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Non-realtime use cases for UE5 have much more generous performance constraints, and so the giveaways of UE5 are less apparent. Eg. raytracing instead of lumen.
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Very few projects change the default diffuse lighting algorithm for raster graphics in UE, which is Lambert shading. It has a particular "look" that reminds me of really early use of graphics shaders in games [0].

0: https://agraphicsguynotes.com/posts/physically_based_shading...




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