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Epic Pushes Back After Gore Verbinski Blames Unreal Engine for Waning CGI Quality

The public back-and-forth underscores an industry divide over real-time tools versus offline pipelines.

Overview

  • Verbinski argued that widespread use of Unreal Engine has introduced a recognizable gaming look that hurts photorealism, calling it the "greatest slip backwards."
  • He cited issues with light transport, subsurface scattering, and motion interpolation, saying these choices can lead to uncanny results in creature work and digital doubles.
  • Epic Games VFX supervisor Pat Tubach countered that it is inaccurate to blame a single tool, emphasizing that aesthetic quality comes from artists, pipelines, and production choices.
  • Tubach noted Unreal is primarily used for previsualization, virtual production, and only sometimes for final pixels, adding that artists on past blockbusters would have welcomed such a tool.
  • Coverage points to extensive Unreal use across productions like The Mandalorian, The Matrix Resurrections, Ant-Man and the Wasp: Quantumania, and Amazon's Fallout, as Verbinski promotes a new film that favors photographic elements and avoids generative AI.