Unreal Engine often gets flak for games running poorly or stuttering, but as Avowed demonstrates, it's really about how devs use it and the pressures of time

A screenshot from the PC version of Avowed, from Xbox Games Studios
(Image credit: Xbox Games Studios)

Here's a simple question for you: What do Black Myth: Wukong, Frostpunk 2, Palworld, Stalker 2, Tekken 8, Silent Hill 2, and Avowed all have in common? Yes, that's right, they were all made using the game development package Unreal Engine 5 (UE5). Something that they also have in common is variable and somewhat confusing performance on PC. If one only goes by comments on social media, the problems all stem from UE5 but having spent a week testing Avowed, I'm not convinced that Epic's software is to blame.

That particular game has all kinds of odd things about it, such as the 1% low frame rates and wonky upscaling, but it looks great and for the most part, it runs pretty well too, though it's best to ignore the actual frame rates and judge it on feel. Avowed's developers, Obsidian Entertainment, aren't new to Unreal Engine as they made The Outer Worlds and Grounded with it, although it was the previous version.

However, Id Tech 7 is proprietary and the two development teams for the above games, Id Software and MachineGames, are both subsidiaries of the parent company that owns the engine (ZeniMax Media). It was heavily customised for Indiana Jones but the point I'm making is that the coders in question are all very familiar with Id Tech—one team made the engine and the other has used nothing but Id Tech engines.

Unreal Engine is an all-round development engine that can be used for visual effects in films and TV shows, as well as video games. It's quite easy to pick up and work with—heck, if I can do it, I'm pretty sure anyone can with enough grit and determination, because I'm old and rather scatty at times. Of course, what I've made with UE5 has been nothing more than simple exercises, graphics tests, and other tomfoolery, and creating a full-blown AAA game is on a level of complexity so far removed from what I'm doing that it's akin to comparing making a paper aeroplane to a commercial jet.

Unreal Engine does have faults but given its remit, I'd say they're acceptable. To me, the problems all stem from time. Game publishers need something to go out on schedule, they need them to recoup the millions of dollars invested in them as soon as possible, and performance testing and fine-tuning code is very time-consuming.

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This is why so many big games are released in such a shoddy state—they can always be patched later, when there's more time available to carry out such tasks in depth.

I have no doubt it will be the same for Avowed. The preview code I tested was rather wonky-donkey but with the overall game being really solid and a lot of fun, there's a good chance that all of its foibles will be fixed post-release.

Then again, the performance might not be 'fixed' if the developers are happy with how it is already or if the sales aren't great. Obsidian Entertainment is also working on a sequel to The Outer Worlds, again with UE5, so it will only be able to allocate a certain amount of workforce time to fixing Avowed.

In my mind, time is the real problem, not the engine or the developers using it, and unfortunately, time costs money. Are we happy to pay even more for our favourite games, so developers can employ more staff to do more work, to ensure PC projects run perfectly on release? That's a debate for another time, I think.

Nick Evanson
Hardware Writer

Nick, gaming, and computers all first met in the early 1980s. After leaving university, he became a physics and IT teacher and started writing about tech in the late 1990s. That resulted in him working with MadOnion to write the help files for 3DMark and PCMark. After a short stint working at Beyond3D.com, Nick joined Futuremark (MadOnion rebranded) full-time, as editor-in-chief for its PC gaming section, YouGamers. After the site shutdown, he became an engineering and computing lecturer for many years, but missed the writing bug. Cue four years at TechSpot.com covering everything and anything to do with tech and PCs. He freely admits to being far too obsessed with GPUs and open-world grindy RPGs, but who isn't these days?