me back to 2008 and Rockstar claiming that GTA 4... was designed for hardware that didn't exist yet after that shit show of a shitty port to PC... It would be a further 6yrs before I could play that game at a reliable 19080p, 60fps... then GTA5 came out a year later.
No wonder you couldn't play it. 19080p, mother of God!
19080p in 16:9 is 33,920X19,080 =647,193,600 pixels, 647 megapixels. 8K is 33.2 megapixels. So this dude is playing GTA 4 on a screen that has almost 20 times more pixels than an 8K screen
Don't you guys have ~~phones~~ 90-series graphics cards?
Yo, Randy, eat your own shit! Don't forget to swallow!
I'm ready for the article announcing Randy takes back his statements. As is the cycle.
Greasy bastard.